Ok, quick update. I'll start by saying that what's featured in the below video is still work-in-progress. No player animation frames or weaponframes (other than the default one) have been made/coded in yet. Secondly, this shitty single room map is a testing ground, nothing more and nothing less.
I've completely overhauled the weapons and weapon system, including new models, functions, and a custom crosshair reticle for each weapon.
Players now have 3 weapon slots: two of them will hold a medium or large weapon and the third will hold a sidearm (pistol). Players start with an assault rifle and a pistol (haven't made the pistol yet). Picking up another weapon will fill the second slot. After that, picking up a weapon will swap the currently equipped weapon and drop it on the ground. Additionally, when a player dies, he will drop his equipped weapon with all his ammo for that weapon, meaning no more backpack drops.
A little about the weapons. Each weapon has a slew of functions governing them, so much that each weapon has it's own QC file. Every weapon will have an Alternative Function (called by an impulse command). These are in the works.
MD86 .300 BLK 'Stinger' Assault Rifle: This is the default firearm that players always start with upon spawning, along with 180 rounds (or 3 magazines). The Stinger has a high rate of fire, but the longer a player holds the fire button, the less accurate it becomes because of recoil (the punchangle also increases exponentially, making the player's viewpoint erratic and hard to see). This balances the rifle's awesome firepower, and encourages players to fire in short, controlled bursts. Player position also affects accuracy: a player that is standing will not shoot as accurately as a player who is crouching, and a player in crouch will not shoot as accurately as a player in prone (laying down). Additionally, moving while firing further decreases accuracy, regardless of player position. The Stinger's Alt Function is a laser (still to be coded in) that is red by default, but turns green if it detects a life form at the end of it's traceline. Useful for scanning dark rooms without calling attention to yourself (monsters won't recognize a laser like they will a flashlight).
MD2 10-gauge 'Condor' Shotgun: The Condor (previously called the Talon if you were keeping up to speed with the mod) is the most powerful short-range weapon in RiftQuake's arsenal. One close-range shot deals over 100 hit points in damage, but is terribly inaccurate beyond 20 yards or so. Good for tight hallways, but not recommended for open areas of combat. It is a pump action (like I said, the video won't show this yet as no weapon frames have been made) with a rate of fire of 0.9 seconds. It has an elliptical choke, focusing the pellet spread slightly sideways to fan out the buckshot. It's Alt Function is a high-beam flashlight (yet to be coded) that will light up dark spots but also alert monsters.
FLT2 'Tenderizer' Flak Cannon: The Tenderizer hasn't changed much in function but got a serious model overhaul, as well as a more unique but still slightly randomized nail launch pattern, as well as extra damage. It has a fairly high rate of fire, but is almost as deadly to the user as to the enemy, as all nails have a high chance of ricocheting up to two times. Each shot consumes 8 nails, unless the user fires in Alt Function mode, where only one nail will fire at a time in rapid fire (still to be coded), but with more accuracy (much like vanilla Quake's Super Nail Gun).
All weapons will have a melee function. Also, if you noticed, each custom crosshair reflects the accuracy and shot pattern of their respective weapons.
Here's a quick video of the weapons and the weapon system at work so far. Remember, everything's still WIP.
EDIT: Also want to add that weapons only rotate above the ground in deathmatch. In coop and SP, they rest flat on the ground, and do not disappear if dropped, allowing players to come back for them if they decide later to swap weapons and/or need the ammo. In MP, dropped weapons also lay on the ground, but disappear after 30 seconds.
[ame=http://www.youtube.com/watch?v=G4Cwnthz6zw&feature=player_detailpage]RiftQuake Weapons[/ame]
I've completely overhauled the weapons and weapon system, including new models, functions, and a custom crosshair reticle for each weapon.
Players now have 3 weapon slots: two of them will hold a medium or large weapon and the third will hold a sidearm (pistol). Players start with an assault rifle and a pistol (haven't made the pistol yet). Picking up another weapon will fill the second slot. After that, picking up a weapon will swap the currently equipped weapon and drop it on the ground. Additionally, when a player dies, he will drop his equipped weapon with all his ammo for that weapon, meaning no more backpack drops.
A little about the weapons. Each weapon has a slew of functions governing them, so much that each weapon has it's own QC file. Every weapon will have an Alternative Function (called by an impulse command). These are in the works.
MD86 .300 BLK 'Stinger' Assault Rifle: This is the default firearm that players always start with upon spawning, along with 180 rounds (or 3 magazines). The Stinger has a high rate of fire, but the longer a player holds the fire button, the less accurate it becomes because of recoil (the punchangle also increases exponentially, making the player's viewpoint erratic and hard to see). This balances the rifle's awesome firepower, and encourages players to fire in short, controlled bursts. Player position also affects accuracy: a player that is standing will not shoot as accurately as a player who is crouching, and a player in crouch will not shoot as accurately as a player in prone (laying down). Additionally, moving while firing further decreases accuracy, regardless of player position. The Stinger's Alt Function is a laser (still to be coded in) that is red by default, but turns green if it detects a life form at the end of it's traceline. Useful for scanning dark rooms without calling attention to yourself (monsters won't recognize a laser like they will a flashlight).
MD2 10-gauge 'Condor' Shotgun: The Condor (previously called the Talon if you were keeping up to speed with the mod) is the most powerful short-range weapon in RiftQuake's arsenal. One close-range shot deals over 100 hit points in damage, but is terribly inaccurate beyond 20 yards or so. Good for tight hallways, but not recommended for open areas of combat. It is a pump action (like I said, the video won't show this yet as no weapon frames have been made) with a rate of fire of 0.9 seconds. It has an elliptical choke, focusing the pellet spread slightly sideways to fan out the buckshot. It's Alt Function is a high-beam flashlight (yet to be coded) that will light up dark spots but also alert monsters.
FLT2 'Tenderizer' Flak Cannon: The Tenderizer hasn't changed much in function but got a serious model overhaul, as well as a more unique but still slightly randomized nail launch pattern, as well as extra damage. It has a fairly high rate of fire, but is almost as deadly to the user as to the enemy, as all nails have a high chance of ricocheting up to two times. Each shot consumes 8 nails, unless the user fires in Alt Function mode, where only one nail will fire at a time in rapid fire (still to be coded), but with more accuracy (much like vanilla Quake's Super Nail Gun).
All weapons will have a melee function. Also, if you noticed, each custom crosshair reflects the accuracy and shot pattern of their respective weapons.
Here's a quick video of the weapons and the weapon system at work so far. Remember, everything's still WIP.
EDIT: Also want to add that weapons only rotate above the ground in deathmatch. In coop and SP, they rest flat on the ground, and do not disappear if dropped, allowing players to come back for them if they decide later to swap weapons and/or need the ammo. In MP, dropped weapons also lay on the ground, but disappear after 30 seconds.
[ame=http://www.youtube.com/watch?v=G4Cwnthz6zw&feature=player_detailpage]RiftQuake Weapons[/ame]
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