tommah
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Post by tommah on Oct 19, 2014 18:43:22 GMT -5
Tommah HammerTried thinking of a good name for it..... failed...... Here it is: You can find it in the upstairs office of the Ingleton Mechanic Shop. Also I changed it so all weapons DO appear in the Locker albeit very glitchy, but does work. If people complain that its messing up the locker I'll remove the feature. *edit* added fire damage to zombie... forgot that in the video *edit* *edit* Also forgot to show off the ground attack and thrown effects....Sorry I was drunk last night, forgot a lot.
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tommah
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Post by tommah on Oct 21, 2014 8:32:07 GMT -5
All of your weapons is really good, though, i don't know if you can take request.. because, I had an idea of a weapon, It's fists, that does like the Hyakuretsu Ken of Kenshiro, the primary fire is like the party gloves, punch really fast with almost no damage, then the secondary fire does a huge punch that make the zombies under the same effect as the Queen in Jar, they are twitching and the Head explode (Or full body explode after a short time if you think it's possible to code) And if possible, after killing enough zombies for the combo attack, the character does an animation like if he was pressing vital point (I'm not sure which animation would fit the most) and then it make the zombie explode Just though about something, doing a Nanto weapon where the character use his finger to slice and cut zombies, i think that it would fit good with the animation of the weapon of the anger boss Just looked into this Ken of Kenshiro and I think I can make it work.
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tommah
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Post by tommah on Oct 21, 2014 11:13:17 GMT -5
updated Release to change Sniper Rifle audio to the original DR2 Sniper audio
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tommah
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Post by tommah on Oct 22, 2014 9:01:24 GMT -5
Big UpdateMade all weapons into blue prints, once you pick up the blueprint you may make them anywhere. This is technically "beta" as I did test but I am unsure if there are any side effects, or if I accidentally used an existing combonation. I may have on a couple of them. Will update info throughout the thread. *edit* found a bug, please redownload
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Post by sonichufanboy on Oct 22, 2014 10:40:16 GMT -5
No way you could quickly update it by changing generic names to your actual weapon names on the blueprints?
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tommah
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Post by tommah on Oct 22, 2014 11:17:37 GMT -5
No way you could quickly update it by changing generic names to your actual weapon names on the blueprints? nope
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Post by sonichufanboy on Oct 22, 2014 23:23:16 GMT -5
Small tidbit: In game, most blueprints have the necessary components right next to the blueprint. In the next release,you could put spread them out a bit, and put the two components next to them. For example, I don't know what a "dead blow hammer" is, so now I have to go look for one. Then there are people who are just starting/restarting their games, they have no components, and don't have a laser sword, so they can't even craft that until later.
I would suggest putting the blueprints in locations people will normally visit, like the hotel safehouse in ingleton, you could put some grenades next to the music disks on the bed, it would make sense, and the new hammer could be found where it is now, since you would most likely find the two hammers in a garage. I know it's all found in one location now for testing purposes and simplicity's sake, but once you get more weapons, not all of them will fit in that garage, and you can always post the locations in a spoiler tag if people don't want to look.
Just my two cents. I will try newest version now.
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tommah
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Post by tommah on Oct 24, 2014 12:29:27 GMT -5
updated link, Sonic found recipe bug with the Sniper Rifle... All fixed now.
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Post by sonichufanboy on Oct 24, 2014 14:17:54 GMT -5
I like this concept actually, and it doesnt make a whole lot of sense that you need to craft a barret M82. How about you make the sniper rifle a actual weapon that you find around the world or find in the locker? PLus, ZAR is much more effective for me still, so having a few handy to make a zar and then keep one or two for myself seems the way to go.
You could put some rifles on roofs, in the police station, maybe even go crazy and give some to the stranded survivors(like the ones that have paintball guns). I like the idea of intergrating a weapon so it feels like a part of the game.
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tommah
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Post by tommah on Oct 24, 2014 14:29:05 GMT -5
there's no clear player locator so just "finding them around the world" would be crazy difficult. I'm not going to rely on the Locker as the only means of acquiring it due to the custom weapons screwing the locker up, I'm still not sure I think its worth it to even have them in there.
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Post by sonichufanboy on Oct 24, 2014 14:52:29 GMT -5
there's no clear player locator so just "finding them around the world" would be crazy difficult. I'm not going to rely on the Locker as the only means of acquiring it due to the custom weapons screwing the locker up, I'm still not sure I think its worth it to even have them in there. how did you spawn the blueprints then?
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Post by sonichufanboy on Oct 25, 2014 1:56:58 GMT -5
Newest version appears to work fine, except that the cutman and mjolnir do not spawn under the weapon locker. The sniper rifle work just fine, since the game thinks it is another zar(two in the locker), maybe rename mjolnir to the chopper or electric crusher, and the cutman to the party gloves, so the game thinks that they are combo weapons, and they get put where they belong?
Also tested the weapons in some online games, both as a host and as a coop partner. All same results, all weapons seem to disconnect the other player, EXCEPT the party van, I can carry it around and summon cars, no problem. Fun times if they have a mic, and they realize what's going on, heh.
Here are some ideas for the next weapons:
Dual Sgt Pistols(Sgt pistol plus Sgt pistol): Work like machine guns, but they look like sergeant pistols. more ammo and more damage per shot, to make them seem like an upgrade to the machine pistols. See what can be done with other one handed firearms(six shooter, handgun, tactical handgun, big D's gun, and the handcannon), it would be nice to have an ability to duel wield just like that. Automatic shotgun seems just light enough to do the same(no recoil IRL, you can literally fire one full auto with one hand), and angel also dual wielded two assault rifles, but I guess that didn't end so well...
If you are feeling crazy, you can also make the player dual wield the "hong kong akimbo", one handgun and one sixshooter, with each pull of the trigger firing twice, one from each gun.
Fire spitter(LMG + Motor oil): In the beta version of DR2, the fire spitter was a lmg which set enemies on fire. I don't know if capcom thought it was overpowered, or just thought it was a dumb idea in the end(see: alone in the dark from 2008), but I am curious how the concept would look in game. Plus the game needs more gun combos. Alternatively, you can make Dragon fire: Shotgun, sawed off shotgun or auto shotgun with motor oil, each shot also setting the zombies on fire and doing more damage to psychopaths and human enemies.
Serious Cannon(Boom Cannon + Firecrackers): It looks like a boom cannon, fires slappy zombie balls that explode like the massive bomb. When fired, the horn of the slappy mobile is played.
Microwave Emmiter(Y Cannon + Chest Cannon): A beam emmiter that always fires the fully charged up mega man blaster shot. Limited ammo.
EZ Gun(Handgun + Big D's Gun): Nail gun that makes you invisible to zombies. Infinite ammo. Deals no damage to human enemies, but it uses the acid effect on zombies, in other words they get "sick" and later, explode.
Wunderwaffe(Electric Rake + Shotgun): It is a ZAR that uses the chain electric effect of the shockblaster, when you perform a skill move with it. Limited ammunition, but extremely deadly, to both humans and zombies.
Sensor Grenade(Computer Case + Flash Grenade): Laser Tripwire that is thrown like a grenade. It attracts both zombies and human enemies alike, explodes after a certain time.
Brick Bomb(Brick + Bomb): A brick that explodes when thrown. You get several of them. It will explode a few seconds after it hits the enemy, so it will most likely knock them on the ground.
Zombie Gun(Rail Gun + Zombie Gas): It's a Rail gun that shoots grenade canisters, like the boom cannon, except they explode with zombie gas.
Home Made Flamethrower(Water Gun + Gasoline Canister): One of my favorites from DR2. Works like a flamethrower, strangely enough, but it looks like a water gun.
Hypno Knife(Kitchen Knife + Queen Bee): It is a knife that should be thrown. When thrown at a zombie, it will turn them to your side. They will get a health boost, and will attack anything that attacks you, as well as follow you. Balanced not to be overpowered. Harmless to human enemies.
Iron Man Gloves(Jazz Hands + Y cannon): It works the same way as Jazz Hands, but fires the explosive rounds that the Y cannon does. Extremely powerful, lots of ammo.
Trench Knife(Car exhaust + Combat Knifes): Knife that Red uses. Is more effective than other knifes, but not as effective as other combo weapons.
Riot Shotgun(ZAR + Auto Shotgun): With the sniper rifle being the "Ranged" Upgrade to the ZAR, this is the exact opposite. It looks like a shotgun, but is semi automatic(not auto), and has plenty more ammo than either ZAR or any other shotgun. Does not pump, each pull of trigger is another shot. Bonus if the skin is changed to black, more tactical, whenever possible.
Heat Packer(Handcannon + Rail Gun): Handcannon that shoots the same bullets as the armored rig cannon does. Increased Splash damage so you can better see the devastating effect.
Deathmatch Dominator(Two Assault Rifles): Creates a ZAR that acts as a lmg. About 120 bullets, full auto, more dmg per shot then a regular assault rifle, dead on accuracy, even with full auto. Since it already looks like the BREN machine gun, might as well make it act like one too.
Tau Cannon(Shockblaster + Y cannon): It has the same effect as the electric rake(A beam of deadly lighting), but the range is long enough to cover the biggest distances. In other words, it's a gun that fires a intense beam of lightning, being an upgrade to the electric rake. The pacifier has a good model for it, I would say.
Bazooka(RPG + Helmet Bombs): RPG that fires massive bombs. The projectiles are massive bombs the size of RPG rockets.
Boomshot(Laser Tripwire + Grenade Launcher): Auto Shotgun that fires RPGs. Limited ammo, fully automatic.
Grim Reaper's Sprint(Reaper Mask + Dynamite): Reaper mask. When thrown, it laughs, attracting zombies. After a few seconds, enough for a large mass of zombies to stand around it, it explodes like a massive bomb. The laugh gets louder as the times go by.
Thunder Gun(Turbine + Motorcycle engine): A turbine that knocks zombies away like ragdolls. Limited ammo, medium area of effect.
Gersh Device(Laser Tripwire + Y Cannon): Acts like a flashbang(looks like laser tripwire), except it does absurd amount of damage, like 9999999. Hurts anybody, humans, zombies, psychopaths, you, ect. The Explosion radius should be rather large too, but the explosion is held off a bit to give you time to run. The idea is that this is a black hole generator, destroying everything around the grenade, but again, limitations.
It's like 3am here and I can't sleep, don't judge me...
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tommah
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Post by tommah on Oct 25, 2014 6:35:24 GMT -5
thanks for the update. Seems like mixed results with online play because as a host I used fireballs just fine... I don't think he saw me throw anything but he probably saw the bodies flying, also used cutman helmet just fine as well but I expected that since it really wasn't anything new.
The weapons should be in the locker, just maybe not in logical spots, look around as I haven't figured out what controls the locker category. And the game doesn't think the sniper is a ZAR is just has the description of the ZAR.
I actually really like some of these. Some I've already thought of, the dual golden guns I'm actually working on. It works, just need to fine-tune it a bit but I like some of these and will probably use some of them.
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tommah
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Post by tommah on Oct 25, 2014 15:33:12 GMT -5
*UPDATE*Dual Wield Sgt. Pistols - Blueprint found in 2nd story office in Ingleton Mechanic Shop -300 ammo - Sgt. Pistol + Sgt. Pistol
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Post by sonichufanboy on Oct 25, 2014 16:34:08 GMT -5
Cool. Give the other guns akimbo, it shouldn't be too hard to do.
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tommah
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Post by tommah on Oct 25, 2014 16:45:34 GMT -5
Sonic.... stop saying things shouldn't be too hard. It is in fact quite annoying to do, i encourage you to try it.
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tommah
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Post by tommah on Oct 27, 2014 21:10:07 GMT -5
Laser Gun-Rips through zombies -Audio is different than in the video -Found in 2nd floor office of Ingleton Mechanic Shop
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tommah
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Post by tommah on Oct 30, 2014 23:38:14 GMT -5
*UPDATE*
-Released Laser Gun (changed audio) -Increased Tommah Hammer damage -Blueprints started causing issues, for the moment will not make new Blueprints and will return to placing items in the Mechanic Shop in Ingleton. Items will still be in locker. All old Blueprints will still work except the dual golden guns.
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Post by sonichufanboy on Dec 4, 2014 15:39:53 GMT -5
I will return to DR3 shortly, specifically after I return from my custom variation of my hardcore playthrus. Check out my new topic to see how that works.
So with that out, are you still working on this? Is there a possibility that you could tweak this a bit for me?
I think the sniper rifle should be an infinite dispenser, but everything else works fine for me. Can you try putting the sniper rifle as a dispenser in the gun shops around los perdidos? You can even edit a script, so one of the racks doesn't look any different, but gives you sniper rifles, I think there are duplicates, where there are like two shotgun or assault rifle dispensers, which is un-necessary.
Otherwise, everything else worked fine for me. I don't have the latest version, but then again I don't care for the laser gun, looks op, the megaman blaster is OP enough IMO. I want to make the cards or the fireballs and all those other weapons on the go, I don't care for the weapon locker anymore since it feels cheap, but just putting them all in one place, that you will not visit much later on, doesn't feel right. Go back to your earlier versions of the mod, for me all the blueprints still work right, you can get rid of the motorcycle if you want(love the idea from CZ, but it's glitchy), and it is a well known issue that the car spawner crashes the game, but you use that on your own risk.
So please give back the blueprints in the next release, and keep the sniper rifle in the garage, hopefully expanding it to the gun shops. Otherwise I might just stick with this version I got, it works just right. The only thing I don't like is that I have to craft the sniper rifle, which is stupid, then I got to take it from a weapons locker as a 2 bar, but I can live with that.
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tommah
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Post by tommah on Dec 30, 2014 9:28:59 GMT -5
combining two different models into each other is impossible without a model editing script. So my hands are tied until one comes out. I have tried thinking of ways to do some sort of jetpack, so far nothing hopeful though.
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tommah
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Post by tommah on Dec 30, 2014 16:50:31 GMT -5
DR3 modding is quite similar to DR2, actually. Items are created quite similar. UNFORTUNATELY a lot of the effects and collisions are different, so it will takea little bit longer.
I am open to ideas however.
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Post by xpolo62 on Jan 4, 2015 9:44:33 GMT -5
thanks
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tommah
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Post by tommah on Jan 4, 2015 20:42:09 GMT -5
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Post by tommah on Feb 20, 2015 8:41:39 GMT -5
anno! back from the dead!
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Post by sonichufanboy on Apr 28, 2015 17:29:35 GMT -5
So is mod still a thing? I wanted to change a few schematics around. I want the splitter to require a motorcycle engine instead of the sabretooth, for example. Also, that motorcycle combo worked really great, wish you would bring it back. Just played the game from lv1 to 50 with the old version(before laser gun) with schematics, haven't found a single problem. If you could bring the laser gun/gauss pistol back with a schematic(nail pistol with gems or something like that wasn't taken yet) I would appreciate it.
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tommah
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Post by tommah on May 20, 2015 11:07:48 GMT -5
Can you make the old dead rising weapons..? I'm not as active but what did you have in mind?
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Post by tommah on May 21, 2015 7:36:00 GMT -5
I don't think so, there has to be something similar already in-game that I can alter
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tommah
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Post by tommah on Jul 12, 2015 17:56:14 GMT -5
yes, it is possible however a little time consuming to dual wield guns. Anything with multiple pieces usually takes a chunk of time, not necessarily hard to do or anything, just consuming.
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tommah
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Post by tommah on Aug 3, 2015 8:49:36 GMT -5
is there a reason for this post, percy?
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Post by sargex on Nov 10, 2015 13:34:28 GMT -5
Really cool, however i wish that the motorbike could burn the enemies with the exhaust, contrary to be just a cosmetic effect.
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