Chaos Weapon!!!

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Zachariah
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Post by Zachariah »

Elpollodiablo wrote
stukov is like god cause he's so awesome.
agreed.
elpollodiablo
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Post by elpollodiablo »

a machine-railgun! i just thought that thatd sound awesome. it could be a superweapon and it could use 5 rails to shoot one round and the alt fire could shoot alot faster but damage the user because of exhaust or something...
Isotope
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Post by Isotope »

You want a chainsaw? You could make the cutter's option mode move the ammo near the end of the gun, and make it spin when the trigger's pulled. When the gun's option mode is switched back, you could have it drop the ammo at the front...

It'd be like an arm-length bonesaw.
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BobTheDog
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Post by BobTheDog »

heck.. the cutter is spikey enough just wack peeps with it :twisted:
DemonHunter
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Post by DemonHunter »

Isotope wrote:You want a chainsaw? You could make the cutter's option mode move the ammo near the end of the gun, and make it spin when the trigger's pulled. When the gun's option mode is switched back, you could have it drop the ammo at the front...

It'd be like an arm-length bonesaw.
oo, I like that Idea!
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JRansak
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shotgun/auto

Post by JRansak »

What if a gun used high-compression sound for the shotgun blast like in Minority Report except the sound has a higher compression so that it squeezes the victim on one side and stretches the victim on the other so as to tear them apart. The effectiveness of this can fade as the blast gets further from it's origin and therefore has a purpose specifically for close range. (one thing i think would be really cool about this gun is that it could create a magnifying effect that makes the surroundings look like they bend OR the sound/compression wave could actually make the surroundings bend - then, if you jumped and shot under you, it would be like Neo in Matrix: Reloaded right before he flies: the ground ripples like a shock wave! 8)
For the automatic side of the gun, it could use air- or sound-propelled pellets as mentioned before.
I really like the idea of combining the shortrangeness of, say, the Flak Gun with the longrangeness of, say the Minigun. Then you don't have to switch weapons in those certain stuations where switching to another weapon means loosing your life.
NeoNight
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Post by NeoNight »

I think they would need to be able to use pixel shaders to do something like that if am not mistaken.
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JRansak
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option

Post by JRansak »

well, turning on pixel shaders could be an option in the configuration of the mod - if it is going to be a mod.
Zachariah
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Post by Zachariah »

well from what I heard(this was a long time ago though) UT2003 doesnt support pixel shaders...It does however , support dynamic terrain deformation , although not many mods take advantage of this ,and it doesnt work on bsp... Maybe UT04 will support pixel shaders though...
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Post by jb »

Pepito wrote:well from what I heard(this was a long time ago though) UT2003 doesnt support pixel shaders...It does however , support dynamic terrain deformation , although not many mods take advantage of this ,and it doesnt work on bsp... Maybe UT04 will support pixel shaders though...
Techicnally the UT2k3 engine uses PS1.4 to help on some of the terrain stuff. So it does make use of pixel shaders just not in the sense that 3dmarks or other game uses them....
Jb
Zachariah
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Post by Zachariah »

I stand corrected . :oops:

In that case , lets see some heat ripple effects from the tip of the Mug in flame mode , and from the flames themselves of course.
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Post by jb »

No you and I are both right.

The use Pixel Shaders 1.4 to compress t he number of passes it takes to render some objects so some cards can render scenes faster. But they dont use it for any of the neat effects it can do..just yet :)
Jb
Zachariah
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Post by Zachariah »

Back to the subject of the MuG , How about Grease ammo(or oil ammo , or Gasoline canisters , any slick flammable liquid will do) The premise of this is the ability to create slick puddles of Grease , in which the player has ZERO traction , this would be especially usefull on terrain maps, as the player would have a tendency to gravitate to the low points. If a player is coated by this substance , they will become highly volatile , and any stray shot could ignite them, it the shot does over70 damage , they will explode in a cloud of smoke and flaming , charred gibs. The grease on the ground could stick around for 30 seconds , and be ignitable by anyprojectile/hitscanthat does damage over 50, xcluding Ice ammo of course...
JRansak
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superweapon?

Post by JRansak »

sorry to get off the subject of the MUG, but if you don't want to use that compression/sound wave as a shotgun-type weapon, you can use it as a superweapon. It would be kinda like that Painter in UT2k3 but it would produce a compression wave to tear players apart in a certain vicinity of the origin of the blast. It would be like the Voice of God (since it would come from the 'sky') - though i disagree that God desires to punish...but the game doesn't have to be agree with my beliefs...NEWAYS, the wave could use that pixel shading tech to make the terrain bend (or look like it bends) and flame effects from the MUG would be cool, as Pepito said. 8)
The superweapon (VoG for now) would be cool if you could plant the device (since sound can go thru rooms) and then hit the alt fire or had a timer that set it off. i think it would be cool if this added on to a gun with a pickup. Like if you picked up the VoG package and launched it with the grenade launcher...whateva, I'M not the programmer so i don't decide i just make suggestions, but just the use of sound tech as a weapon is certainly the closest to being original for a tournament game like UT2k3.
Zachariah
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Re: superweapon?

Post by Zachariah »

JRansak wrote:sorry to get off the subject of the MUG, but if you don't want to use that compression/sound wave as a shotgun-type weapon, you can use it as a superweapon. It would be kinda like that Painter in UT2k3 but it would produce a compression wave to tear players apart in a certain vicinity of the origin of the blast. It would be like the Voice of God (since it would come from the 'sky') - though i disagree that God desires to punish...but the game doesn't have to be agree with my beliefs...NEWAYS, the wave could use that pixel shading tech to make the terrain bend (or look like it bends) and flame effects from the MUG would be cool, as Pepito said. 8)
The superweapon (VoG for now) would be cool if you could plant the device (since sound can go thru rooms) and then hit the alt fire or had a timer that set it off. i think it would be cool if this added on to a gun with a pickup. Like if you picked up the VoG package and launched it with the grenade launcher...whateva, I'M not the programmer so i don't decide i just make suggestions, but just the use of sound tech as a weapon is certainly the closest to being original for a tournament game like UT2k3.
I can see it now... the clouds part , a shaft of brilliant white light descends from the heavens , all of a sudden everything goes silent...whats that?...a dull humming noise brings you instantaneously out of the adrenaline enduced frenzy which had occupied you not 3 seconds ago...anoher second passes...an all too fammilliar voice from a certain piece of classical music...HAAAA-LE-LOO-YAH!!!everyone within earshot hastheir limbs are ripped from thier sockets.a shower of gibs pummels the landscape and the dull hum quickly vanishes.

another nice one would be a proxy para drop , or a storm of arrows...

how about a powerup/adren combo that causes the player to generate an ulrasonic field that tears apart evrything that passes close enough...tag , you're it...
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