Flare mod? -1 reply

  • 1
  • 2

Please wait...

McMick

GF Pwns Me!

50 XP

25th August 2008

0 Uploads

59 Posts

0 Threads

#1 10 years ago

I'm no modder, but with dynamic lighting and whatnot, would it be possible to make a flare mod, that is perhaps mod a VOG25 or an M209 into a flare for the grenade launchers? You shoot it up in the air, it lights up, a parachute opens and it slowly falls to the ground (you wouldn't have to actually model the parachute, just make the flare slowly fall to the ground). Or perhaps a flare gun that just shoots flares at a specific target, which they stick to. It would be funny if you could use it to set people on fire.

The whole flare thing would be great fun at night, I think.




O.M.O.N.

Full Metal Jacket

50 XP

23rd August 2008

0 Uploads

103 Posts

0 Threads

#2 10 years ago

Yeah. Me loves flare guns - i always wondered how come no games have used this perfect and useful gun?! Not only you can use it to blast people to ashes, [COLOR=black]but you can also use it to make running flares[/COLOR] ( [COLOR=red]does not come with the remote controller for the target, the flare runs on its own, rolling on the ground, and running in circles in a hopeless attempt to extinguish itself, and it produces high-pitched sounds which MAY resemble that of a man screaming[/COLOR] ), plus - you can shoot it into the air to make the world a better lighted place! In simple; 1. FT-2000M Automatic Machine Gun - 4500$ 2. Clip of 5.56mm - 350$ [COLOR=blue]3. Shooting a guy with a simple flare gun and watching him run - [/COLOR][COLOR=red]PRICELESS.[/COLOR] [COLOR=black]Soooo.... Mod makers?! Anyone willing to assist me? Oh c'mon, no better fun than singing "...c'mon baybe, light my fire..." and shooting a flaregun! :cool:[/COLOR] P.S. Flaregun from Blood 1 was and still is my favourite pistol of all times (xcept the stealth pistol from Deus Ex - wait... no... i like the flaregun more) My friend, that is a very nice idea, plus - you may put some different ammunition in it ( fletchette for mincemeat, heavy AP, ball ammunition etc)...




Supernatur4L

Resident Stalker

50 XP

23rd July 2008

0 Uploads

615 Posts

0 Threads

#3 10 years ago

I think a few things maybe possible from this idea. It would be ideal to mod a nade launcher and a vog nade. You can add a sprite to it although it would be cool if you can use the rpg ammo but rpgs fly in a straight line therefor cannot do an arc.

So anyways apply the flare sprite to the ammo and then make it do very little damage but on impact set the NPC on fire like if they were to stand in a firepit (which they do quite often unfortunately), the fire effect already exists.

Im not sure how you can realistically get the flare to light up the ground since even the RPG flame sprite dosent seem to emit too much light. Lastly i dont think its possible to code so that the ammo will reach the top of its arc at a high velocity and then slowly fall to the ground to get that flare effect. It would require 2 vars for bullet speed which im not sure is possible.

If someone wants to give it a shot though :) i wouldn't complain.




McMick

GF Pwns Me!

50 XP

25th August 2008

0 Uploads

59 Posts

0 Threads

#4 10 years ago

As I've said before, I'm no modder, but how would this idea work? This isn't for "sticky" flares, but for the regular falling type:

1. Mod the VOG25 to explode at the top of its arc. I'm only guessing that there is a way to do that. I mean, the computer's keeping track of the arc, right? So is there a way to figure out its zenith and use that to trigger an explosion?

2. When the explosion occurs, instead of a big boom, you get a tiny bang, then the "flare" is spawned at that point in space. Its weight is next to nothing, so it drops rather slowly. This should be possible, given the rides I've had in giant vehicles after driving over a whirligig. Sometimes it takes awhile to float down even in an armored APC, so a slow-falling "flare" shouldn't be a problem, at least I hope not.

3. The flare itself could be based on one of those brilliant artifacts, perhaps. Except that it would disappear after a fixed amount of time, or when it touches a surface perhaps, and its light would have to be changed to something much more brilliant. I don't know if any lights exist in the game that would suffice, or if a new one would have to be created.

Does any of that make sense, modders?




Supernatur4L

Resident Stalker

50 XP

23rd July 2008

0 Uploads

615 Posts

0 Threads

#5 10 years ago

McMick;4563867As I've said before, I'm no modder, but how would this idea work? This isn't for "sticky" flares, but for the regular falling type:

1. Mod the VOG25 to explode at the top of its arc. I'm only guessing that there is a way to do that. I mean, the computer's keeping track of the arc, right? So is there a way to figure out its zenith and use that to trigger an explosion?

2. When the explosion occurs, instead of a big boom, you get a tiny bang, then the "flare" is spawned at that point in space. Its weight is next to nothing, so it drops rather slowly. This should be possible, given the rides I've had in giant vehicles after driving over a whirligig. Sometimes it takes awhile to float down even in an armored APC, so a slow-falling "flare" shouldn't be a problem, at least I hope not.

3. The flare itself could be based on one of those brilliant artifacts, perhaps. Except that it would disappear after a fixed amount of time, or when it touches a surface perhaps, and its light would have to be changed to something much more brilliant. I don't know if any lights exist in the game that would suffice, or if a new one would have to be created.

Does any of that make sense, modders?

1. If you take a reverse parabola and check when the y coordianate stops increasing you can theoretically clock when the flare begins to fall.

so (1,2),(2,4),(3,8), reaches the top and begins to fall,(4,4) checks if y value is < then previous y value but obviously on a much smaller scale.

2. That would probably involve spawning a light object in the sky. You can see it in priboy mod and older OLs when an artifact is dropped to create an anomaly but we're talking bout spawning a static object vs dynamic light source. I wouldnt know if it can be done. And im not even sure how plausable it is to spawn it from ammo conditions, ive heard spawning by script/button but spawning something for example when a bullet hits a wall ive never seen.

3. A realistic looking sprite can be created to get the "glowing" effect but i dont know how realistic the actual light emitted would be.

Interesting to ponder though.




O.M.O.N.

Full Metal Jacket

50 XP

23rd August 2008

0 Uploads

103 Posts

0 Threads

#6 10 years ago

Maybe a simple workaround? Used this when i did my Sanctuary for morrowind, the game never tracked the location of the player (no X, no Y, no Z, only Cell). I created an invicible and inivisible monster that followed you everywhere including interiors. You could use the amultet to teleport to your sanctuary while the placeholder creature remained there, and when you would go back, you would get near the placeholder. But anyways... Would it be possible to create and invisible creature with a VERY small bounding box? (bloodsucker invisibility effect) When the grenade timer runs out (at certain heigt) the creature is spawned there, and since it has very low weight, it would fall VERY slowly. Remember that dynamic lightning can be attached to creatures (poltergeist, and the flame ball in X16 in dark valley)... Dou you think it is possible? The only problem is that enemies would attack the flare.... Altough there must be a way to avoid that...




Supernatur4L

Resident Stalker

50 XP

23rd July 2008

0 Uploads

615 Posts

0 Threads

#7 10 years ago
O.M.O.N.;4565989Maybe a simple workaround? Used this when i did my Sanctuary for morrowind, the game never tracked the location of the player (no X, no Y, no Z, only Cell). I created an invicible and inivisible monster that followed you everywhere including interiors. You could use the amultet to teleport to your sanctuary while the placeholder creature remained there, and when you would go back, you would get near the placeholder. But anyways... Would it be possible to create and invisible creature with a VERY small bounding box? (bloodsucker invisibility effect) When the grenade timer runs out (at certain heigt) the creature is spawned there, and since it has very low weight, it would fall VERY slowly. Remember that dynamic lightning can be attached to creatures (poltergeist, and the flame ball in X16 in dark valley)... Dou you think it is possible? The only problem is that enemies would attack the flare.... Altough there must be a way to avoid that...

LMAO you can make the flare neutral to everyone haha but we're talking bout 2 very different games, morrowind at least included an SDK/level editor. Im not even entierly sure what you're talking about. I think i kind of get it but its not a simply work around. When spawning a monster with sprite effects attached to it, it still has to die somehow and you want to make it invicible.

You can spawn it at a custom community to which its neutral to but if you're planning on using it as a weapon (setting people on fire) i dont think it will work. And even if it does then all the future flares are going to be treated as hostile.

And people keep saying that stuff falls slower when the weight is low, have you guys ever tried dropping an exo and a vog nade, the 2 physics objects fall at the same speed, it is not governed by mass in the game unfortunatelly.

And also i dont remember there being a detonation timer, i think the nades explode on impact, someone correct me on this one if im wrong but i cant recall.

So i dont think this is very viable.




McMick

GF Pwns Me!

50 XP

25th August 2008

0 Uploads

59 Posts

0 Threads

#8 10 years ago

OK another idea, not realistic, but:

Create a modded grenade that is itself a light source, and doesn't explode. When you are finished killing your opponents, you just walk over and pick it back up. We could call it the "Sunlight" artifact. It could even be a hand-thrown object if nothing else, though it would be preferable if it could be shot out of a launcher. Does this sound more feasible?




Supernatur4L

Resident Stalker

50 XP

23rd July 2008

0 Uploads

615 Posts

0 Threads

#9 10 years ago

McMick;4566838OK another idea, not realistic, but:

Create a modded grenade that is itself a light source, and doesn't explode. When you are finished killing your opponents, you just walk over and pick it back up. We could call it the "Sunlight" artifact. It could even be a hand-thrown object if nothing else, though it would be preferable if it could be shot out of a launcher. Does this sound more feasible?

That would be fairly easy, you can just make a custom cobblestone with very intense light but you would have to drop it from your inventory, but thats much much more simpler, make it so it has a very large light illumination radius, shouldnt require too much work. Not sure how great it would look but i would love one to light up those dark dark OL nights.

This can also be used in Priboy mod although i dont find their nights as dark as the OL ones but in Priboy you can still equip artifacts like you would weapons so you can have an artifact flashlight :)




hmmv50cal

OL === WIN

50 XP

1st July 2008

0 Uploads

82 Posts

0 Threads

#10 10 years ago

I definitely like this idea, as it would make the game (especially in OL) more bearable at night, wit the green night vision for example. Instead of the terrible night vision being on, you could drop a "flare"/glow artifact to illuminate the battlefield.

EDIT; I have been playing OL a bunch, and recently started a new game on vanilla, and golly, the night seems like daytime in OL. Seriously, there is a huge difference.




  • 1
  • 2