PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I like supernatural. Poor Zs. That means we are killing ill people?! Now i am demoralised :/ i guess i have to stop killing them.
I know, we need a blunt weapon mod that does 0 damage but is guaranteed to knock a zombie down :smile-new:

 
Jax, DaVeg, I know the old gun part system inside and out. It was very limiting.
All you are hearing seems to be "removal of gun parts". Well think of it this way, each of those parts were basically a limited version of what mods are. The new mod system even uses the old assembly screen.

Only one actual item ID in the xml has to be used for all item mods. The mods are stored in another xml file and have an upper limit of 32,000(ish) possible mods. In the old gun system a pistol could only have a single item assigned as it's "barrel"

Now, using tagging and mods, a pistol COULD have 50 different types of barrels. All that do various things aside from editing the same set of stats. One could add damage and take away magazine size; One could have less damage but give you 1hp per shot when you hit an entity; One could give you any level in any skill for a specified time after a kill. 3 off the top of my head that are possible in the new mod system, and that's just scratching the surface..

The limited nature of gun "parts" evolved into a mod system that can now work on any item in the game, not just tools and weapons. The new system can mimic the old system exactly if that is the desire, but, it can also do much much more.
Thanks for some precious loot.

I'm sure, no one would mind if you felt an urge to start doing podcasts every other week or so, talking about cool stuff that's brewing in TFP's base. (similar to Madmole's videos) :D

 
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Jax, DaVeg, I know the old gun part system inside and out. It was very limiting.
All you are hearing seems to be "removal of gun parts". Well think of it this way, each of those parts were basically a limited version of what mods are. The new mod system even uses the old assembly screen.

Only one actual item ID in the xml has to be used for all item mods. The mods are stored in another xml file and have an upper limit of 32,000(ish) possible mods. In the old gun system a pistol could only have a single item assigned as it's "barrel"

Now, using tagging and mods, a pistol COULD have 50 different types of barrels. All that do various things aside from editing the same set of stats. One could add damage and take away magazine size; One could have less damage but give you 1hp per shot when you hit an entity; One could give you any level in any skill for a specified time after a kill. 3 off the top of my head that are possible in the new mod system, and that's just scratching the surface..

The limited nature of gun "parts" evolved into a mod system that can now work on any item in the game, not just tools and weapons. The new system can mimic the old system exactly if that is the desire, but, it can also do much much more.
So, If I getting this right and I really want to go off the wall. I could make a "Medic Gun" that'll heal another player instead of doing damage xD .. maybe?!

 
So, If I getting this right and I really want to go off the wall. I could make a "Medic Gun" that'll heal another player instead of doing damage xD .. maybe?!
It sure looks that way!

Hey Gazz, TFP could hold a community event for xml tweaks to balance and enrich the gameplay during A17 experimental. You could implement all ideas you like to the stable version! :D :D:D

EDIT:

It turns out, the enemy health bar might be exactly the kind of tool one needs for experimenting on the new item buff system.

 
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Jax, DaVeg, I know the old gun part system inside and out. It was very limiting.
All you are hearing seems to be "removal of gun parts". Well think of it this way, each of those parts were basically a limited version of what mods are. The new mod system even uses the old assembly screen.

Only one actual item ID in the xml has to be used for all item mods. The mods are stored in another xml file and have an upper limit of 32,000(ish) possible mods. In the old gun system a pistol could only have a single item assigned as it's "barrel"

Now, using tagging and mods, a pistol COULD have 50 different types of barrels. All that do various things aside from editing the same set of stats. One could add damage and take away magazine size; One could have less damage but give you 1hp per shot when you hit an entity; One could give you any level in any skill for a specified time after a kill. 3 off the top of my head that are possible in the new mod system, and that's just scratching the surface..

The limited nature of gun "parts" evolved into a mod system that can now work on any item in the game, not just tools and weapons. The new system can mimic the old system exactly if that is the desire, but, it can also do much much more.
Hi, i Just wanted to ask: would the mods be visibile and different each other in the weapons or they would only be numerically present?

 
medi gun like in r6 siege? yeah, should be doable :)


Yes, there is an event action that can be called from any buff, item, or entity that can make an entity ragdoll at will.

Absolutely.
Yus! Even more Fun Times are ahead ;)

 
Not 100% sure at this time. I'm making the system that allows gazz and others to do most things from xml now. There is an AttachPrefab action that can be tossed on an event, so it's doable. Will likely depend on the mod.
Ok thanks, and with this mods system we would have a way to put different Camo paints on weapons?

 
Not 100% sure at this time. I'm making the system that allows gazz and others to do most things from xml now. There is an AttachPrefab action that can be tossed on an event, so it's doable. Will likely depend on the mod.
So a sledgehammer that spawns grenades upon impact would be doable? :-)

 
How much wood could a wood chuck chuck , if a wood chuck could chuck Norris?that is the real question...
:tsk:pft We all know a woodchuck can't..

Chuck Norris! That's just silly :rolleyes2: :playful:
 
Can I make a gun that turns zombies into tires? And vice versa?
You know, for a wizard mod.
A transmutation gun would be fun. Turn zombies into bears and bears into some very confused looking bandits :-)

 
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