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WarpWalker, a new mech mod

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Monkooky:
So I felt the urge to design a mech.
Obviously, designing the mech isn't much good, so I tried to mod in the mech.
Turns out doing strange and complicated things for your first mod is KINDA HARD.

So here's the basic mech design, everything subject to tweaks:
Teleblaster
Generally average stats, save maybe having 2 shield?
As a passive, all primary weapons have reduced range but increased power
Starts with Splatter Shot, boring old missile launcher, and a secondary weapon which teleports you to wherever the bullet dies.

I have no idea how to do the teleport- looking through the existing modifiers it seems to be impossible.
Anybody have any idea how it might be done?

ptarth:

--- Quote from: Monkooky on August 21, 2016, 04:50:19 pm ---So I felt the urge to design a mech.
Obviously, designing the mech isn't much good, so I tried to mod in the mech.
Turns out doing strange and complicated things for your first mod is KINDA HARD.

So here's the basic mech design, everything subject to tweaks:
Teleblaster
Generally average stats, save maybe having 2 shield?
As a passive, all primary weapons have reduced range but increased power
Starts with Splatter Shot, boring old missile launcher, and a secondary weapon which teleports you to wherever the bullet dies.

I have no idea how to do the teleport- looking through the existing modifiers it seems to be impossible.
Anybody have any idea how it might be done?

--- End quote ---

I can't really spend time to do the testing and make a long answer, but here is some direction.

I haven't tried it myself, but the wiki suggests it should work. Just add it as a modifier to the system, take a look at the Lucky Minigun or The Bouncy Minigun for some basic examples. I think they are in DaytonPlayerWeapons.xml or CMPPlayerWeapons.xml. Although, the modifier may not actually work. I would also suggest setting up something that allows you to grep the files to find things you are looking for, doing so by hand is a nightmare.

Reduced range is generally a bad idea due to the locations of safe spots in patterns. The closer you are to a boss, the fewer they are. You are also going to be in weird situations with the teleporter moving you directly into bullets or into places were you can't take damage. As an alternative look at the BatteringRam weapon for a different spin on the same idea.

Monkooky:
Modified battering ram works, thanks for the suggestion.
It's not quite what I'd like, but I can't see a way to move the player to a bullet- and superfast movement works well enough.

As for the passive -range, I'm going to try it anyways- ideally the teleporter will allow you to get close and get to safety, but we shall see.

ptarth:
(I really should not be checking on this, but, eh... ;))

The tag I was thinking of was:
shots_hitting_player_warp_responsible_entity_to_parent_entity (bool)
if a shot from this system hits the player, then the parent entity of this system is destroyed and the entity which spawned that parent entity (if any) instantly teleports to its location

Which is retrospect is not what we want. I don't think there is a way to do the effect directly within the engine currently, it would require source changes. We could spawn a new player instance, but I don't think it would be updated like the player. Although, there might be a possibility of having clones... Although it would... hm....but then....

Anyway, glad it worked out to a degree. The range modifiers should be straight forward.

I'd make a counter suggestion of seeing what you can come up with the opposite sort of design. What style of mech would be interesting with 0 shields?

Cheers and good luck with things.

Draco18s:
I did something like this in the scrolling shooter I'm working on.
One of the safeguards I put in was a short bullet-clearing burst when the player was teleported, so that it would clear out any stray enemy bullets at the destination.

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