Author Topic: Firearms and New Base Items in general  (Read 445 times)

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
Firearms and New Base Items in general
« on: November 03, 2011, 07:35:47 pm »


               I'm currently compiling a set of haks that will be used by a couple of Forgotten Realms PWs (and open for any to use for that matter) and was looking over some basic "flintlock" type weaponry to add. Most existing haks use a sling or crossbow (or both) as the base. Can't I just copy the weapon type and make it a new base item instead? I don't see losing feat access as a drawback in this case since firearms are rare to extremely rare and often forbidden in a Forgotten Realms Setting anyhow. In short, is there a foreseeable issue if I copy a crossbow base item and make it into one for a blunderbuss?
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #1 on: November 03, 2011, 09:17:04 pm »


               custom ranged weapons cant use any ammunition unfortunately
               
               

               
            

Legacy_Gleym

  • Jr. Member
  • **
  • Posts: 73
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #2 on: November 03, 2011, 10:20:52 pm »


               They can, actually, if you look at the flintlocks on Ravenloft: Prisoners of the Mist. They have a script system for loading powder into the gun, then the bullet, and then firing. It's kinda crappy, though, since it doesn't take any of your stats into consideration as far as I can see, and even a level 20 character with an amazing attack roll and high DEX will rarely hit. Though I think that's just the server's doing.
               
               

               
            

Legacy_Wall3T

  • Hero Member
  • *****
  • Posts: 748
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #3 on: November 04, 2011, 12:40:49 am »


               i cant give you an pointers on creating a new weapon item, but i can lend you my support on the idea! i feel its time we all expanded out of the NwN Norm. and seek out other new ideas for content.

i believe the reason why the crossbow is always replaced as a firearm is because it makes the most logical sense for a gun powder based weapon. You doint have to worry about changing any stats and it already resembles a firearm.
               
               

               
            

Legacy_gutwrench66kg

  • Sr. Member
  • ****
  • Posts: 278
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #4 on: November 04, 2011, 02:28:35 am »


               the new ranged weapon will not be able to function normally as previously mentioned.

You could go about it a few ways.. check the vault for the ISSIG flintlock from Daemon Blackrazors World of ISSIG.

Easiest way to go about it, is to create a new "spell" that will function as the "firing" of the gun.  Set the weaponwield to match the line from the crossbow so that the animation is similar. replace the casting spells with your firearm sounds, etc. and you should be good to go.

The rest comes down to some scripting skill (the weapon is essentially casting a "spell") and getting the desired effect that way.
               
               

               
            

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #5 on: November 04, 2011, 03:01:44 am »


               

usagreco66kg wrote...

the new ranged weapon will not be able to function normally as previously mentioned.

You could go about it a few ways.. check the vault for the ISSIG flintlock from Daemon Blackrazors World of ISSIG.

Easiest way to go about it, is to create a new "spell" that will function as the "firing" of the gun. Set the weaponwield to match the line from the crossbow so that the animation is similar. replace the casting spells with your firearm sounds, etc. and you should be good to go.

The rest comes down to some scripting skill (the weapon is essentially casting a "spell") and getting the desired effect that way.


I like this suggestion. I can then script the weapon to perform as desired. I'm thinking along the lines of:

- Fires (If previously loaded)
- Hit or Miss determined based on whatever I come up with as a formula.
- Weapon needs reloaded before firing again then.
- Another widget would simulate the reloading process. (Likely some flavor text and animations with delays)

Gleym wrote...

They can, actually, if you look at the flintlocks on Ravenloft: Prisoners of the Mist. They have a script system for loading powder into the gun, then the bullet, and then firing. It's kinda crappy, though, since it doesn't take any of your stats into consideration as far as I can see, and even a level 20 character with an amazing attack roll and high DEX will rarely hit. Though I think that's just the server's doing.


I'm not worried about the ammunition or lack of feats. For what I'd envision and given the fact its for a Forgotten Realms Setting where most PCs would have no real knowledge of such weaponry, I like that the weapons would be abit clumsy to use. Its the animations for carrying and firing I was more concerned over. I see not using existing sling or crossbow versions as a plus as I'm purposely avoiding anything with high rates of fire for now. I will take DEX bonuses into consideration for whatever I cobble together. '<img'>

Thanks all for the comments and suggestions.
               
               

               


                     Modifié par kalbaern, 04 novembre 2011 - 03:05 .
                     
                  


            

Legacy_gutwrench66kg

  • Sr. Member
  • ****
  • Posts: 278
  • Karma: +0/-0
Firearms and New Base Items in general
« Reply #6 on: November 04, 2011, 03:07:24 am »


               You won't have a high rate of fire like a sling or a crossbow.. as it's not firing ammunition at a rate like the actual weapon. Adding new ranged weapons doesn't actually work... it will tell you that the item is "out of ammo"

So we are creating an item that can once per round cast a spell/unique item property..

meaning the fastest rate we'd get is 1 shot per round... could tweak that to even be 1 shot every 3 rounds.

we are essentially working around the engine and giving the illusion that the weapon is firing the ammunition.

much like horses are simply tails put onto a new phenotype.. there isn't a second creature there, and jousting in WCoC was Cutscene wizardry.