02-15-2018, 05:37 PM
(This post was last modified: 02-15-2018, 05:41 PM by MirceaKitsune.)
Since I'm going for a detailed interactive world, I decided I'll want at least 4 melee weapons available. As the defs and animations were already done and all I had to do was make a copy and swap the models, it took me only a day to implement 2 extra variants. Normally I'd have considered even more melee objects, however I'm still using the idTech 4 weapon catalog which is limited to 16 definitions and there will also be 8 arrow types for the Compound Bow, thus I'm sticking to 4 until later when a grid inventory may be implemented.
Git now features a Baseball Bat (alternative to the Police Baton) and a Crowbar (alternative to the Combat Knife). The bat + crowbar will be the melee set of thugs and militias, whereas the baton + knife will be the arsenal of police and troopers. Currently there are no differences between the variants, but I plan to tweak the settings to make each one slightly unique. The binds are defined as follows:
https://www.blendswap.com/blends/view/66593
Obligatory screenshots below. The next step is to tweak the new weapons and do potential cleanups, then I should be able to setup a new HUD. Once that's out of the way, I may begin considering porting my old City map for Xonotic, which I'll be using to showcase the mod using an original FM.
Git now features a Baseball Bat (alternative to the Police Baton) and a Crowbar (alternative to the Combat Knife). The bat + crowbar will be the melee set of thugs and militias, whereas the baton + knife will be the arsenal of police and troopers. Currently there are no differences between the variants, but I plan to tweak the settings to make each one slightly unique. The binds are defined as follows:
- def_weapon1 baseballbat
- def_weapon2 policebaton
- def_weapon3 crowbar
- def_weapon4 combatknife
- def_weapon5 nano_simple
https://www.blendswap.com/blends/view/66593
Obligatory screenshots below. The next step is to tweak the new weapons and do potential cleanups, then I should be able to setup a new HUD. Once that's out of the way, I may begin considering porting my old City map for Xonotic, which I'll be using to showcase the mod using an original FM.