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Continuous Beam Laser - Beta Testers needed


weijiesen

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I remember the guy that made the model for this had some other stuff in the pipeline too. Are we going to be seeing that in this mod as well?

 

Right we have 2 more weapons coming down the pipeline.

All three will be in the same mod, with the BLR making the debut first, and the other two added on as DLC over time.

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Hey weijesen: is it possible to make the beam wavy and bend? What does Gamebryo have to say about this?

Its possible to make it wavy on its own, but not dynamically.
No sporadic or random patterns to it.

For a psuedo-dynamic wavy beam, one would have to use a Particle Beam, like the one below :

 

http://i.imgbox.com/PyBoHY22.gif

 

Also if you haven't yet seen here, here's a small clip of the BLR in action : http://gfycat.com/LastReliableCleanerwrasse

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Dat bisection.

 

Are you also planning to add that crit kill to some vanilla weapons (e.g: the chainsaw and katana) or will it be only for this weapon?

 

Courier07, glad you asked.

 

I may be doing that, but I've got a few issues to work around.

This effect works best when it happens on a slow-firing weapon really (gives the script a chance to catch up and prevent itself from running twice).

 

So, say, for a Katana hit, that's pretty easy, and for a point-blank Shotgun blast, piece of cake. But for a Chainsaw... that's where it gets tricky.

So you can imagine how it is for my Beam Laser (the #1 fastest firing weapon, ever, even faster than both Flamer and Gatling Laser iirc).

 

I've got a mod coming later on named GORE (or possibly Surgeon Simulator NV lol ) that will debut a whole bunch of new Gore-related stuffs, so, we'll see :wink:

 

 

Oh man, that sounds great. As if New Vegas couldn't get any gorier.

 

I got a feeling that combined with the Improved Blood Texture mod would be perfection.

 

Haven't been this hyped for a mod release before. Hope it all works well.

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http://i.imgbox.com/dTsJebSW.jpg

A quick WIP preview shot of the first WMK.

(its the bit that plugs the holes, siphoning runoff energy)

 

 

http://i.imgbox.com/BRFuIfHq.jpg
An here's a quick shot of the Torso GoreCaps (still WIP, but definitely getting there)

Remember this engine is in fact far more limited than Skyrims, so sometimes workarounds or 'interesting tricks' must be used to achieve goals that are well out of the realm of the engine's original usage, limitations, or intentions.

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Just finished some custom ''havok'd intestines'' that take on fun shapes when they slither to the ground.

 

Oh, and ... as if people on fire actually emitting real light *couldn't get any cooler*, well...ppl now try to pat out the flames in a panic when they are on fire!

(Random chance to pat out flames, depends on their [GetActorValue Confidence] as well as [GetHealthPercentage], meaning low health and low confidence = ''Screw the player, I'd better get these flames out or I'm toast! pun intended!''

 

http://i.imgbox.com/sLohbCiA.gif

 

http://i.imgbox.com/6Gcvhr1E.gif

 

http://i.imgbox.com/uCR3BJ0f.gif

 

http://i.imgbox.com/IfEVYLcM.png

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Holy s***. Now that is quality modding!

 

If only we could GetActorOnFire to light havoc objects and grass of fire! *sigh*

 

Now if by ''we'', you meant ''Wei'', then you are correct.

 

**cracks knuckles**

 

Burnable Objects :

Method 01 ) - Certain objects (not.just.actors.) can bear "Object Effects", (Effect Shaders).

Effect Shaders such as Smoke, Flames, sparks, (heck I wrote the wiki on 'em :tongue: ).

Use Search&Replace method to swap out certain statics with their Burnable counterparts.

 

Method 02 ) - Alternatively, for Havok things (or things with DamageStates) simply set the DamageState via Nifskope, trigger via GECK.

 

Boom - burning objects

 

--------------------------------------------------------------------------------------------------------------------------------------------------------

 

Spreading (ground/surface) Fires :

Fire can be made to spread too.

Fire from the Flamer, from a Molotov, from Incinerator, or even from Gas Trap explosions.

Using PIO method + Nif containing Ball Collision (multiple instances) + MPS + EmitterObject.

Then set a few globals so that when Actors 'Enter' the area, they ignite and/or flee.

 

Boom - Spreading fires that damage actors.

 

 

 

C'mon man gimme something challenging :tongue:

Edited by weijiesen
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