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UnderBarrel Weapons Framework

General mod discussion and requests.
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A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

UnderBarrel Weapons Framework

Post by A55K1KA » Tue Jul 15, 2014 12:04 am

Progress as of 21/09/2015 (dd/mm/yyyy)


Encountering issues with animations (camera is way up in 3rd person, character rotates unexpectedly)


Script is mostly working, major features working (Swapping from primary and secondary modes and ammo swapping (though ammo swapping isnt actually added yet) and I've included 360 controller mcm support for those who prefer controllers)


To Summarize, the mod is progressing, but still a ways to go.


 


Description of the mod...


The end goal of this mod is to provide the player with a working under barrel shotgun on their weapon (starting with Miabatsu's AK12).


The mod as it is now adds 2 hotkeys (configurable via MCM (with controller options)), the first will alternate fire modes on the weapon (switching between primary fire and under barrel fire modes).. the second will swap ammo while in "under barrel mode" (currently no ammo variations are added to the mod).


 


Ideas..


- alternate function for the second hotkey, instead of ammo swap.. toggle melee mode (so you can hit things or people with the butt of the gun (sideways swipe or downward thrusting motion))


- combined with above idea, breach doors by shooting them with the masterkey (under barrel shotgun) followed by a smack from the butt of your gun


 


[collapsed title=Animated gif previews of animations]


[center][b](AK12 w/ 870 MasterKey) AK12 Reload



(Ak12 w/870 MasterKey) UnderBarrel Shotgun Reload



(AK12 w/ 870 MasterKey) UnderBarrel Shotgun Shoot



(AK12 w/ 870 MasterKey) Aim Still



(AK12 w/ 870 MasterKey) Aim Iron Sights Still



(AK12 w/ 870 MasterKey) UnderBarrel Shotgun Aim Still





[/b][/center][/collapsed] 


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"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

sorry for the long break, I

Post by A55K1KA » Mon Oct 06, 2014 9:00 am

sorry for the long break, I am back now and work on this mod is resuming.


Made some changes to the mod, the shotgun now has a handle rather than using the mag for a grip.. reason for this was that the animating was not going too well with the grip position being so close to the trigger.


Also I made the shotgun shorter, I feel it looks tons better.. hope to have some screenshots soon.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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Pavel
Posts: 119
Joined: Mon Feb 03, 2014 2:21 am

I always felt the assault

Post by Pavel » Mon Oct 06, 2014 3:58 pm

I always felt the assault carbines needed an underbarrel grenade launcher, I am looking forward to seeing this as a fully realized mod


out of curiosity, how do you plan to have the game keep track of the ammo consumption of two different weapons at the same time?



C16
Posts: 76
Joined: Sat Sep 06, 2014 5:13 am

This is an amazing idea! I

Post by C16 » Tue Oct 07, 2014 6:28 pm

This is an amazing idea! I have one question though, would you add the GP-25 for the Chinese Assault and other AK-type rifles? And if you need testing or help with this, in the end I could do some compatibility patches and send them to you. Its nice to see mods that add new possibilities to the game. 


Pavel: 


(I may have messed something up. Hastily wrote this)


If PlayerREF.GetItemCount <ammo> >= 1, etc etc etc


     PlayerREF.RemoveItem <that ammo you put in above> 1 or however many you want it to remove


then, a script for example, the player does not have any ammo for the GL or Under barrel Shotgun:


If PlayerREF.GetItemCount <ammo> <= 0


     PlaySound <The no ammo click-thing>


 



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Looking awesome. I know this

Post by paragonskeep » Wed Oct 08, 2014 3:58 am

Looking awesome. I know this may be a "dumb" combo but I'd love to see a sniper with a 12 ga under mount.


Anti-material meet riot shotgun yes


If life is but a test, where's the damn answer key?!?!?

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

@ Pavel,

Post by A55K1KA » Sun Oct 12, 2014 3:51 am

@ Pavel,


I have added a ammo consuming segment to my scripts so each time you fire with the hotkey and it shoots successfully, it should remove some ammo, to avoid issues the ammo it uses is a crafted item that works in no other gun and is made by using 12ga ammo at a loading bench.


 


@Pins,


Sorry i dont actually know what a GP-25 is, is it like a 25mm? thats a guess based on the name, I will google it in a moment anyway.. just figured id ask too incase i find something that doesnt match what you were meaning.


I am already thinking of a launcher for the chinese AR, but havent really planned it at this point.


 


@Paragon,


Ill make a note to do the anti material with a semi auto shotgun under it.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

A55K1KA wrote:

Post by LT Albrecht » Fri Oct 24, 2014 1:30 pm

[quote=A55K1KA]


 


@ Pavel,


I have added a ammo consuming segment to my scripts so each time you fire with the hotkey and it shoots successfully, it should remove some ammo, to avoid issues the ammo it uses is a crafted item that works in no other gun and is made by using 12ga ammo at a loading bench.


 


@Pins,


Sorry i dont actually know what a GP-25 is, is it like a 25mm? thats a guess based on the name, I will google it in a moment anyway.. just figured id ask too incase i find something that doesnt match what you were meaning.


I am already thinking of a launcher for the chinese AR, but havent really planned it at this point.


 


@Paragon,


Ill make a note to do the anti material with a semi auto shotgun under it.


[/quote]


The GP series are soviet/russian-made muzzle-loading rifled underbarrel grenade launchers firing a 40mm caseless round that attach to AK series rifles without modification. They're like a Warsaw pact M203 equivalent. http://en.wikipedia.org/wiki/GP-25 for reference.


trollolololololol





 



austen1000
Posts: 45
Joined: Fri Jul 25, 2014 9:41 pm

I like the idea of this. I

Post by austen1000 » Fri Oct 24, 2014 4:10 pm

I like the idea of this. I will be tracking this. However, my main character's primary weapon is ZealotLee's ACR (ported from Fallout 3 as part of his weapon pack). But, maybe some of my other characters can make use of this.



A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

Sorry for my inactivity

Post by A55K1KA » Tue Jan 13, 2015 9:08 am

Started doing animations for the AK-12 w/ 870 Masterkey


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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