diff --git a/GunLore.md b/GunLore.md new file mode 100644 index 0000000..f0a3e8c --- /dev/null +++ b/GunLore.md @@ -0,0 +1,310 @@ +# Standard weapons + +## Dispersion Pistol + +Standard-issue weapon for Vortex Rikers personnel. Not too strong, as it's +meant to be a deterrent, but can become a deadly weapon with upgrade kits. + +Primary fire: Shoots out a burst of energy. The light it emits can be useful +in dark areas. + +Secondary fire: Charges the shot up to a maximum of 500% of its original power. + +The microfusion core it contains can resupply it with ammunition practically +until the end of time. + +## Automag + +A very reliable gunpowder-based firearm, chambered in 9mm. Uses two 10-round +clips simultaneously. + +Primary fire: The typical. Hold for automatic fire. + +Secondary fire: Due to its characteristics, the firing speed can be improved +by holding it sideways, although this will make it much harder to aim straight. + +### Extended behaviour + +A skilled gunslinger can use two of these at the same time, and with adequate +coordination, time their shots in a way that virtually doubles the speed at +which they can deal the pain. + +## Stinger + +Proving that hostility is the mother of invention, the Stinger is in fact a +repurposed mining tool. This weapon breaks down raw tarydium mineral into +puncturing shards, which are expelled with great force. + +Primary fire: A single shard. Holding down the trigger will initiate a rapid +fire mode after this initial shot. + +Secondary fire: Releases five shards at once with some small spread, after +this the weapon will need a short time to load up ammunition again. + +### Extended behaviour + +As tarydium is highly volatile, any shards that remain attached to a target can +be detonated with fire from other weapons, or sufficient kinetic force (e.g. +blunt force or making them fall from a considerable height). + +## ASMD + +This energy weapon packs quite a punch with each shot. If the energy contained +within its internal core were to be released all at once the resulting force +would be enough to bring down a large building. + +Primary fire: A lightning-fast burst of energy with considerable knockback. + +Secondary fire: An unstable, slow moving ball of energy. + +It is rumored that some sort of combined attack would be possible. + +## Eightball + +A powerful weapon. Its nickname comes from the popular pool game, which Skaarj +hunters apparently had a bloodier, more explosive version of. The Eightball is +true beauty in the eyes of anyone with a thirst for destruction. + +Primary fire: Shoots rockets. Up to 6 can be loaded when holding the trigger. + +Secondary fire: Lobs unignited rockets as bouncing grenades. + +Normally the Eightball will fire its rockets in an arc, but by holding both +triggers simultaneously after the loading sequence has started, it's possible +to instead fire them in a tightly packed circular pattern. + +The weapon is additionally equipped with a target designator for the rockets to +seek. Simply keep your sights on the objective for a moment and it will produce +an audible signal once it has locked on. Note that this sound will also alert +the target. + +## Flak Cannon + +Kind of a cumbersome weapon, but don't let that fool you. This portable +artillery can deal quite the damage. + +Primary fire: detonates the mortar shell within the weapon's barrel, resulting +in a curtain of shrapnel flying in the general direction of your enemies. + +Secondary fire: Launches the whole mortar shell, which on impact will explode +and spray shrapnel in the direction it was facing when shot. + +## Razorjack + +A Skaarj hunting weapon. Fires large, spinning, serrated blades that bounce +steadily on hard surfaces and are easily capable of slicing cleanly through +all but the toughest materials. + +Primary fire: Single blades that ricochet off walls, ceilings and floors. + +Secondary fire: Tilting the weapon, activates a rather limited guiding +mechanism within the blades, which allows them to alter their trajectory by +following motion signals from the weapon's built-in accelerometer. For skilled +users only. + +### Extended behaviour + +Holding down the trigger for either fire mode will gradually increase the +initial spin of the blade, resulting in much faster projectile speed and +damage. This will make the secondary fire harder to control, though. + +## GES Biorifle + +A product of Mercenary engineering, and also a testament to creative +recycling. This weapon makes use of the highly toxic waste material resulting +from Tarydium refinement. + +Primary fire: Shoots globs of sludge that stick to most surfaces and explode +violently in contact with living tissue. + +Secondary fire: Hold to charge up a larger mass of sludge, up to 500% the size +of a normal shot. + +## Rifle + +Nicknamed "Pocket Howitzer" by big game hunters in the farthest reaches of the +galaxy, this 5ft long carbine really packs a punch. + +Primary fire: Long range, highly accurate shots. Aim for the head for extra +damage. + +Secondary fire: Toggles a retractable scope for easier long range aim. + +### Extended behaviour + +Secondary fire is now replaced with a rapid fire mode, while pressing the +reload button will toggle the weapon's integrated flashlight. + +## Minigun + +Another ballistic weapon, like the Automag. Since they're the same caliber, +ammunition can be shared between both weapons. + +Primary fire: A rapid barrage of bullets. + +Secondary fire: A much faster, but less accurate rain of pain. + +# Prototype weapons + +## Stunner + +An allegedly "non-lethal" weapon engineered by the Skaarj. Charges up pulses +of kinetic force. + +Primary fire: Build up and release a charge of kinetic force in front of you. +Any targets unlucky enough to stand in its way will be pushed away. + +Secondary fire: "Inverts the polarity" of the charge, which results in the +complete opposite effect, causing targets to instead be pulled towards you. + +The secondary fire can be useful to pick up items that are way out of reach. + +## Razorclaw + +A rudimentary close combat weapon handcrafted by a fellow survivor of the +Vortex Rikers crash, using a pneumatic drill and blades salvaged from stolen +Skaarj Razorjacks. + +Primary fire: Spins up the blades, slicing and dicing anything that gets too +close. + +Secondary fire: Activates a mechanism in the drill head that pulls the blades +together, clamping down into a single point. The force of this attack is akin +to the bite of a large alligator, if it had rusty metal teeth. + +## Teleport Capsules + +Paired devices that can warp the user instantly between any two points of +space. The holding unit can be carried comfortably on your belt. + +Primary fire: Throw one of the two modules towards your desired destination. +A built in gyroscope will try to keep it upright on any surface. If you already +have a unit out, you will instead press the recall button on the second module, +which will recall its companion. + +Secondary fire: With one of the modules out, press the teleport button in the +second one. This will initiate the teleport process. Make sure there is enough +space on the destination, as this process will cancel itself otherwise. +Apparently, living matter sometimes doesn't seem to trigger the safeguard, and +the device will happily teleport you into the guts of whatever critter is in +the way, resulting in a gory shower, and a very traumatic experience for +first-timers. + +You can use the secondary fire while both modules are still in your posession, +however all this will do is allow you to show others what you think of them +making fun of your "fanny pack". + +## Protomag + +This prototype handgun was discontinued due to its weight making it "not very +portable". Not like that's going to stop you. Hell, you might as well use two +at the same time. + +Both of its fire modes work exactly like the Automag, although due to +internal differences, bullets come out at a much higher velocity, resulting in +increased damage. + +The special trait of this weapon comes into play when you realize that there's +no need to reload. An experimental entanglement unit inside the gun's internal +clip locates spare ammunition carried by the user and automatically loads it. + +Since there's no need to reload, pressing the reload button makes use of the +gun's weight to beat the crap out of your enemies up close. If there are no +targets to hit with this. + +As an added bonus, you can press the zoom button to spin the gun. This doesn't +serve any purpose other than looking cool. Press again to stop spinning. + +## Quadshot + +A serious man once said "double the gun, double your fun", so clearly, doubling +what already has been doubled would make things even more fun, right? This +four-barrel beast of a gun is not to be underestimated. + +Primary fire: Shoots the first barrel, pump afterwards to rotate to the next +barrel. Moderate damage, short spread. + +Secondary fire: Shoots all loaded barrels at once. Deadly if fully loaded, but +the spread is much wider. + +Has to be reloaded after four shots. A skilled user may be able to load more +than one shell at a time to save time. + +## Peacemaker + +Standard-issue "room clearing" device manufactured by the Inuit Corporation. + +Primary fire: Deploy the device. Having landed on solid ground, it will open up +and release the rockets one by one after a set delay. + +Secondary fire: Adjust the activation delay, up to 9 seconds. + +Note that these rockets will chase after anything that gets close, so keep your +distance. + +## Impaler + +A powerful energy weapon that uses enriched Tarydium crystals. Wielded by +members of the Krall Dark Angel clan. + +Primary fire: Releases the currently held crystal, upon contact with any +solid object or surface it will explode violently. + +Secondary fire: Redirects the energy contained within the crystal into an +unstable beam of energy that arcs between any living creatures in front of the +user. + +Reload: Loads a new crystal onto the weapon, or unloads the currently held one. + +If no crystal is loaded, both fire modes will be replaced with a stab. + +## Flamethrower + +A Mercenary weapon built through reverse engineering of scavenged human +technology. + +Primary fire: Ejects a stream of fire up to a range of 40ft. Buit-in cooling +prevents the weapon from overheating, so you can keep spraying for as long as +you want. + +Secondary fire: Charges up and shoots a blob of unignited napalm. It will stick +to anything it touches, and ignite immediately upon in contact with fire or +explosives. + +The weapon is completely useless if the user or target are underwater. + +## Fireblaster + +Another product of Mercenary engineering, and a direct evolution of the +previously listed Flamethrower. Shoots balls of flaming napalm stabilized by +microgravity. + +Primary fire: Single, steady shots. + +Secondary fire: A rapid three shot burst in a horizontal arc. + +Like its predecessor, the Fireblaster is obviously completely useless when +water is involved. A very clever human scientist would eventually solve this, +but that's a story for another time (and mod). + +## Demolisher + +The signature handgun wielded by the Archangels, who lead the Bigman tribes +living in the southern swamplands of Na Pali's neighbour planet Gryphon. +Firing highly explosive, massive bullets, this truly is a force to be reckoned +with. + +Primary fire: Single explosive shot, high recoil. + +Secondary fire: Rapid fire. A puny little human like you stands no chance +against its recoil. + +## Autocannon + +A barely portable weapon. Usually these are mounted on ships, you know... + +Primary fire: Shoots each barrel one at a time. A direct hit is usually not +survivable by unarmored targets. + +Secondary fire: Fires four barrels simultaneously. 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