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[WEAPON] FireChucker [PREVIEW]

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    [WEAPON] FireChucker [PREVIEW]

    Because it's often asked for, I am working on a flamethrower. At the moment I just have the primary-fire working, which is a basic thrower-of-flame for burning things. I would like some ideas as to what the secondary fire could be. I have considered the stream of un-ignited sticky liquid like the Unreal 2 flamethrower, but I would rather do something that hasn't been done before.

    A second issue that I would like help on is the performance. The flame effect has a very big impact of frame-rates; It just about runs ok on my machine (Athlon XP1800+, 512MB DDR333, GF4Ti4400). I could make it run faster, but it would probably look complete rubbish. Would you prefer something that looks the business, or something that will run fast even on low-end systems?

    Here's a screenshot of two helpless bots being roasted alive:

    There is no weapon model yet. Two modellers so far have offered to work on it, but I will certainly not complain if anyone else wants to make one so I have more to choose from.

    #2
    i have an idea for the 2nd fire. you could be able to chrge up and release a big blast of slow moving fire. like a fire ball. thatd be cool

    Comment


      #3
      Mr. Evil

      You have done some cool weapons, just idea wouldn't it be good to stick them all in one weapons mod instead of relasing them by them selfs?

      Just an idea.

      Also i think an Railgun would be cool, like the one Fortune has in Metal Gear Solid. Maybe also the Plasma Cannon from the Predator frmo the films?

      Just an idea, the new weapons looks cool as always.

      MsM:up:

      Comment


        #4
        Re: [WEAPON] FireChucker [PREVIEW]

        Originally posted by Mr Evil
        A second issue that I would like help on is the performance. The flame effect has a very big impact of frame-rates; It just about runs ok on my machine (Athlon XP1800+, 512MB DDR333, GF4Ti4400). I could make it run faster, but it would probably look complete rubbish. Would you prefer something that looks the business, or something that will run fast even on low-end systems?
        Mr. Evil,

        This looks insanely great! Probably the most useful thing I can say about the frames issue is that to a large extent you may have to rely on the judgement...be it good or bad... of mappers and server admins not to use the weapon in maps that are especially prone to having bad frame rates. The reason I placed the Crispe inside only Car Park and Boom Boom Bridge is that both of those levels run fairly well on even medium powered PCs.

        I suppose the bottom-line to what I am saying is please don't compromise what looks to be a great weapon just to satisfy the needs of players that haven't upgraded their hardware yet. I can only speak for myself on this...When you release the weapon I will scoop it up, but I will only use in a way that will keep the game-play on our server at user-friendly levels.

        I hope that's helpful...

        -Toonces

        Comment


          #5
          Originally posted by Yournan2000
          You have done some cool weapons, just idea wouldn't it be good to stick them all in one weapons mod instead of relasing them by them selfs?
          The nice thing about UT2003, unlike UT, is that if a weapon is properly scripted then it can just be installed and will appear in the editor as an option for an XWeaponBase like any of the standard weapons. So there's less need to wrap them all up in a mod, mappers can just use them directly. And if you want to use them on maps which don't have them, the UT2003 version of WORM will let you substitute them for your own games.
          This extensible arsenal is the one good thing about the use of weapon bases rather than just placing the weapons directly.

          Comment


            #6
            a flame grenade, that sets the surrounding ground on fire after it explodes

            Comment


              #7
              Integrating Weapons Directly Into the Map...

              Originally posted by Doctor7

              This extensible arsenal is the one good thing about the use of weapon bases rather than just placing the weapons directly.
              That's a really good point and it also eliminates conflicts with other mutes. I had a conflict between the Crispe Gun and Spoon's Sniper Arena mute in replacement mode. Putting the Crispe directly into the map resolved it quickly and cleanly. Not having to give up one of the other weapons was an added bonus...

              -Toonces

              Comment


                #8
                Looks wicked MrEvil.

                Looking forward to seeing this one..


                BaleFire

                Comment


                  #9
                  Lookin' great.
                  Although not original it would be nice if you made it like the UNF flamer. The secondary on that thows out napalm thats pretty much flaming bio goo that sticks to walls and floors, creating a barrier of fire. Great for defending flagrooms. As long as it wasn't over powered that would be sweet. :up:

                  Comment


                    #10
                    Another idea for the secondary fire mode: a burst mode that shoots 3 or 4 fire balls, traveling at medium speed. Remember the Mancubus monster from Doom?

                    Comment


                      #11
                      What about if you were able to jettison the ammo/fuel cell ( -100 ammo) like a cannister grenade, perhaps with a 2 second time delay. Kinda like a mini-firestorm (w/ the visual effects of a redeemer explosion and extra fiery stuff, but much smaller). That's what I would do. Good luck Mr Evil, looks great so far!

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                        #12
                        Small globs of non ignited fluid (Like glup gun) that detonate on impact, catching people nearby on fire/some splash damage. also bun for a few seconds, can by used as flares, or a preventative measure.

                        also, like glupe guns, you can make a bigger glob by charging it.

                        basically a moltalov cocktail mixed with a waterbaloon.

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                          #13
                          secondary fire = napalm grenade

                          looks pretty cool, Mr Evil, yoru muts always rock

                          Comment


                            #14
                            Altfire = Suicide

                            Charges up the fuel and when you let go, massive explosion centred on you

                            tap primary during it the charge to cancel

                            ??

                            Comment


                              #15
                              Re: [WEAPON] FireChucker [PREVIEW]

                              Originally posted by Mr Evil
                              I would like some ideas as to what the secondary fire could be. I have considered the stream of un-ignited sticky liquid like the Unreal 2 flamethrower, but I would rather do something that hasn't been done before.

                              does that mean the secondary fire is like a trail of petrol that can be ignited by the primary fire? if not then this could work, it could be used to ignite walls of flame strategicly covering things like the Flag in CTF.

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