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Zanza Vault Survivor
Joined: 20 Apr 2009 Posts: 1097
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Posted: Mon Jul 05, 2010 4:16 am Post subject: Dual Wield |
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Any idea if there is a mod for dual wielding weapons or would that be too hard? _________________
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Muro Mutant Patron of Deviation

Joined: 22 May 2007 Posts: 2170 Location: The Empyrean
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Posted: Mon Jul 05, 2010 12:09 pm Post subject: |
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You do realise that that would require to nearly double the already enormous number of PC animation frames? _________________
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Dark Elf Obey your Master

Joined: 06 Feb 2002 Posts: 8498 Location: Lady Gaga's rear window
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Posted: Mon Jul 05, 2010 7:35 pm Post subject: |
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I believe someone worked on something like that once, attempting to reconfigure game mechanics so that you could equip two guns, just going the cheesy way about it without having to redraw the 923594 x 10^487 sprites Arcanum is composed of.
Didn't succeed though. _________________ Those who forget the pasta are doomed to reheat it. |
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Zanza Vault Survivor
Joined: 20 Apr 2009 Posts: 1097
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Posted: Mon Jul 05, 2010 11:27 pm Post subject: |
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| Muro wrote: | | You do realise that that would require to nearly double the already enormous number of PC animation frames? |
Of course my good man. _________________
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RunAwayScientist Master

Joined: 20 Apr 2003 Posts: 160
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Posted: Tue Jul 13, 2010 9:30 am Post subject: |
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You could simulate such a thing with scripting. Upon 'end combat' of the PC (presuming the game recognizes script attachment points on PCs), you could write in code that does a check for a flag (doubleweilding=true/false). If so, it'll simply play whatever animation the player is doing twice and return and RUN default.
Maybe whip up a dialogue of some kind to flip that flag on or off....then, when attempting to duel wield, run a conditional check to see if the currently equipped weapon object type is is present in the player's inventory (barring that, a direct internal name check would be in order) and then if so flip the flag and run a loop script that checks to see when the weapon is removed from inventory (or dual wielding turned off).
Then, of course, said script(s) would need to consume twice the ammo....assuming one is talking about firearms or other projectile based weapons. |
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Dark Elf Obey your Master

Joined: 06 Feb 2002 Posts: 8498 Location: Lady Gaga's rear window
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Posted: Tue Jul 13, 2010 11:40 am Post subject: |
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Wouldn't it be possible to take a rifle, give it a custom inventory image (two guns for example) and adjust bullet consumption, firing speed and accuracy accordingly? _________________ Those who forget the pasta are doomed to reheat it. |
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RunAwayScientist Master

Joined: 20 Apr 2003 Posts: 160
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Posted: Tue Jul 13, 2010 11:56 am Post subject: |
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| Yeah....actually....that would work. Just copy + paste the gun image and create a side-by-side image. Could supplement that with scripting so you could combine the two items in inventory somehow rather than purchasing a new weapon. |
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