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one use only rocket launchers
Posted: Sat Aug 09, 2003 1:06 pm
by MacBeth
anyone tried to make a "one use only" rocket launcher?
because the ones ive made dont seem to work as they should... you can shoot them but they dont deal damage (they fly and then make *poof* and dissapear only knocking the target without any damage)
Posted: Sat Aug 09, 2003 1:21 pm
by Flamescreen
They're unworkable. We tried and failed in the past.
cheers,
Flamescreen
Posted: Sat Aug 09, 2003 1:36 pm
by MacBeth
i "made" it... changing the animation from single to throw makes the weapon work properly but... heh, he's throwning this damn bazooka instead of shoting :/
Posted: Sat Aug 09, 2003 8:05 pm
by OnTheBounce
I also encountered the problem where a character fires the rocket-launcher, then ran toward his target. Very annoying.
None of the solutions we tried were satisfactory. Too bad, since this type of weapon makes a lot of sense from a design standpoint, since you don't have to worry about giving the player a weapon that he simply has to hunt down more ammo for in order to get a really powerful item at a time when it would seriously unbalance the game.
Cheers,
OTB
RE
Posted: Sat Aug 09, 2003 9:14 pm
by PaladinHeart
Why not have the weapon too heavy to carry off?
Posted: Wed Aug 13, 2003 10:10 pm
by Sirgalahadwizard
You might try to use a "Heavy" weapon instead of the Rocket launcher to achieve the end result. Graphically, it shouldn't be that big a deal.
Maybe there's glitches with the Rocket Launcher because the gfx changes depending on if it's loaded or not (the gfx changes from no rocket on the end to having a rocket sticking out if you load it... maybe the game messes up when you shoot it because having the weapon destroyed at that moment wasn't anticipated as a bug by the programmers).
Posted: Wed Aug 13, 2003 10:55 pm
by Forty-six & Two
Sirgalahadwizard wrote:Maybe there's glitches with the Rocket Launcher because the gfx changes depending on if it's loaded or not (the gfx changes from no rocket on the end to having a rocket sticking out if you load it... maybe the game messes up when you shoot it because having the weapon destroyed at that moment wasn't anticipated as a bug by the programmers).
Sounds logical yea.. but just giving the player only 1 rocket if theyre only "allowed" to fire it once would work ok, besides the fact they can sell it... but I donnu. I thinks its better.. campaign wise anyway. In a stand alone map the one-rocket would be cooler.
Posted: Thu Aug 14, 2003 8:34 pm
by Sirgalahadwizard
Actually, you could go the extra mile and make the ammunition unusable for anything else (cant even unload it).
Make the weapon use ammo like a melee weapon - the weapon doesnt use ammo, the weapon has 0 ammo capacity, and the attack uses 0 shots. Then when the player attacks, make the weapon destroy itself.
I dunno if that'll make it not shoot anything at all (because 0 shots are spewed forth), but it's worth a go.
I remember having bugs in the game for a mod of mine, extra firing modes for handguns where it didn't use ammo (shots used = 0) but still fired anyway.
(damn... wishes FOT allowed you to have an item spawn another item... that way you could make it create a "used" version you can sell for scrap).
RE
Posted: Thu Aug 14, 2003 8:45 pm
by PaladinHeart
You could also be inventive and have each one with its own unique ammunition. Thus the launcher would still be just as useless once spent.
Also, consider having a generic one shot (that takes lots of AP to fire) rocket launcher, that is quite heavy (as a LAW would be) and everywhere you place it, it only has one shell. After being fired, if the launcher is heavy (and quite worthless), then most players would certainly toss it, or just sell it at the next town they come to. I don't really see a problem here. If the player knows that they will always find the ammo with the launcher, then they'll always know to get rid of the launcher after using it.
The only problem with this is players possibly wanting to just carry the ammunition and one gun. Perhaps if you turn it around and make the ammo heavy? And the gun lighter.
There are a lot of peculiar issues with this. But if you want to solve it full force, then go with unique guns and respective unique ammunition. It will work, but it is a lot more work for you.
Also consider other avenues. In most games I have played, the LAW is a burdensome weapon, and I covet the rocket launchers and grenades more. Unless the LAW is a cheap alternative to using more versatile, lighter weapons, then most people won't even bother picking them up.
On the other hand, necessity creates a resourceful player. Why not make them use it every time you give em one? Sounds fair to me.