Major cleanup and optimization.
Sound touchups.
12
GunLore.md
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@ -43,7 +43,7 @@ this the weapon will need a short time to load up ammunition again.
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### Extended behaviour
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As tarydium is highly volatile, any shards that remain attached to a target can
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With each shot, targets will be pumped with highly volatile Tarydium, and can
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be detonated with fire from other weapons, or sufficient kinetic force (e.g.
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making them fall from a considerable height).
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@ -296,8 +296,9 @@ The weapon is completely useless if the user or target are underwater.
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Another Mercenary invention, and a direct evolution of the previously listed
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Flamethrower. Shoots green-ish fireballs stabilized by microgravity.
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Primary fire: Single, steady shots, or a rapid three shot burst in a horizontal
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arc, depending on selected mode. Costs 10 units of napalm per projectile.
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Primary fire: A single, steady shot, followed by rapid three shot bursts in a
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horizontal arc if you keep the trigger held. Costs 10 units of napalm per
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projectile.
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Secondary fire: A slowly charged fireball costing 20 units of napalm. Deals
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more splash damage.
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@ -311,9 +312,8 @@ but that's a story for another time (and mod).
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## Demolisher
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The signature handgun wielded by the Archangels, who lead the Bigman tribes
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living in the southern swamplands of Na Pali's neighbour planet Gryphon.
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Firing highly explosive, massive bullets, this truly is a force to be reckoned
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with.
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living in the southern swamplands of Na Pali. Firing highly explosive, massive
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bullets, this truly is a force to be reckoned with.
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Primary fire: Single explosive shot, high recoil.
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@ -200,6 +200,9 @@ in your inventory. While carried it will slowly repair any damage it has taken.
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In deathmatch, the Sentry will "switch owners" to whoever last replenished it
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with ammunition, like the Turrets in ChaosUT.
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Note: This is an original item that mainly exists as a more polished take on
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the previous one.
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## Motion Detector
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This pocket device will allow you to spot nearby enemies. In addition each one
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@ -3,12 +3,14 @@
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- Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
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going to repurpose it as pretty much that.
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- Texture made from scratch, some handpainting plus detail textures and
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various overlays from Mine.utx just for kicks.
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various overlays from Mine.utx just for kicks. Doesn't look very good and
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needs improvement.
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- It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
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- Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
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- Came up with a name for it.
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- Ammo models were improvised by editing the unused sconce part of the Jclip1
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texture.
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- It is likely that this wasn't a weapon meant for Unreal, but oh well.
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### Bonesaw? / Razorclaw
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@ -18,14 +20,22 @@
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- Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
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Razorjack texture for them then it's already upgraded.
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- Also came up with a name for it.
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- The actual "Bonesaw" does not exist in any form but I might model it from
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scratch sometime.
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- I forgot to re-add in the little bits of flesh/dried blood that hang from
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the blades, but I think it still looks fine like this.
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- Same story as the Demolisher. The fact that these two only popped up in one
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third-party source for another game is really suspicious.
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### Flame Gun / Fireblaster
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- Changed up to not make it redundant since the Flamethrower is in too. It
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shoots fireballs, so it's more of a long range single shot weapon compared
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to the medium range dps barrage that is the flamethrower.
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- Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
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attack mercs do.
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to the medium range dps barrage that is the flamethrower. (after reading up
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more into the 0.83~0.86 builds I've come to realize that this was the
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correct way to go).
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- Has extra animation with a three-shot burst in a horizontal arc. Kinda like
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the "spray" attack mercs do.
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- The model had no UV mapping so I improvised a lot. Thankfully Blender's
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texture paint helped for most of it.
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- New name given, "flame gun" sounds too placeholder-y.
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@ -82,7 +92,8 @@
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- This one can be used as-is (though I did fix some holes and stuff).
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- Made a separate pickup model with holes filled.
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- Has a similar regenerating ammo as the dispersion pistol.
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- Has a similar regenerating ammo as the dispersion pistol. IIRC it was
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supposed to use the same ammo as the ASMD?
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### "Teleport gun"
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@ -95,6 +106,8 @@
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- Gun is re-animated in order to use the same hand as the final automag.
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- Uses the old black skin, but the off-hand gun when dual wielding will use
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the newer skin.
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- Forgot to make a reload animation, so I came up with lore to make it not
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need one. I'm lazy like that.
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### Sentry
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@ -74,6 +74,14 @@ server bool sting_olsmp = false; // adds the stupid oldskool SMP 7243 to
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// this weapon is dumb, but just for
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// the sake of completion it's there as
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// an option
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server bool sting_msentry = false; // allows the new Minigun Sentry, which
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// is an original creation for this mod
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server bool sting_dubious = false; // allows weapons of dubious origin
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// (Demolisher and Razorclaw)
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// along with the Minigun Sentry, since
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// it's an original creation
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server bool sting_proto = true; // enable all prototype items and
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// features
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server bool sting_autoscuba = false; // SCUBA gear toggles automatically
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// when needed
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server bool sting_ehold = false; // eightball can be held fully loaded
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@ -228,9 +228,11 @@ STING_UOPTS = "Compatibility options";
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STING_DPISTOL = "Dispersion Pistol altfire isn't upgraded";
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STING_PSHIELD = "Power Shield does not drain over time";
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STING_NOPSTART = "Players don't start up with an Automag";
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STING_OLSMP = "Enable SMP 7243 from Oldskool Amp'd";
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STING_MSENTRY = "Enable new Minigun Sentry";
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STING_DUBIOUS = "Disable weapons of dubious origin (Demolisher, Razorclaw)";
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STING_QOPTS = "Convenience features";
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STING_AUTOSCUBA = "Automatic SCUBA Gear toggling";
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STING_OLSMP = "Enable SMP 7243 from Oldskool Amp'd";
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STING_MCREDS = "Unreal Credits";
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STING_CDR = "Doomreal";
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STING_CLEAD = "Development Lead:";
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