
Ufo2000 Weapon Concepts Discussion
#52
Posted 28 June 2005 - 11:36 AM
"transparent" to the projectile? that might work (i still think that being able to shoot the wall down is enough though)
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#54
Posted 28 June 2005 - 12:10 PM
if it can shoot through walls, then what is to stop it from shooting through contents of cells.
there is also, as i said, the fact that both plasmas, lasers, mezons, and phazers can break down a wall and kill something on the other side, so why shoot through it too?
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#56
Posted 28 June 2005 - 07:20 PM

Edited by Kratos, 28 June 2005 - 07:23 PM.
#58
Posted 01 July 2005 - 05:32 PM
i have finished a crap load od conceptual eapon designs, theyre not the right size, but they are good ideas!

Attached Files
#59
Posted 02 July 2005 - 12:34 AM

Also, I believe some of the weapons you did there are already in aforementioned conversion pack.
#60
Posted 02 July 2005 - 02:08 AM
i'm starting a "modern Military weapon set"......and well......can someone please make it into a ufo addon when im done.....please, i dont know how to do it myself.
Attached Files
#61
Posted 02 July 2005 - 07:44 PM

#62
Posted 02 July 2005 - 10:28 PM

Well anyway, Sporb...we still need other handobject stuff made


#63
Posted 06 July 2005 - 05:00 PM

#64
Posted 06 July 2005 - 09:53 PM
however, a very large and heavy single shot particle cannon would be niec

BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#65
Posted 06 July 2005 - 10:54 PM
You need the latest beta. You place the weapons folder in the extensions directory.can u guyes give me some guide to apply new weapon sets....i unpacked it to the ufo beta directory but when i start the game no new weapons are there. what am i doing wrong, tell me

Everything seems to be finely named except for a couple.Kratos: i was sitting ther playing games yesterday and thinkin of your choice of weapon names - you mentioned that you ran out of names to call em so may i suggest some?
Meson = some sort of subatomic partacle right , so why not call them Particle accelerator weapons? IE Light particle accelerator , particle accelerator and heavy etc
or how bout Anti matter weapons = if im not mistaken , antimatter cannot exist with matter , therefore one would cease to exist and stuff might happen (like explosions *evil grin*)
Zap weapons = since they stun stuff now , how bout calling them Tasers or somthing more exotic like Thermal Shock rifle (< where have i heard that before?)
just suggestions though

Edited by Kratos, 06 July 2005 - 10:55 PM.
#66
Posted 06 July 2005 - 11:43 PM
well technically , the accelerators are quite simple - just a whole bunch of magnets in a giant circle - its the instruments and construction thats the complex stuffParticle accelerators are very large and complex, think mass driver and you'll see what i mean... those particle accelerators at universities are over a mile long, and even in the future they need to be very heavy anyway
however, a very large and heavy single shot particle cannon would be niec
as for antimatter , since both types of matter cant exist , how would you catch it in a magnetic feild?

Neutron weapons?
#68
Posted 07 July 2005 - 12:14 AM
thats why it is very hard to stop, even radiation suits have trouble stopping it
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#69
Posted 10 July 2005 - 10:46 AM
I was thinking, maybe a beam weapon that erupted with flames on impact? Like the incendiary rocket, but it has a laser animation on firing and only burns a 3x3 area? Call it the Thermal Gun? Maybe a whole set: Thermal pistol, Thermal rifle, Thermal Cannon.
Phaser. As in Star Trek phaser. Takes up a 1x2 space vertically, can be loaded with Stun ammo, Kill ammo or Incendiary ammo. Short range.
Tractor beam: reduced enemy energy to 0 for a turn?
Stun Grenade? Or has it been done?
Oh, and for the idea of a gun that can go through walls? Maybe have it firing 2 beams with the same accuracy very quickly? So 1 destroys the wall and the other goes through the other end. Notice only 2, so it can only destroy a maximum of 2 walls.
#70
Posted 10 July 2005 - 08:42 PM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#71
Posted 10 July 2005 - 09:52 PM
As for making a laser that sets stuff on fire , it shouldnt be that hard - i might even be able to code stuff like that myself if i learned the ufo2000 architecture - another neat i dea would be a hedgehod rocket , upod impact fires heaps of rifle rounds in any direction. Like a shrapnell bomb only cooler
-as for guns going thru walls - if you realy wanted to do it thru code , all youd have to do is define some sort of flags structure whereby everything on the map is assigned an tag , a wall would have a wall tag , a unit would have a unit tag and so on. then you could make a special routine whereby anything with a wall or object tag assigned to them is 'ignored' by the bullet. just speculation though , ive never looked at ufo2000's code so i cant rightly suggest stuff - but i did so there

Edited by Sporb, 10 July 2005 - 09:58 PM.
#72
Posted 12 July 2005 - 03:03 AM
Well, going back to the Minigun, the hand slots could easily fit 2x4, ditto for the backpack, but then you could only really carry 1.
hands are 2x3
#73
Posted 16 July 2005 - 06:28 PM

Anyone got ne graphics they want re touched ... re moddled ... anyone?
PS - the medal type things were based on the ufo rank platters given to your men in game once they gain a rank. I made heaps from scratch ... Say , you guys dont need any medals or crests do you?
Edited by Sporb, 16 July 2005 - 06:31 PM.
#74
Posted 23 July 2005 - 04:59 AM
The aimed and snap shots would be bursts of 3-5 then, but the magazine not too large to keep it realistic (30-50).
And make that time 10 for the minigun.

Another thing that crossed my mind:
Grenade Thrower - Propels any type of grenade over a larger distance.
Is slow and heavy, though, and not too accurate (so Grenadiers dont become obsolete).
And to Sporb:
In fact, as soon as the anti-matter came in contact with ANY matter (like the air in the barrel) there would be a complete mass-energy conversion like in a nuclear bomb. Only with twice the mass of the entire "bullet" instad of a tiny fraction of it.antimatter cannot exist with matter, therefore one would cease to exist and stuff might happen (like explosions *evil grin*)
In short: BOOOM! - Match over.

Edited by Violazr, 23 July 2005 - 05:12 AM.
#75
Posted 27 July 2005 - 02:11 AM
Edited by Sporb, 27 July 2005 - 02:12 AM.
#77
Posted 27 July 2005 - 02:45 PM
a wepon type per page IE Sci-fi guns on one page , projectiles on anutha
#78
Posted 27 July 2005 - 02:54 PM

#79
Posted 27 July 2005 - 05:55 PM
you could even set the inventory up into different catagories , Heavy , Grenades , hand to hand. and just scroll down to what your after , grab it and keep on scrolling. Then weapon sets wouldnt need to be seperated , they could just be added into each catagory as they are installed. EG you start out with skeleton gear (Xcom guns) and when you add the galactic weapons all the old guns are still there , but next to them go the new ones (Heavy plasma , heavy Meson , heavy Phaser etc). This would add heaps of flexibility too , and to force a game with just cetain weapons , you could just add more rules (like no explosives etc) like classic Xcom etc
There must have been a valid reason for leaving a scroll bar out though (and the ability to mix and match weapon sets)
I would love the ability to use all guns , imagine Waging war against aliens with plasma weapons when your men are equipped with the human equivalent , meson guns (they are human rite) Then players could really customise their squads , depending on their character choice (i would use laser rifles all the time if they didnt suck but if the meson rifle was there , i would gladly hang up my plasma guns for em.)
Edited by Sporb, 27 July 2005 - 06:03 PM.
#80
Posted 31 July 2005 - 01:25 PM
Pellet Gun, causes enemy unit to go berzerk, from annoyance or something.
(just read the "before posting in weapon concepts" thread, which should probably be above this one, so people read it first... so if this is currently impossible, sorry.)
Edited by albertmdh, 31 July 2005 - 01:55 PM.
#81
Posted 31 July 2005 - 04:45 PM
#82
Posted 31 July 2005 - 10:33 PM
Edited by albertmdh, 31 July 2005 - 10:34 PM.
#83
Posted 01 August 2005 - 01:40 AM
#85
Posted 03 August 2005 - 11:09 AM
Bolt pistol: autoshot of 3, weak high explosive ammo by default (basically just like the pistol, but with autoshot and slightly explosive impact [2x2, for example] and 1 turn of smoke/flames)
Bolter/boltgun, autoshot of 3, semi-weak high explosive ammo. just like the rifle, but different sprite and slightly explosive ammo (see above.)
Heavy Bolter: Autoshot of 3, medium-strength high explosive ammo. Ever so slightly bigger explosion than above.
Laspistol: Like laser pistol, different sprite, slightly weaker
Lasgun: like laser rifle, different sprite, slightly weaker
Multilaser: like heavy laser, but inaccurate and with an autoshot. Not quite as heavy as laser minigun, but not as powerful either.
Lascannon: heavy weapon, fires a very powerful beam, AP only, must be reloaded after every shot, no autofire.
Missile launcher: Rocket launcher, but no incendiary fire.
Meltagun: Very inaccurate at long range, but very powerful
Multi-melta: like a toned-down lascannon, inaccurate at long range, but magazine of 6. No autofire.
Shuriken pistol: No ammo required, autofire of 4, no aimfire, but weak
Shuriken Catapult, No ammo, autofires 5, no aimfire, weak
Shuriken cannon: No ammo, autofire 3, aimfire, quite strong
Frag grenade: standard hand grenade
Krak grenade: Smaller blast, but more powerful than frag grenade
#86
Posted 03 August 2005 - 11:24 AM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#87
Posted 03 August 2005 - 02:55 PM
#88
Posted 03 August 2005 - 03:02 PM
Request new features in our bugtracker
I need to say Sporb that the hand objects need to be complete for the melee weapons. Just a reminder Sporb.

After that I need you to make Ground objects that look like they are laying on the ground...then this set can be added into the next beta.

Edited by Kratos, 03 August 2005 - 03:05 PM.
#89
Posted 06 August 2005 - 01:11 PM
-albert
#90
Posted 06 August 2005 - 01:21 PM
"Total oblivion" ...
#91
Posted 06 August 2005 - 01:45 PM

Or a space rotation bomb...
#92
Posted 06 August 2005 - 01:45 PM
#93
Posted 07 August 2005 - 05:45 PM
Call me crazy, its possible ???
#94
Posted 10 August 2005 - 12:16 AM
I have asked sporb to make a Microwave Gun from a very sad looking prototype(my first one in paint, so i didn't expect much)
What it would do is if fires a beam(i think the sound of a Mag Ion suit flying around from TFTD would be the best) which, until it hits a wall that covers the entire level, will light everything in its path on fire. It would fire in maybe a 10-20 degree cone(the more narrow the beam the more concentrated it is, so it makes fires burn better and more easily)
If it just lights its target on fire it would have to light a 10x10 area in solid flames, and you wouldn't be able to see where it lands. But i think that the cone would be cooler, if harder to code
It would have to decrease in its ability to make things burn rather quickly, 20 degrees can get rather large after it has crossed a 6x6 map
Or it could light the area it hits on fire
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#95
Posted 10 August 2005 - 04:41 AM
BA's Hand phaser inventory , you'll have to wait for the hand sprites
Edited by Sporb, 10 August 2005 - 04:43 AM.
#96
Posted 12 August 2005 - 09:48 AM
BF2 Hackers =5SF= have busted
]sD[ Engageo <-- couldn't get him banned though, no screenshot of him ingame
]sD[Nomisser
an AK guy
The anti-logarithm of the logarithm of X plus the logarithm of Y equals X times Y, or 10^(logX + logY) = XY

I hate spider solitaire...
#97
Posted 12 August 2005 - 09:51 AM
Whatever you feel it should. You don't have to make it too much like the lasers and plasmas. Be creative.Kratos, what kind of a weapon set could microwave weapons be based on? I don't think it would fit in with the other sets(not the same generic layout, so you won't have the projectile, laser, plasma set i don't think, but maybe microwave guns could go with the Tachyon prototypes from long before)

Edited by Kratos, 18 December 2005 - 09:30 AM.
#98
Posted 12 August 2005 - 12:52 PM
It has improved support for weaponsets and we are ready to add new weaponsets to the distributive of the game. One of the tasks still is a weaponset which does not rely on any data files from x-com at all. Of all listed here, none of them conforms to this requirement yet.
If you make anything using only free graphics, please submit it here: http://ufo2k.lxnt.in...view.php?id=283
And just checked the links from http://ufo2000.sourceforge.net, seems like microprose ftp is up again, but it does not contain x-com demo anymore. So I'm not sure whether it is a good idea to distribute it now. That's why finishing our own set of graphics has very high priority. We are almost ready for that, this work consists of several (still unfinished) parts: unit skin, new free tileset, new weapons and a few icons, buttons, background pictures. And we already have a new control panel, explosion animation and a replacement for x-com fonts.
After that we can make a selfcontained installer, drop automatic downloading of x-com demo and provide support for full versions of x-com and tftd but getting them would be up to the user. And we can also make automatic searching for x-com and tftd data files built into the game instead of the installer. It will store path to these games in ufo2000.ini and use standalone copies of these games. Once the path in ufo2000.ini gets invalid (original x-com got uninstalled or moved), the user gets a warning and the search can be repeated again any time at the user's request.
http://ufo2000.sourceforge.net
#99
Posted 14 August 2005 - 03:56 AM
Thatd be cool , thnx Abyssion. Speaking of which , now would be a good time to post my versions of the Xcom laser and a plasma gun of some sort (thats the brown one)
Can I use these for a weapon set of my own? I was thinking the brown one could be the "Excel rifle" and the others could be "Pulse rifle, pulse pistol, pulse sniper, pulse cannon"
© Blood Angel 2005
Well, I would also like a pistol and cannon version of the Excel rifle, Clips for the Excel weapons (You see the thing that looks like a canister at the end of the Excel Rifle? Like that) and also weapon sprites for Small Cutter (Pistol), Laser Cutter (rifle) and Heavy Cutter (Cannon) with clips for these weapons. Don't bother with the pulse clips, I'm hoping they can be infinite-ammo type things.
Edited by Blood Angel, 14 August 2005 - 03:59 AM.
#100
Posted 15 August 2005 - 04:01 AM
Cutting Weapons (Small cutter, laser cutter, heavy cutter)
These are powerful, accurate and deadly, but take up a lot of TU to use. Fair battery size. Fires a cutting beam.
Excel weapons (Excel pistol, Excel launcher, Excel Cannon)
These are quite powerful, quite accurate, pretty good all-round weapons. They use magnetic acceleration to launch a ring of depleted uranium very fast. They have a medium magazine size, but these are quite heavy.
Pulse Weapons (Hand Pulser, Pulse Rifle, Pulse Sniper, Pulse Cannon)
These are weak, accurate, and cheap. They fire a concentrated laser beam, but only for about a nanosecond, saving battery power. They have built-in batteries with a very long life, so no need for reloads.
Missile Launcher: These fire missiles in cradles of varying type
- Standard Cradle: 4 shots in a cradle, fired one after the other. Medium strength.
- Phosphor cradle: 2 shots in a cradle, combust whatever they hit.
- Rotary Cradle: 8 shots in a cradle, but weak.