Hello, my server runs a Build/War Rp, and I was wondering if a certain SWep could be created for the server. The SWep is based around movies and games alike, and after speaking to UberMensch, I have found out it is not only possible but feasible. Here's the run-down:
o The left mouse button is the (P)rimary fire button, while the right mouse button is the (S)econdary fire button.
o The (P) fire is set by default at the power "Push", but it can be changed from within the SWep's derma. The (S) fire is set by default with the powers: "Pull, Disarm, Daze, Heal" which can be cycled through by pushing the (R)eload key. Within the derma, users choose their powers for their (P) attack, and their cyclable (S) powers.
//////////POWERS/////////////
1. Push: Causes objects within the reticle to fly away from the user, NPC's and players become ragdolls, and then "Re-awake" via space bar. Levelling up causes either the push to be greater, or reticle/range larger. Appears like a morphed ripple with the waves heading outward from centre. Hand motion appears to be a retracted arm that quickly outstretches.
2. Pull: Causes items within the reticle to come towards the user, NPC's and players become ragdolls, and then "re-awake" via space bar. Levelling up cause either the push to be greater, or reticle/range larger. Appears like a morphed ripple with waves heading inward towards the centre. Hand motion appears to be an outstreched arm, pulling towards user.
3. Disarm: If an enemy player is within a certain range, the disarm attack will pull the enemy's current weapon away from the enemy. The weapon will go flying in a random direction, unless the user is close enough to the enemy, in which case, the weapon flies towards the user, and is obtained for their use. Levelling up causes a wider range to disarm and obtain. Sharper appearance of Pull. Hand motion is similier to pull, but instead of pulling in, the arm bends a 90* angle, and the hand becomes a fist.
4. Daze: If an enemy player is within a certain range, the Daze attack will place a distorted overlay over the enemy's vision. Levelling up causes the length to last longer, and daze more confusing/morphed. Default lasts 3 seconds. Purple haze around user's hand, and around a dazed individuals head. See Push hand motion.
5. Heal: The power can be used to heal an ally or oneself, the power is held down (similar to L4D medkit) and slowly refills lost health. To heal an ally, the player stands within a range of them (looking in the ally's direction), and holds down the MB assigned to heal. To heal oneself, the player looks away from a player, and holds the MB assigned to heal. Leveling up causes the range of ally healing to go up, faster heal speeds, and smaller "Stamina" usage. Blue strobing aura on the ones being healed, blue aura from healer's hand. See unlock door hand motion for ally healing, healing oneself is similer to Disarm, but is held out.
6. Shield: Causes a blue, hextagonal shield to form around a player, shielding from telekinetic attack, props, and bullets. The shield "absorbs" fire, (more or less for cool effect, if a bullet hits it, the shield "warps" around the impact.) The shield's vulnurablity is the fact it uses "stamina" quickly, and allows organic (players) to pass through. Allies (or enemies) can fire from within outward. Levelling up causes a larger shield radius. One arm is raised straight up (slight bend). Looks like the shield from the Combine Mech Swep.
7. Blast: Launches a wave of energy forward, similiar to push. The Blast does damage at close range, but little else, the force barely pushes enemies back, and does not turn them into a ragdoll. Levelling up improves damage, radius, and causes a smaller "stamina" use.
See push, more emphesis on pull back, and the a stronger hit forward (A punch, hand is a fist) ((THINK OF A SHOTGUN OF ENERGY))
8. Drain: Steal enemy (or ally) "stamina". Levelling up causes increased drain speed. Red lightning effect with black aura around the electricity, the "electricity" is thin. Someone being drained appears to have a black aura. Hand of drainer glows bright red. Hand is turned palm up, with the pinkie bent in, the ring finger bent less, and ect. Hand is throbbing with energy.
9. Lift: Manually lift an object using "stamina". The user "lifts" the object (if the object is a player, and the level is high enough, they become a ragdoll) and can drop it in a new location. If the first power is say, drain, and the lifted object is another player, the player can lift the enemy, and then drain them while they float, helpless. Levelling up allows users to pick up heavier objects, pick up players, or hold for longer time. Lifted objects strobe blue, hand of lifter is blue. See Drain, no throbbing.
10. Weapon: Can only be set to Primary power, the user can hold a gun, and cast their secondary skill. IE. User has Gun set to primary, and shield set to secondary, while holding the right button, they use the left to fire a gun outside the shield.
(only the pistol, and grenade can be used if you are using a secondary skill at the moment).
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High level unlocked powers:
(These powers unlock at a higher level, and can sometimes replace easier powers.)
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11. Blinding Light: Creates a Blinding ball of energy at the set location. If an enemy looks directly at the light, they are paralyzed (ragdolled) for 8 seconds. Otherwise the ball lasts a short 5 seconds, then dims, and explodes, damaging those nearby. It is totally possible for a high leveled ball to kill a close enemy. Leveling up can increase paralyze time, light time, and give immunity to the user and his allies. (Players and Allies become immune to THEIR own orbs, not the enemies. Low levelled orb casters basically blind allies too) a Blinding light looks as the name suggests. The light is A blinding Yellow. The orb stays transfixed at the location it was shot, it stops when it reacheds a certain distance, that cannot change. The orb manifests at the location, the users hands glow yellow. Instant arm points two fingers at the location of the Orb.
12. Cripple: Slows down enemy, causing them to hobble, they are weaker to normal or prop damage. This acts like a poison, Cripple also slowly lowers the enemy's health to 50. Cripple can only be cured with Heal. Leveling up increases cripple takeover rate, and how slow they become, as well as range. Crippled enemies or allies appear to be dripping green from their legs. the Cripple shot appears like a sharp green glass shard shot from the user's hand. Flat palm fires the shard, see Push.
13. Black Hole: Causes nearby props, including welded props, to be sucked into the area inside the reticle, this can kill enemies in the reticle, vehicles, or even structures, (at a high level). The black hole does no damage to players under normal circumstances. Leveling up causes increased radius, last time, and weight limits. The props within the black hole, evaporate if they don't pass a roll check. Black holes manifest in the location fired, the user's hand has a black aura, and the Black Hole actually is just a morphed area on the field. Both arms raise in front of the user parallel to eachother, and the user's body.
14. Fireball: A single burst energy ball, in the form of fire. The idea is simple, the attack is accurate, damaging, and can catch objects on fire. Leveling up causes the range to incease (the ball will diminish if it goes too far), damage to increase, and a larger ball (for larger enemy swarms. The fireball is a ball of fire, fire is shot out of the user's hands. See Cripple, fireball instead of Shard.
15. Fortify: Creates a defensive barrier that deflects bullets and other enemy fire. The Barrier is a (Concrete Barrier Model with a lower alpha, and chrome material). The Fortification lasts 30 seconds, leveling up increases the amount of time the fortification holds. The Fortification manifests itsel
Woah, that's a large and detailed request. It would be cool if someone made this weapon, I'd certainly download it.
Sounds like it could be cool, but it would take a veeery long time to do.
An idea to learn from would be the magneto stick from Trouble in Terrorist Town
It's nice to know people actually want to see this happen, maybe that will be enough inspiration for a Lua coder to sart working on it.
[QUOTE=Loriborn;22374267]It's nice to know people actually want to see this happen, maybe that will be enough inspiration for a Lua coder to sart working on it.[/QUOTE]
I think the lua would be fairly straight forward but due to the amount of different skills may take a while. I think the animations and affets will take the longest though.
--Bump--
I found this E2 code on garrysmod.org a few days back,
[url]http://www.garrysmod.org/downloads/?a=view&id=88740[/url]
Something like this? I've been wanting this is a SWEP instead of just another wire E2 code.
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