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Buggy Flamethrower into Portable Flamethrower?


BarmanMaster

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I'm trying to make a machine gun instead of firing bullets launching fire as the buggy Flamethrower. To make it I try to use some code of the Buggy Flamethrower. But i'm stuck. Please Help.

I know this:

 

Buggy Flamethrower code is on the file "INVENTORY_TEST.SCR":

 

Item("ZZZZ3_TempFireCage", CategoryType_ThrowableLiquid)
{
GameVersion(8 );
Name("TempFireCage");
ItemType(ItemType_CarUpgrade);
Visibility(false);
MaxStackCount(1);
Mesh("dummy_box.msh");
Skin("default");
AnimPrefix("Grenade");
PhysicsScript("single_dropped_inventory.phx");
Damage(300.0);
PhysicsDamageMul(1.0);
DamageType(DamageType_Fire);
DamageDuration(0.0);
DamageRange(10.0);
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
ExplodeDelay(10.0);
ThrowEndSound("");
StatsType(StatsType_Explosive);
NoiseType("EXPLOSION");
Color(Color_White);
ExplosionSound("buggy_fire_shot.wav");
ExplosionFx("flamethrower");
BuggyEquipment();
ExplosionDirFx("");
}

Machine gun code in INVENTORY_GEN.SCR file:

 

Item("ZZZZZ_Firearm_SubmachineA", CategoryType_Firearm)
{
Name("&ZZZZZ_Firearm_SubMachineA_N&");
GameVersion(8 );
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_Pistol);
PhysicsScript("single_dropped_inventory.phx");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0 *0.01);
HeadSmashProb(0.5);
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
CutTypesGroup(CutTypesGroup_Holes);
DamageType(DamageType_Bullet);
Mesh("wn_submachine_a.msh");
SkinTag("weapon_standard1");
AnimPrefix("Submachinegun");
HudIcon("weapon_smg_a");
ShotTime(0.1);
ShotSound("SubMachineA_shot_XX.wav");
BaseSoundPrefix("SubMachineA");
DefaultBulletId("Bullet_SMG");
AmmoCount(45);
ReloadTime(1.5);
EmptySound("SubMachineA_empty.wav");
TwoHanded(false);
HolderElement("r_thigh");
HolderOffset([0.0,10.0,0.0] *[0.01, 0.01, 0.01]);
HolderAngle([0.0,90.0,-90.0]);
HandOffset(HandModification_Normal, [-0.03,-0.03,0.0]);
HandOffset(HandModification_Custom, [-0.03,-0.03,0.0]);
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
FxNameShell("BerettaGunfireShell");
ShootFx("PistolGunfireSingle_sequence.fx");
AimBlurStart(0.05);
AimBlurEnd(0.08);
ShootStatAccuracy(55.0);
MoveAcurancyLoseFactor(0.15);
JumpInertiaFactor(0.2);
DuckInertiaFactor(0.3);
ShootMinAngle(0.047);
ShootMaxAngle(0.095);
ShootAngleVel(0.106);
ShootAngleCooldown(0.174);
ShootVertRecoil(0.01);
ShootVertRecoilSpread(0.01);
ShootHorzRecoil(0.0);
ShootHorzRecoilSpread(0.01);
ShootRecoilTime(0.15);
ShootMode(ShotMode_Automatic);
BulletsPerShot(1);
MaxReboundCount(3);
DamageSize(5.0);
AiHitSound("bullet");
StatsType(StatsType_Pistol);
Price(7553);
FF_EffectName("Shot_SMG");
CriticalProb(0.05);
CriticalDamage(2.0);
DamageHeadMult(2.0);
DamageToPhysicsObjects(30.0);
FirePointRange(0,1000.0 *0.01);
FirePointDamage(0,118.0);
FirePointForce(0,100.0);
FirePointPhysicsDamage(0,1.0);
FirePointRange(1,6000.0 *0.01);
FirePointDamage(1,28.0);
FirePointForce(1,20.0);
FirePointPhysicsDamage(1,0.5);
Color(Color_Blue);
GenType(GenType_Firearm);
ShotTailDelay(0.1);
AchType(AchType_Pistol);
NameGender(0);
PriceMult(1.1);
ShootAnimFactor(0.6);
BulletSpeed(350.0);
LootType(LootType_Firearm_Short);
RagdollBehavior(RagdollBehavior_None);
}

Edited by BarmanMaster
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  • 4 weeks later...

I have tried many, many different ways of getting the flamethrower flamejet effect to be the ammo for (or even to attach to the end of) existing or entirely custom made weapons.

I've not been successful yet.

 

The way the buggy item and the item effect exists in the game files and internal code and how it is called into existence does not seem to be able to be used in any other way than via the buggy flamethrower item...so far, anyway. Shame that the item and effect appear to be called differently from most other game items and effects. :\ I still try to dig into the files sometimes to see if there may be some way around this difference so that the effect can be used on an item other than buggy.

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  • 5 weeks later...

Hi,

Great idea.

 

Maybe using the machinegun itemspawner (weapon item)

And changing damage type into fire.

Then adding a custom shoot fx with multiple fire fx.

 

But you'll need the devtools to pick some fx emitter and particle scripts.

 

To know where fx scripts are in devtools folder:

At 2:15

https://m.youtube.com/watch?v=FqXrDcKQnCw

 

You need to modify fx emitter presets file or add some new

Script with import function then, create a new fx emitter preset with the same fx id as your fire_big_emitter.fx and

fire_big_particle.fx (you can make a sequence fx too if you want) then type this fire_big under shootfx item slot .

(fire_big is an example and does not exist in fx as far as i know.

 

You can use the spawn() functions in sequence fx scripts

To spawn multiple fx , lights or even sounds into your custom fx.

 

I made a camera item with some custom 3d model i created and i added 3 omnidirectionnal light fx to it.

I used the toygun weapon item and modified this inventory_gen.scr so that it does not shoot and that it use the custom fx emitters i created.

 

It works perfectly, you can turn camera lights with left click

And zoom with right click.

The light duration is set by keyf loop , 0.00000 keyf to 18.00000 keyf in fx script.

 

You can set each fx location in the fx script.

Spawn function is only available in sequence scripts.

 

The camera item i made is not a mod but a custom map

Feature and the map still under development and not available to public so i can't show you the files but i hope

This will help you for the flame thrower.

 

Ps:

Maybe using another category type weapon, throwable grenade or something instead of throwable liquid or firearm could let you make the flamethrower portable , i mean that category type firearm is meant to shoot bullets , and setting the ammo count to 0 would make a weapon without the possibility to make damage on the enemies.

Edited by cr1m3
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