Im current playing the game and will add all remaining unique Energy Weapons while im playing. To allow some weapons to use the system i have to change the system a little. I highly recommend to check always the changelog before updating it.
It's amazing to see this mod back! Always wanted to have this feature as standalone. Thank you.
But I would like to change the hotkey. With it being "R", I cannot holster my weapon as this mod overlaps this feature. Is there a possible fix for this or should I just change the hotkey?
thats kinda dumb honestly. you can instead hold down activate (e on keyboard or A on controller) just like the grenade launcher underbarrel attachment from sigerious mod. and the laser rifle is bugged. there is no continuous beam, just flashes. ich werde dies herunterladen, wenn es aktualisiert wird :(
I am dying to figure out how to get the laser to fire like in PN. I've gutted PN of all but the essentials for charging weapons and the beam works perfectly but the issue of poor damage remains and I am just learning about scripting now. Also there is no reticle charge indicator as PN's seemed reliant on its crosshair addition, which I didn't want and needed to remove it.
But that beam. It's pretty much the main reason why the chargeable weapon feature is so great, for me at least.
finally! a standalone version of the chargeable energy weapons. one small issue i have though, it seems that im getting and issue with the aer 14 prototype. The charge works fine but instead of a continuous beam, it only shoots beams in bursts.
Just started playing again and everything is great except the charge fire for the unique laser rifle. Instead of getting a constant green stream(like in the vid), I get a kind of interrupted, burst-fire laser. Looking with xedit now but haven't been able to fix. Any suggestions?
Same here my aer14 beam is more like a gatling laser than the constant beam pn originally had, I do have all the required files as well so im not sure where I messed up
this is awesome, thanks for the mod. I'm curious if this would be possible with melee weapons, kind of like the dead island/dying light combat where you can hold your swing and then let go once it's fully charged.
The mod doesn't seem to work for me. I got the same problem as amokrun1 except I made no change to the control layout, the R for reload and the left mouse for attack stay the same.
I love this--it's something energy weapons have needed for a long time.
However, it looks like the attack animation is just using the idle animation. That's smart, because of animators don't add in custom animations for charged/continuous attacks, it'll look weird very quickly. However, is it possible to have a version of this framework that points to a custom attack .kf? I, for one, would be interesting in making such animations.
If animator are interessted in it i can do this for sure. However i had to remove the way Project Nevada did it as its cause Animation stuck and lead to Runtime Error due a overflow.
For me its important to know: 1. Does Aiming and Non Aiming require different animation?
2. Is it possible to make a specific duration? To be clear. Unlike PN, CAF also use different Beam duration depend on Charge level. While Charge Level 1 last for 1 Second does Charge Level 3 last 3 second. To make it scripting wise simple it would be more simple to have one animation which has a duration of 3 with 3 Intervals. At least for Type 1.
1. Yup. There's an "Aim.kf" file, which is the idle animation/hip fire position; and then there's the "AimIS" file, which is sighted aiming.
2. Hm. I mean, I don't know of a way to include intervals in an animation. Stuff like that is typically controlled by text keys. It's possible to expand them (korma, bless him, did with kNVSE), but I don't know how to do that myself. We do have built in "looping" animations, but there's an engine bug that doesn't allow the end of them to play properly--so it would just be a charging animation, but the actually "release" of the beam would fail to play.
I can ask around, though. There might be a solution I haven't thought of.
Also, you should PM me. I can give you my discord, and we can chat there--it'll be a lot easier. :)
Oh cool, someone did rip that out of Project Nevada in the end! I don't yet know if it's similar under the hood, but I'm hoping for a lot of improvements over the actual PN system.
I hope mine won't compete with yours once it's done, but it probably shouldn't since mine's a completely new system written from scratch, while this is at least heavily PN-inspired. It's interesting to see some of the same config things here, though. I suppose they're similar concepts, after all, so there will inevitably be some overlap.
i only keep actually sound and UI from PN everthing else is made from scratch. Im actually more interessted if you ever release new Optic System for Weapons.
Doesn't seem to work for me. I updated all requirements and I follow the instructions to hold reload for a short duration but it just holsters the weapon as in vanilla behavior. This is with CAF Mouse.
43 comments
To allow some weapons to use the system i have to change the system a little. I highly recommend to check always the changelog before updating it.
But I would like to change the hotkey. With it being "R", I cannot holster my weapon as this mod overlaps this feature. Is there a possible fix for this or should I just change the hotkey?
But that beam. It's pretty much the main reason why the chargeable weapon feature is so great, for me at least.
is this can be use with ballistic weapon such as sniper rifles?
can we charge shot like tf2 sniper or overwatch widowmaker?
However, it looks like the attack animation is just using the idle animation. That's smart, because of animators don't add in custom animations for charged/continuous attacks, it'll look weird very quickly. However, is it possible to have a version of this framework that points to a custom attack .kf? I, for one, would be interesting in making such animations.
1. Does Aiming and Non Aiming require different animation?
2. Is it possible to make a specific duration?
To be clear. Unlike PN, CAF also use different Beam duration depend on Charge level. While Charge Level 1 last for 1 Second does Charge Level 3 last 3 second. To make it scripting wise simple it would be more simple to have one animation which has a duration of 3 with 3 Intervals. At least for Type 1.
1. Yup. There's an "Aim.kf" file, which is the idle animation/hip fire position; and then there's the "AimIS" file, which is sighted aiming.
2. Hm. I mean, I don't know of a way to include intervals in an animation. Stuff like that is typically controlled by text keys. It's possible to expand them (korma, bless him, did with kNVSE), but I don't know how to do that myself. We do have built in "looping" animations, but there's an engine bug that doesn't allow the end of them to play properly--so it would just be a charging animation, but the actually "release" of the beam would fail to play.
I can ask around, though. There might be a solution I haven't thought of.
Also, you should PM me. I can give you my discord, and we can chat there--it'll be a lot easier. :)
I don't yet know if it's similar under the hood, but I'm hoping for a lot of improvements over the actual PN system.
I hope mine won't compete with yours once it's done, but it probably shouldn't since mine's a completely new system written from scratch, while this is at least heavily PN-inspired.
It's interesting to see some of the same config things here, though. I suppose they're similar concepts, after all, so there will inevitably be some overlap.