Author Topic: [WIP][OSP] Auto-Firing weapons mod  (Read 50741 times)

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ithilienranger

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[WIP][OSP] Auto-Firing weapons mod
« on: November 09, 2010, 05:23:59 AM »
This has been updated but it is a work in progress!

Changes:
  • WSE is no longer needed for this mod to work but you should have either version 1.153 or 1.154 of Warband
  • Auto shotguns are no longer supported due to performance
  • No more crosshair - because it looked bad
  • Multiplayer portion not implemented yet
  • Multiple ammo types per weapon type no longer supported
Notes:
  • Firing rate is determined by speed_rating
  • The AI will fire in bursts by default
  • The bullets fire in the direction of the camera which may not be where your agent is facing if on horseback

(click to show/hide)
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Here is the link to the old version download: http://www.mbrepository.com/file.php?id=2464

Running Credits:
ithilienranger - majority of coding & testing
cmpxchg8b - coding assistance
All other modding experts who have helped me with questions.

Special thanks to Swyter for motivating me to make this  :lol: and for mr.master for his patience and support 8-).
« Last Edit: July 17, 2013, 03:51:05 AM by ithilienranger »

Shatari

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Re: Auto firing weapons mod
« Reply #1 on: November 09, 2010, 05:41:24 AM »
Well, the videos certainly look promising.
Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

TitoWasFat

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Re: Auto firing weapons mod
« Reply #2 on: November 09, 2010, 06:10:44 AM »
Did we not already have this?

BattleOfValmy

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Re: Auto firing weapons mod
« Reply #3 on: November 09, 2010, 06:35:37 AM »
That video was intense.

mr.master

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Re: Auto firing weapons mod
« Reply #4 on: November 09, 2010, 06:38:57 AM »
Hopefully You get the stuff fixed whoch we talked about (:



ithilienranger

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Re: Auto firing weapons mod
« Reply #5 on: November 09, 2010, 02:04:46 PM »
Yes mr.master, I believe I fixed the CTDs.
Did we not already have this?
There have been a few others, but they don't work well.

ithilienranger

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Re: Auto firing weapons mod
« Reply #6 on: November 10, 2010, 04:45:22 PM »
I added a poll. I will run it until I recieve enough votes to make a decision.
« Last Edit: November 10, 2010, 06:05:12 PM by ithilienranger »

ithilienranger

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Re: Auto firing weapons mod
« Reply #7 on: November 12, 2010, 03:24:41 AM »
Ok, you win. :roll: I will try to add bullet drop, but I am keep having a CTD when I run it.

Also, I have the aiming reticle/crosshairs close to finished. I just need a way to figure out how to adjust its position based on screen resolution.

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Re: Auto firing weapons mod
« Reply #8 on: November 12, 2010, 08:51:28 AM »
quite impressive demo vid.
hope you get it all done... :)

ithilienranger

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Re: Auto firing weapons mod
« Reply #9 on: November 13, 2010, 03:41:04 AM »
I have the gun recoil working now and I have been trying to add a new aiming reticule. However, I want to know what everyone else thinks about that so I added a new poll.

Thanks for the positive comments.

uio0000

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Re: Auto firing weapons mod
« Reply #10 on: November 13, 2010, 06:05:20 PM »
Did we not already have this?
this is certainly not something we've seen before
first of all this is dumn AI firing automatic!
second it's actually shooting projectiles,instead of some "shots" coded by modders which just gives you a damage and a graphic effect

ithilienranger

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Re: Auto firing weapons mod
« Reply #11 on: November 13, 2010, 07:03:55 PM »
Did we not already have this?
this is certainly not something we've seen before
first of all this is dumn AI firing automatic!
second it's actually shooting projectiles,instead of some "shots" coded by modders which just gives you a damage and a graphic effect
What do you mean be dumn?

If you mean dumb I can see that since the AI don't actually know that they are autofiring. I have it set that when an agent is in the ready weapon animation they autofire. However, I really need to code something to allow the AI to conserve ammo and to avoid shooting their own men.

uio0000

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Re: Auto firing weapons mod
« Reply #12 on: November 21, 2010, 04:42:55 AM »
how's thing so far? :?:

The Bowman

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Re: Auto firing weapons mod
« Reply #13 on: November 21, 2010, 09:42:05 AM »
Hopefully well, the main problem should be ammo consumption. :?
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ithilienranger

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Re: Auto firing weapons mod
« Reply #14 on: November 21, 2010, 02:53:51 PM »
I have been too busy to work on it recently because of school. All my classes are piling up projects. :x

I am close to a new video featuring realistic damage, the new crosshairs/reticle, item based stats, and possibly auto-shotguns.

After that I won't be able to do much until the next update for the module system. Then I can fix the ammo consumption, fix the animations, and reduce some lag if my trigger intervals get added.