Recently brought this weapon to a state where I consider it to be functionally complete. I decided I'd make it publicly available as a beta to see if I can get any feedback on the aesthetics of the weapon. Specifically I'm hoping for some feedback regarding the visuals and the audio, but I certainly wouldn't object if someone wanted to help me out by offering to create a new animated weapon model or provide me with some cooler sound effects to use.
[SHOT]http://www.wailofsuicide.com/screenshots/cryo/cryo-1600-01.jpg[/SHOT] [SHOT]http://www.wailofsuicide.com/screenshots/cryo/cryo-1600-02.jpg[/SHOT] [SHOT]http://www.wailofsuicide.com/screenshots/cryo/cryo-1600-03.jpg[/SHOT]
DOWNLOAD: Download Here
To summon this weapon in your game:
To summon ammo for this weapon in your game:Code:summon woscryoarithmeticequalizer_beta1.cryoarithmeticpickup
Weapon Description: "The Cryoarithmetic Equalizer Carbine is a product of Conjoiner technology that allows localized violation of thermodynamics via processing algorithms that reduce the entropy within a localized field. Although normally utilized for industrial applications, the cryoarithmetic engine that powers this weapon has been modified to allow it to project its entropy-reducing field in a directed beam. When this field impacts its target, the temperature gradient difference can cause catastrophic damage. The secondary mode utilizes multidimensional focusing to disperse entropy-reducing fields in a wider dispersal pattern."
If you're familiar with the Revelation Space series of novels, you may be aware that this weapon is a bit of an homage to a technology utilized in that series.
The functionality of the Cryoarithmetic Equalizer is intended to fit into the gameplay of UT2004 non-disruptively, so it's balanced around existing weapons.
Primary Fire: Fires a beam of anti-entropic energy directly from the weapon. The initial hit of the weapon does 50 damage, however subsequent hits within the next 2 seconds will increase the freezing effects felt by damaged enemies. The damage increases by 5 for every subsequent hit up to a maximum of 70 damage per hit.
Secondary Fire: Fires a single full-power beam directly from the weapon and directs three lower-powered secondary beams in a triangle shape around the primary beam. A direct hit with all four beams is very effective but requires the user to be in close proximity. The primary beam is the same as above, while the secondary beams deal 25 damage initially, increasing to 45 damage on subsequent hits. Because the secondary beams are not as powerful as the primary beams, they will not in and of themselves increase the freezing effect felt by enemies.
If you encounter any difficulties getting this to run, please let me know here.