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Throw your Weapons

Posted: Wed Nov 21, 2007 6:41 pm
by HellaWack
I've got a sweet mod idea but have no idea how to make it.
Hopefully someone else will figure it out. Here it is...

Instead of throwing grenades, when you pull the secondary trigger,
you throw your current weapon you're holding, and then you can walk over it and pick it back up.

Example: If you had a Battle Rifle and an Energy Sword, and you had the Battle Rifle in your hands,
you would throw your Battle Rifle away and pull out the Energy Sword, then throw the Sword and have no weapon.
(You throw nothing with no weapon)

All the weapons you throw would damage you, like if you threw the Energy Sword or the Needler at someone,
it would stick into them like the needler projectiles do, and give you an instant kill, then you go to the dead corpse and pull the Sword/Needler out and pick it back up,
or if you threw a Rocket Launcher, it would hit them like a brick and also give an instant kill.

Please someone try this out. Thanks.

Posted: Wed Nov 21, 2007 7:11 pm
by JacksonCougAr
scripts?

Posted: Wed Nov 21, 2007 7:30 pm
by CaptainPoopface
Not too hard, but it isn't SLC.

Give every weapon a clone of a grenade for its projectile. Swap the model of the projectile to the model of the weapon. Make the impact damage deadly (or however much damage you want) and null the detonation effects. Give the weapon's magazine a capacity of 1 shot. Set the age generated per round to 2. Have the weapon age into an invisible weapon, which is set to drop when fired, with an autofire trigger (see Xzodia's tutorial on single-use weapons if this is not clear). Swap the firing jmads with the grenade-throwing jmads.

That's it.

A less elegant option is to equip all guns to the left hand only, and have an invisible plasma rifle in the right hand, which cannot fire. When you melee with the plasma rifle, it smacks the left handed weapon as it gets dropped. It's rather hard to be accurate, some guns don't go very far, and I don't know how you'd cause damage with it. But try it and see what you think.

Posted: Thu Nov 22, 2007 6:20 am
by xzodia
dont forget you'll have to add a projectile chunk (for the grenade) and a trigger chunk (for the L button) otherwise you wont be able to fire the gun normally

Posted: Thu Nov 22, 2007 12:54 pm
by HellaWack
Oops forgot something....

After you throw the weapon, you can pick it back up when you walk over it.

Though I have doubts about this part working. Ideas?

Posted: Thu Nov 22, 2007 2:45 pm
by xzodia
try attaching the weap to an invisible proj via the hlmt and fire that

Posted: Thu Nov 22, 2007 2:47 pm
by HellaWack
xzodia wrote:try attaching the weap to an invisible proj via the hlmt and fire that
How do I attach it?

Posted: Thu Nov 22, 2007 3:02 pm
by CaptainPoopface
Set the detonation of the projectile to a very short time, starting "When at rest," and chain spawn the [eqip] for the weapon from the detonation. Note that the game enlarges the [eqip] model by about 30%, even if it's the same as the [weap] model. To avoid a sudden change in size when the [proj] disappears and the [eqip] spawns, give the [eqip] its own copy of the model and shrink it by 30%.

This is how my dodgeball mod works.

However, I'm also interested in learning about how to attach things through the [hlmt]. Is it as simple as cloning an attachments reflexive? I've read the tutorials but don't feel like I have a handle on it, so Xzodia, if you feel like explaining, please do.

Xzodia's method would allow you to "catch" the weapon, despite taking damage from it. It would make for a faster game. I like the idea.

Posted: Thu Nov 22, 2007 3:44 pm
by xzodia
yea all you have to do is add the reflexive or to avoid "broken indents" use a hlmt which already has the reflexive and swap the dependencies about

the only problem i can foresee is if you take the weap off the proj before it detonates then an invisible proj will continue to fly through the air till it hits something....