Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edition
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
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- Github Username: kevinz000
- Location: Dorm Room 3
Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edition
GOOFBALL IS DOING/FINISHING HIS SYSTEM. AT THIS POINT IM NOT GOING TO BOTHER AND SEE HOW IT TURNS OUT AND IF I CAN PUT MY IDEAS IN IT WHEN HE PRS IT.
[quote][/quote]TL;DR: I'm coding , or really, trying to code, a chassis-module based guncrafting system for energy weapons. Wall of text, but ITS NOT JUST ANOTHER OXFORD PIPE DREAM. No guarantees on the code though, I don't know how easy or hard this will be to implement. Nothing is final.
MAIN CONCERNS: Whether I'm going to hijack regular energy guns and put in a custom projectile/guncrafting datum that controls all this, or make a new item altogether and start from scratch. Right now I'm going with option 1 as it's easier and I'm lazy. SPRITES. I CAN NOT SPRITE. AT ALL. THIS WILL REQUIRE A LOT OF SPRITES. INCLUDES BASIC CHASSIS ICONS AND INHANDS, EACH MODULE WOULD HAVE A STANDALONE MODULE ICON, AN ICON OVERLAY WHEN ON THE GUN, AND POSSIBLY AN INHAND OVERLAY. PROJECTILE TYPES NEED SPRITES, MAGAZINES NEED SPRITES, YOU NAME IT.
Who will get this
Will probably replace hardcoded R&D weapons, or be given to cargo. I'm leaning towards science though, and in reality this will work either way.
Energy Guncrafting
So what my plan is for this is to make a module based system that is basically slotting things in like this, with a very quick description of what each would do.
Chassis - Determines gun size, basic shape, basic inhands, and how many things you can put in it.
|----- Trigger Modules - Things like electronic/DNA/voice/radio controlled trigger locks, but I really can't think of any good ideas for this
|----- Base Projectors - Each projectile can only have one of these (Yes I said projectile not gun). Determines basic projectile variables like the projectile's sprite, basic name, base speed, base energy consumption
| |-----Projector modules - Slot these into projectors. Things like piercing, xrays, and other things come from this. Wont' work on all projectors and effectors for balance reasons.
|----- Effect Modules - Determines what the projectile will do. Can be mixed and matched. Things like brute/burn/tox/oxy/brain/clone damage, gravitational effects, stuns, and everything else you can think of
|----- Barrel Modules - Determines some projectile factors. Probably things like modifying projectile speed, projectile power/impact multiplier and silencing/etc.
|----- Chassis Modules - Things like a scope, EMP-proofing, dualwielding accuracy boosts
|----- Cosmetic Modules - Not sure how easy this would be to implement so this is probably not going to be in.
| |------ Chassis cosmetic module - Determines what the gun looks like.
| |------ Chassis color cosmetics - Determines the gun's color
| |------ Projectile tracer cosmetics - Determines any tracer effects.
|----- Power Modules - The thing that powers the gun. Includes power cells of various sizes, self-recharging nuclear or otherwise batteries, and maybe even a chassis module that allows ENERGY MAGAZINES to be put in in place of a normal rechargeable energy cell, so you can tactically reload your energy guns.
Other modules: Possibilities are limitless! Maybe efficiency upgrades or power output boosters?
Damage/power scaling
I can think of two systems.
One in which the chassis determines the base power of the gun, but the power is modified by each module you add on. However, this would give pistols and other small sized guns a huge, huge disadvantage, and put bulky sized guns at a very big advantage.
One in which you can configure projectile powers to a certain extent, and this will determine how much power is taken per shot and how long is the cooldown between shots.
I'm going to try to balance this around current weapons, so tasers with normal energy cells would still have 5 shots. This is not replacing our hardcoded weapons though, so normal non-crafted guns will almost always be better then an immediate crafted equivalent.
Chassis
This is what controls the size, basic sprites, and capacity of a gun. Comes in four sizes.
Small, Medium, Large, Bulky. Small fits in everything, like pistols and such. Medium is your regular sized energy gun and will fit in a backpack. Large will only fit in a bag of holding and suit storage/back slots, and bulky simply only fits on armor attachment and might have more disadvantages, like slowdown maybe. Large+ weapons can not be dualwielded, at all. Bulky weapons require both hands to fire. Small guns can be dualwielded with a tiny bit of inaccuracy, medium guns have your normal dualwielding inaccuracy (without a module that reduces that though!). Keep in mind that more projector modules, and really, more modules assigned to each projectile type of the gun, isn't necessarily better, as that does not mean your damage will increase by any large amount as the gun's power output is only so much. However, power consumption and maybe delay WILL go up.
Module capacities: Trigger/Base Projectors/Effects/Barrel/Chassis/Cosmetics/Power/Other
Small: 2/1/3/2/1/2/1/2
Medium: 2/1/4/2/2/1/3
Large: 2/2/5/3/2/2/4
Bulky: 3/3/7/3/2/3/5
Power Modules
The thing that powers your gun. Guncrafted guns will flat-out ignore the regular gun variable and go to the gun module for power. Includes regular cells, recharging cells, and maybe even magazines. Having a magazine mount would modify your chassis to use energy magazines that will be printable in the same way as modules, or maybe even a hacked autolathe thing that will spit out half-charged ones. Energy magazines would be the same size as regular ballistics magazines. Self-recharging power modules would be available but will have disadvantages, like EMP vulnerability, smaller sizes, or lower efficiency on certain settings.
Ideas:
Small energy cell - 10000 - Fits in small
Medium energy cell - 20000 - Fits in medium
Large energy cell - 25000 - Fits in large
Bulky energy cell - 40000 - Fits in bulky
Fission battery - 10000 with 500/s recharge
Fusion capacitor - 20000 with 1000/s recharge - Fits in large+
Energy Magazine Slot - 10000 per magazine. Might not include this, definitely not going to be a R&D/station thing unless it's heavily nerfed.
Projectors
Projectors are really, base projectors, and projector modification modules. Base projectors will determine the base type of projectile (Beam-style like lasers, Stunners like electrodes, Bolt-style like ebows, Wavefields like gravity guns, an energy crossbow projector that would be like hardlight bows, and two more that is basically arcane barrage-like projectiles, and another that is a dual-beam with impact and a long tracer. Might be more, who knows.
Projector modifications: Designed to fit into certain projectors. Certain effects and projectors will not work with it. This would include xrays not working with taser modules, and things like that. Current ideas are xray, piercing, AOE, proximity impact.
Effects
What the projectile does, other then the base effect from the projector, if any. Includes your everyday damage causes, like brute/burn, and more exotic flavors like a scanner effect that gives you information on the projectile impact mob/item, brain damage/clone damage ones, gravitational and temperature impact/AOE effects, and more things.
Current list of effects that I'm going to try to make:
High Velocity Impacter - Brute
Laser Energy Lens - Burn
Toxic Metabolism Effector - Tox
Some-other-random-bullshit-tech-name - Oxygen
Biological Demolecularizer - Clone
High Frequency Energy Injector - Xrays
Mind Inhibitor - Brain
Gravitational Field - Gravity
Cryogenic Frequency - cold
Pyrogenic Frequency - hot
Long Range Scanner - Scanner
Electrical Core - Stunner
High-Voltage Payload - TESLA!!
Bluespace Coupling - Teleport
Holographic Projector - Fake projectiles
Exhaustion Inducer - Disabler/stamina damage
Trigger Modules
Includes things like implant/user/radio based trigger locks, or trigger logging with area, modules used in shot, user, and time, for forensics. Non-important.
Chassis modules
Anything that goes on chassis. Scopes, EMP-resisting faraday grids, the magazine power attachment, grips, and dualwielding enhancement computers, CM-style attachments like flashlights/bayonets? All here.
Probably will be split into large and small ones, so EMP-proofing and scopes aren't the same class as minor things like flashlights.
Cosmetic Modules
Self-explanatory. If I decide to do this, some can be stacked and some are unique, like sprites are unique.
Barrel Modules
Things like projectile speed and silencing is here.
Ideas:
High/Super/Hyper Power Magnetic (de)Accelerators for 1.4/1/0.8/0.65/0.55/0.4 speeds.
Sound Suppression - Silencing
Laser Targeting - ???
Energy Repeater - BURST FIRE!!
High Energy Feedback Loop - Lowers cooldown
Others
Efficiency modules - Lowers firing cost
Power output modules - Increases, or decreases overall effect boundaries.
How these modules will interact:
Each gun will have up to 2/3 configurable firing modes. You would be able to do this via a UI if I can get TGUI to work, but otherwise that's how it's going to be if I can do this, as other methods are probably worse.
Each module can adjust power consumption and cooldowns. More is not necessarily better. This can either be additive, multiplicative, or exponential.
Each projectile/firing mode can only have a single base projector, but you can mix any other component together for a customized gun.
But yeah, this is basically it.
NO PROMISES, THOUGH.
Thoughts?
[quote][/quote]TL;DR: I'm coding , or really, trying to code, a chassis-module based guncrafting system for energy weapons. Wall of text, but ITS NOT JUST ANOTHER OXFORD PIPE DREAM. No guarantees on the code though, I don't know how easy or hard this will be to implement. Nothing is final.
MAIN CONCERNS: Whether I'm going to hijack regular energy guns and put in a custom projectile/guncrafting datum that controls all this, or make a new item altogether and start from scratch. Right now I'm going with option 1 as it's easier and I'm lazy. SPRITES. I CAN NOT SPRITE. AT ALL. THIS WILL REQUIRE A LOT OF SPRITES. INCLUDES BASIC CHASSIS ICONS AND INHANDS, EACH MODULE WOULD HAVE A STANDALONE MODULE ICON, AN ICON OVERLAY WHEN ON THE GUN, AND POSSIBLY AN INHAND OVERLAY. PROJECTILE TYPES NEED SPRITES, MAGAZINES NEED SPRITES, YOU NAME IT.
Who will get this
Will probably replace hardcoded R&D weapons, or be given to cargo. I'm leaning towards science though, and in reality this will work either way.
Energy Guncrafting
So what my plan is for this is to make a module based system that is basically slotting things in like this, with a very quick description of what each would do.
Chassis - Determines gun size, basic shape, basic inhands, and how many things you can put in it.
|----- Trigger Modules - Things like electronic/DNA/voice/radio controlled trigger locks, but I really can't think of any good ideas for this
|----- Base Projectors - Each projectile can only have one of these (Yes I said projectile not gun). Determines basic projectile variables like the projectile's sprite, basic name, base speed, base energy consumption
| |-----Projector modules - Slot these into projectors. Things like piercing, xrays, and other things come from this. Wont' work on all projectors and effectors for balance reasons.
|----- Effect Modules - Determines what the projectile will do. Can be mixed and matched. Things like brute/burn/tox/oxy/brain/clone damage, gravitational effects, stuns, and everything else you can think of
|----- Barrel Modules - Determines some projectile factors. Probably things like modifying projectile speed, projectile power/impact multiplier and silencing/etc.
|----- Chassis Modules - Things like a scope, EMP-proofing, dualwielding accuracy boosts
|----- Cosmetic Modules - Not sure how easy this would be to implement so this is probably not going to be in.
| |------ Chassis cosmetic module - Determines what the gun looks like.
| |------ Chassis color cosmetics - Determines the gun's color
| |------ Projectile tracer cosmetics - Determines any tracer effects.
|----- Power Modules - The thing that powers the gun. Includes power cells of various sizes, self-recharging nuclear or otherwise batteries, and maybe even a chassis module that allows ENERGY MAGAZINES to be put in in place of a normal rechargeable energy cell, so you can tactically reload your energy guns.
Other modules: Possibilities are limitless! Maybe efficiency upgrades or power output boosters?
Damage/power scaling
I can think of two systems.
One in which the chassis determines the base power of the gun, but the power is modified by each module you add on. However, this would give pistols and other small sized guns a huge, huge disadvantage, and put bulky sized guns at a very big advantage.
One in which you can configure projectile powers to a certain extent, and this will determine how much power is taken per shot and how long is the cooldown between shots.
I'm going to try to balance this around current weapons, so tasers with normal energy cells would still have 5 shots. This is not replacing our hardcoded weapons though, so normal non-crafted guns will almost always be better then an immediate crafted equivalent.
Chassis
This is what controls the size, basic sprites, and capacity of a gun. Comes in four sizes.
Small, Medium, Large, Bulky. Small fits in everything, like pistols and such. Medium is your regular sized energy gun and will fit in a backpack. Large will only fit in a bag of holding and suit storage/back slots, and bulky simply only fits on armor attachment and might have more disadvantages, like slowdown maybe. Large+ weapons can not be dualwielded, at all. Bulky weapons require both hands to fire. Small guns can be dualwielded with a tiny bit of inaccuracy, medium guns have your normal dualwielding inaccuracy (without a module that reduces that though!). Keep in mind that more projector modules, and really, more modules assigned to each projectile type of the gun, isn't necessarily better, as that does not mean your damage will increase by any large amount as the gun's power output is only so much. However, power consumption and maybe delay WILL go up.
Module capacities: Trigger/Base Projectors/Effects/Barrel/Chassis/Cosmetics/Power/Other
Small: 2/1/3/2/1/2/1/2
Medium: 2/1/4/2/2/1/3
Large: 2/2/5/3/2/2/4
Bulky: 3/3/7/3/2/3/5
Power Modules
The thing that powers your gun. Guncrafted guns will flat-out ignore the regular gun variable and go to the gun module for power. Includes regular cells, recharging cells, and maybe even magazines. Having a magazine mount would modify your chassis to use energy magazines that will be printable in the same way as modules, or maybe even a hacked autolathe thing that will spit out half-charged ones. Energy magazines would be the same size as regular ballistics magazines. Self-recharging power modules would be available but will have disadvantages, like EMP vulnerability, smaller sizes, or lower efficiency on certain settings.
Ideas:
Small energy cell - 10000 - Fits in small
Medium energy cell - 20000 - Fits in medium
Large energy cell - 25000 - Fits in large
Bulky energy cell - 40000 - Fits in bulky
Fission battery - 10000 with 500/s recharge
Fusion capacitor - 20000 with 1000/s recharge - Fits in large+
Energy Magazine Slot - 10000 per magazine. Might not include this, definitely not going to be a R&D/station thing unless it's heavily nerfed.
Projectors
Projectors are really, base projectors, and projector modification modules. Base projectors will determine the base type of projectile (Beam-style like lasers, Stunners like electrodes, Bolt-style like ebows, Wavefields like gravity guns, an energy crossbow projector that would be like hardlight bows, and two more that is basically arcane barrage-like projectiles, and another that is a dual-beam with impact and a long tracer. Might be more, who knows.
Projector modifications: Designed to fit into certain projectors. Certain effects and projectors will not work with it. This would include xrays not working with taser modules, and things like that. Current ideas are xray, piercing, AOE, proximity impact.
Effects
What the projectile does, other then the base effect from the projector, if any. Includes your everyday damage causes, like brute/burn, and more exotic flavors like a scanner effect that gives you information on the projectile impact mob/item, brain damage/clone damage ones, gravitational and temperature impact/AOE effects, and more things.
Current list of effects that I'm going to try to make:
High Velocity Impacter - Brute
Laser Energy Lens - Burn
Toxic Metabolism Effector - Tox
Some-other-random-bullshit-tech-name - Oxygen
Biological Demolecularizer - Clone
High Frequency Energy Injector - Xrays
Mind Inhibitor - Brain
Gravitational Field - Gravity
Cryogenic Frequency - cold
Pyrogenic Frequency - hot
Long Range Scanner - Scanner
Electrical Core - Stunner
High-Voltage Payload - TESLA!!
Bluespace Coupling - Teleport
Holographic Projector - Fake projectiles
Exhaustion Inducer - Disabler/stamina damage
Trigger Modules
Includes things like implant/user/radio based trigger locks, or trigger logging with area, modules used in shot, user, and time, for forensics. Non-important.
Chassis modules
Anything that goes on chassis. Scopes, EMP-resisting faraday grids, the magazine power attachment, grips, and dualwielding enhancement computers, CM-style attachments like flashlights/bayonets? All here.
Probably will be split into large and small ones, so EMP-proofing and scopes aren't the same class as minor things like flashlights.
Cosmetic Modules
Self-explanatory. If I decide to do this, some can be stacked and some are unique, like sprites are unique.
Barrel Modules
Things like projectile speed and silencing is here.
Ideas:
High/Super/Hyper Power Magnetic (de)Accelerators for 1.4/1/0.8/0.65/0.55/0.4 speeds.
Sound Suppression - Silencing
Laser Targeting - ???
Energy Repeater - BURST FIRE!!
High Energy Feedback Loop - Lowers cooldown
Others
Efficiency modules - Lowers firing cost
Power output modules - Increases, or decreases overall effect boundaries.
How these modules will interact:
Each gun will have up to 2/3 configurable firing modes. You would be able to do this via a UI if I can get TGUI to work, but otherwise that's how it's going to be if I can do this, as other methods are probably worse.
Each module can adjust power consumption and cooldowns. More is not necessarily better. This can either be additive, multiplicative, or exponential.
Each projectile/firing mode can only have a single base projector, but you can mix any other component together for a customized gun.
But yeah, this is basically it.
NO PROMISES, THOUGH.
Thoughts?
Last edited by kevinz000 on Wed Dec 07, 2016 2:42 am, edited 1 time in total.
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
I've not reviewed it yet but I can feel the madness of the WARP OVERTAKING ME
- Lumbermancer
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Good luck, but I still think it's a waste of time.
- kevinz000
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
:^(Lumbermancer wrote:Good luck, but I still think it's a waste of time.
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- Lumbermancer
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
All these parts and statistics, I'm gonna spend 30 minutes scavenging for a perfect gun, and then what am I going to do? Validhunt? Who will benefit from this? Sec the most probably. But all of sec? Or only hos warden and chosen ones. Captain. Bartender maybe. Will the effects even be tangible in real word scenarios? Don't you think it will be powergamed for a while and then reduced to a gimmick. I mean for fuck sakes people can't be even bothered to turn sensors up to max, or attach seclites to their helmets, and you expect them to mod guns?
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Why not just make energy based guns module based like the proto kinetic accelerators
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Lumbermancer is right.
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
>not attaching it to the tazer for MAXIMUM TATICOOLLumbermancer wrote:attach seclites to their helmets
Life is too short for anything meaningful and too long for anything memeingful
Super Aggro Crag wrote: The best shitpost youll ever be responsible for will be your obituary.
Quality debate brought to you by ColonicAcid wrote:imagine having this little empathy
do you have autism bud? does your brain not see these people as humans? are they just a faceless statistic to you?
- kevinz000
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Boring. Overpowered.D&B wrote:Why not just make energy based guns module based like the proto kinetic accelerators
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- kevinz000
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
It's not as complex in game as you think.Lumbermancer wrote:All these parts and statistics, I'm gonna spend 30 minutes scavenging for a perfect gun, and then what am I going to do? Validhunt? Who will benefit from this? Sec the most probably. But all of sec? Or only hos warden and chosen ones. Captain. Bartender maybe. Will the effects even be tangible in real word scenarios? Don't you think it will be powergamed for a while and then reduced to a gimmick. I mean for fuck sakes people can't be even bothered to turn sensors up to max, or attach seclites to their helmets, and you expect them to mod guns?
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- D&B
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Pls explainkevinz000 wrote:Boring. Overpowered.D&B wrote:Why not just make energy based guns module based like the proto kinetic accelerators
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
little did he know that the walls of text i gave and my inability to code wasen't the only reason the idea never went further'
t. it's overly complicated and tg is to autistic and simple minded to use it.
but hats off to you, regardless im still going to steal your code and butcher it as soon as you merge it to make my idea
t. it's overly complicated and tg is to autistic and simple minded to use it.
but hats off to you, regardless im still going to steal your code and butcher it as soon as you merge it to make my idea

Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Helmet is harder to lose so you get both.calzilla1 wrote:>not attaching it to the tazer for MAXIMUM TATICOOLLumbermancer wrote:attach seclites to their helmets
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
People enjoy the act of discovering their favorite comboKor wrote:Lumbermancer is right.
- kevinz000
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
What would you give it? Damage? Speed? Range? Burst fire?D&B wrote:Pls explainkevinz000 wrote:Boring. Overpowered.D&B wrote:Why not just make energy based guns module based like the proto kinetic accelerators
Everything would make your mundane egun op as fuck.
Guncrafting il probably make damage limited by gun power output and cell instead of how many damage modules you can cram in.
Local catgirl scratching post - Shezza


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR


Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
make a new egun that has shitty damage, speed, range, no burst fire, and only 1 ammo type. give it KA type carts to upgrade those stats. tadakevinz000 wrote:What would you give it? Damage? Speed? Range? Burst fire?D&B wrote:Pls explainkevinz000 wrote:Boring. Overpowered.D&B wrote:Why not just make energy based guns module based like the proto kinetic accelerators
Everything would make your mundane egun op as fuck.
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
I just wanna customise my shit, validhunting and ebin powergame meta be damned, i dont give a shit. Godspeed Kevinz
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tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
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- iamgoofball
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
kevin why dont you just expand on the code I had for my guncrafting PR?
The framework was there, it just needed someone to fill inn the features with more parts.
The framework was there, it just needed someone to fill inn the features with more parts.
- John_Oxford
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
what goof means is keviniamgoofball wrote:kevin why dont you just expand on the code I had for my guncrafting PR?
The framework was there, it just needed someone to fill inn the features with more parts.
is code gunsmithing based off the way i did it with whatever makes you happy
and then let me put the sprites in and do it the right way you idea stealer
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
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- John_Oxford
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
what goof means is keviniamgoofball wrote:kevin why dont you just expand on the code I had for my guncrafting PR?
The framework was there, it just needed someone to fill inn the features with more parts.
is code gunsmithing based off the way i did it with whatever makes you happy
and then let me put the sprites in and do it the right way you idea stealer
Bill Rowe - Used for everything // SYS-OP - AI // SYS-USR - Cyborg
https://gyazo.com/07cbe7219ba24366c1f655ad6c56a524
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- iamgoofball
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
no I'm telling him to save himself from reinventing the wheel like I did
- FantasticFwoosh
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Im only sold if adding voice analysers will let you set battlecries on your gun.
*attaches voice analyser to shotgun*
"SCOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOTTLAAAAAAAND FOOOOOOOOOOOOREEEEEVVEEEER!!"
*attaches voice analyser to shotgun*
"SCOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOTTLAAAAAAAND FOOOOOOOOOOOOREEEEEVVEEEER!!"
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
need weapon personalities from shadowrun
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
- FantasticFwoosh
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Attach a LMG SAW & a borg chassis together with some wires and bits to make a PAI mobile turret for shooting shit with tank track tires if you're really going down that route.Cik wrote:need weapon personalities from shadowrun
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
>channel the Omnissiah, some guns have the ability to summon a spirit from beyond a la possessed swordCik wrote:need weapon personalities from shadowrun
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
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- Joined: Thu Oct 30, 2014 2:24 pm
- Byond Username: Cik
Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
HACHIMAN HACHIMANFantasticFwoosh wrote:Attach a LMG SAW & a borg chassis together with some wires and bits to make a PAI mobile turret for shooting shit with tank track tires if you're really going down that route.Cik wrote:need weapon personalities from shadowrun
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
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Re: Guncrafting: Actual-Being-Coded-And-Not-A-Pipe-Dream-Edi
Dont ruin breaking bad for your co-workers, otherwise a slightly violent demonstration video of what i imagine it to be.FantasticFwoosh wrote:Attach a LMG SAW & a borg chassis together with some wires and bits to make a PAI mobile turret for shooting shit with tank track tires if you're really going down that route.Cik wrote:need weapon personalities from shadowrun
>slot PAI into weapon
>it talks shit about your enemies and screams battlecries while you machine gun medbay
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