• Exploding Shotgun
    33 replies, posted
Bored? Out of ways to lag and kill yourself? This new SWEP throws realism out of a 42-story window, bringing you several unique and vastly [img]http://img651.imageshack.us/img651/4216/oped5.png[/img] different firemodes guaranteed to cause extreme destruction and client angst. [b]Simply left-click to fire specialized shot pellets that can do any number of things. Types of shot are as follows:[/b] [b][url=http://i280.photobucket.com/albums/kk161/Munroe2/gm_construct0000.jpg]Exploding Shot:[/url][/b] Classic exploding shot that explodes on contact. High damage + AoE damage (high), high force. [u]Shreddershot:[/u] Anti-infantry shot that sprays shrapnel on contact. High damage + shrapnel damage, low force. [u]Shattershot:[/u] Shot that unfreezes and removes the constraints of any entity it hits. Great for ruining people's contraptions. Low damage, high force. [b][url=http://i280.photobucket.com/albums/kk161/Munroe2/gm_construct0002.jpg]Heavy Pulse Shot:[/url][/b] Shoots pulse shot, much like the AR2. Moderate damage + AoE damage (low), low force. [u]Combine Ball Shot:[/u] Shoots combine's balls. High damage + bouncy action, high force. [b][url=http://i280.photobucket.com/albums/kk161/Munroe2/gm_construct0006.jpg]Incendiary Shot:[/url][/b] Shoots rounds that light stuff on fire. Moderate damage + AoE damage (low) + ignition, low force. [b][url=http://i280.photobucket.com/albums/kk161/Munroe2/gm_construct0009.jpg]Aurora Shot (EP2 only!):[/url][/b] Shoots rounds that make pretty blue shockwaves. No damage + AoE damage (high), no force. [u]Imploding Shot:[/u] The opposite of exploding shot! These create miniature black holes that suck in objects (including players). No damage + AoE damage (high), no force. [u]Flechette Shot (EP2 only!):[/u] Shoots Hunter flechettes. Since they aren't very powerful, it fires 36 every shot. It's the only way to be sure. Low damage + AoE damage (low), no force. [b][highlight]Shot types can be cycled through with secondary fire, for now until I develop a better system.[/highlight][/b] [u]Bugs/Flaws:[/u] - Due to the hacky method I used to make Shreddershot, it doesn't work right. The shrapnel rarely seems to kill anything, and when it does, the owner isn't credited with the kill. Sometimes, the shrapnel doesn't even spawn. I'm probably going to redo this mode altogether. Stay tuned. - Imploding shot likes to fling players around, and sometimes props. Though some would say that adds to the fun. - Aurora Shot doesn't align properly with walls and displacements. I haven't found a way to fix this yet. - Modes aren't balanced. Some modes are more of an experiment with the callback function of bullets. Most players will stick to a select few modes and ignore the weaker ones. - Some modes set things on fire when they shouldn't. This is due to util.BlastDamage. - Not multiplayer tested! Please report any bugs experienced in multiplayer! [u]Recommended Content:[/u] [url=http://store.steampowered.com/app/420/]Half-Life 2: Episode 2[/url] [url=http://store.steampowered.com/app/240/]Counter-Strike: Source[/url] [url=http://www.garrysmod.org/downloads/?a=view&id=52104]Dismemberment Mod v1.9[/url] (or some other form of gore mod) [u]Installation Instructions:[/u] 1. Open the .zip file. 2. Drag and drop the "Exploding Shotgun" folder into your "addons" folder. Your "addons" folder should be located in: [code]C:\Program Files\Steam\SteamApps\<username>\garrysmod\garrysmod\addons[/code] 3. Restart Garry's Mod if it is currently running. 4. Enjoy! [u]Download Link:[/u] [url=http://www.garrysmod.org/downloads/?a=view&id=89697][img]http://www.garrysmod.org/img/?t=dll&id=89697[/img][/url] [u]Credits:[/u] [url=http://www.facepunch.com/member.php?u=1]garry[/url] [url=http://www.facepunch.com/member.php?u=12615]TetaBonita[/url] [url=http://www.facepunch.com/member.php?u=180808]Entoros[/url] [url=http://www.facepunch.com/member.php?u=25505]DoomyDoom[/url] [u]I'm also taking shot type suggestions! Here's a list of them so far:[/u] Suicide Bomber Firemode: Virgins not included [u]Rejected shot types - don't suggest these to me, please:[/u] Bolt Shot: Shoots crossbow bolts. The crossbow_bolt entity is broken beyond my ability to fix. If anyone has an idea regarding this, please let me know. Otherwise, I might just try and duplicate the entity with a SENT. Harpoon Shot: Shoots harpoons. Glitchy and weird. In testing, created multiple ragdolls per NPC killed, and didn't always shoot properly. Might work with just 1 harpoon per shot, but that's no fun. Laser Shot: Shoots lasers. I'm already planning to do this. Vampire Shot: Steals health of whatever it hits. I'm going to do this. Healing Shot: Heals whatever it hits. Probably going to do this. Railgun Shot/Wall-Penetrating Shot: Penetrates walls, props, and NPCs. Definitely gonna try this. Ultra-Gory Exploding AK-47-Shooting Baby Shot: Get out.
I was hoping it was a shotgun that blew up in your hands, but this is cool, too.
[QUOTE=TacoNinja;19905718]I was hoping it was a shotgun that blew up in your hands, but this is cool, too.[/QUOTE] To-do: Suicide bomber firemode
Seems like most of the stuff here is easy to do in the long run. But never the less it might be fun.
This is so fucking awesome!!!!
Seems very simple to make.
Had some fun with the Imploding shot. If you use it correctly then you can fling yourself very far and very fast...
Yeah..... really coool
"Aurora Shot doesn't align properly with walls and displacements. I haven't found a way to fix this yet." The ParticleEffect takes an Angle argument. Just pass the angle of the HitNormal of a trace to the surface, and it should work.
Not all particle's can be rotated, they need localised movement vectors defined inside the PCF itself.
[QUOTE=Entoros;19948804]"Aurora Shot doesn't align properly with walls and displacements. I haven't found a way to fix this yet." The ParticleEffect takes an Angle argument. Just pass the angle of the HitNormal of a trace to the surface, and it should work.[/QUOTE] Thanks, but I already tried that. Nothing.
[quote]Not all particle's can be rotated, they need localised movement vectors defined inside the PCF itself.[/quote] Because of this :P
Right. So is there a way to modify the PCF, or is it unfixable?
[QUOTE=A Zombie;19931996]Seems very simple to make.[/QUOTE] Simple.. but. FUN! =D
[QUOTE=Zikry;19966831]Simple.. but. FUN! =D[/QUOTE] That's what I was going for. A code that's easy to add to, easy to learn from, and easy to use. Though, compared to some of the other popular SWEPs/SWEP packs here, it's not all [b]that[/b] simple.
woahh.. its the first time some1 cool posted something that has 2 do with my post.. =DDD BTW yeah. So KEEP IT UP! cuz is PWNIN
[QUOTE=Zikry;19973731]woahh.. [B]its the first time some1 cool posted something that has 2 do with my post..[/B] =DDD BTW yeah. So KEEP IT UP! cuz is PWNIN[/QUOTE] So... Im not cool? :frown:
[QUOTE=Hakita;19973910]So... Im not cool? :frown:[/QUOTE] Yes you are cool :3:
I'm definetly not cool :effort:
[QUOTE=loled;19974995]I'm definetly not cool :effort:[/QUOTE] You're not cool. [B]YOU'RE ICE COLD, BABY![/B] :cool:
[QUOTE=Hakita;19975272]You're not cool. [B]YOU'RE ICE COLD, BABY![/B] :cool:[/QUOTE] :waycool:
That swep is awesome, although I at first thought it would be a shotgun, which explodes...
[QUOTE=Hakita;19973910]So... Im not cool? :frown:[/QUOTE] YES YOU ARE *makes fake smile lol jking you are coolll
[QUOTE=shs;19965529]Right. So is there a way to modify the PCF, or is it unfixable?[/QUOTE] I'd say go looking for a new particle effect, you could fix it in theory, but then you'll need to make a new pcf file because you can't simply modify the engines files and send them to people. That and when you connect to a server and download the effect, it won't be 'loaded' until gmod reboots.
[QUOTE=Empty_Shadow;19997605]I'd say go looking for a new particle effect, you could fix it in theory, but then you'll need to make a new pcf file because you can't simply modify the engines files and send them to people. That and when you connect to a server and download the effect, it won't be 'loaded' until gmod reboots.[/QUOTE] Hmm, well, I don't think it's that big a deal that I should go tinkering with pcf's (something I suck at anyway). Maybe a scripted effect could achieve the same goal; until then it'll just have to look funny.
Nice thread. Affects the way people see this gun. If the thread was smaller, people would probably say this sucks.
There's a strange psychology behind the success or failure of releases, that's for sure.
Yeah, the crappy space marine bolter which is an absolute ripoff has like 2 pages now while my hand-made permission scrounged railgun is ignored.
[QUOTE=Empty_Shadow;20115518]Yeah, the crappy space marine bolter which is an absolute ripoff has like 2 pages now while my hand-made permission scrounged railgun is ignored.[/QUOTE] Good question. Yours is actually full of win. I think you need a better way of attracting more downloaders...Sorry, my brother's rambling on about business strategy.
[QUOTE=Empty_Shadow;20115518]Yeah, the crappy space marine bolter which is an absolute ripoff has like 2 pages now while my hand-made permission scrounged railgun is ignored.[/QUOTE] Well, there were a lot of WH40k fans out there, including me, who all went to check out the gun. All it takes is for the title to grab someone's attention, then they look, and then you have more people likely to pass judgment in a post. I named this "Exploding Shotgun" instead of "9-mode Shotgun" hoping people would think this is a 5-seconder and be pleasantly surprised. Didn't really work, it seems.
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