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[L4D2] Throwable Melee Weapons...


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Sev
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Join Date: May 2010
Old 02-27-2019 , 14:30   [L4D2] Throwable Melee Weapons...
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Wonder if this would be possible?

I'm thinking...

1. Swing the weapon middle mouse or some optional key
2. The sound when it hits whatever it hits is the sound of the melee weapon
3. Commons would die in 1 hit, Specials in 2 hits, Tank in say 5 melee throws

When the melee weapon is thrown, it lands right in front of what it hits. So you have to pick it up again.

I realize we have no such animations for a throw, im just thinking it could be a sound thing. When its thrown, it makes the melee sound, when it hits it makes the sound, but if it misses maybe we use a different sound.

Might be too complicated though.

Last edited by Sev; 02-27-2019 at 14:31.
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Psyk0tik
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Join Date: May 2012
Location: Homeless
Old 03-01-2019 , 06:34   Re: [L4D2] Throwable Melee Weapons...
Reply With Quote #2

Quote:
Originally Posted by Sev View Post
Wonder if this would be possible?

I'm thinking...

1. Swing the weapon middle mouse or some optional key
2. The sound when it hits whatever it hits is the sound of the melee weapon
3. Commons would die in 1 hit, Specials in 2 hits, Tank in say 5 melee throws

When the melee weapon is thrown, it lands right in front of what it hits. So you have to pick it up again.

I realize we have no such animations for a throw, im just thinking it could be a sound thing. When its thrown, it makes the melee sound, when it hits it makes the sound, but if it misses maybe we use a different sound.

Might be too complicated though.
This idea reminds me of Dead Island and Krieg the Psycho's special ability from Borderlands 2. It might be possible, who knows? The only thing that could make it impossible is if we need to create new animations for the throwing portion. I've seen custom animations created by plugins though, through the use of vectors and rotating entities, so it may be possible after all.

What I have in mind:

When a player presses whatever button to throw his/her melee weapon, the weapon could detach from the player's hand, and right before it falls, it will get the direction of where the player is facing. Then vectors, a rotating entity, or both can be used to make the melee weapon aim and go towards that direction. To make this visually cooler, there could be a convar or a chance added to make the weapon spin while it's heading towards the direction.

I would work on it but I don't think I know enough about vectors and entities. (There may be different/better methods by the way.)
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Last edited by Psyk0tik; 03-01-2019 at 06:36.
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 03-02-2019 , 06:39   Re: [L4D2] Throwable Melee Weapons...
Reply With Quote #3

This is possible to make the throwing, but hurting infected and making it stop without using tracerays and using vphysics i'm unsure.

Using vphysics would be best method to avoid bugs i think.
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Skyy
AlliedModders Donor
Join Date: Jan 2010
Location: Toronto, Canada
Old 03-04-2019 , 11:02   Re: [L4D2] Throwable Melee Weapons...
Reply With Quote #4

throwing axe. great talent idea; p.s. it works, you just need to rotate the axe and use traceray!
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AK978
Senior Member
Join Date: Jun 2018
Old 03-04-2019 , 11:22   Re: [L4D2] Throwable Melee Weapons...
Reply With Quote #5

https://forums.alliedmods.net/showthread.php?t=269846

Can it be used to change it?
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Silvers
SourceMod Plugin Approver
Join Date: Aug 2010
Location: SpaceX
Old 01-22-2020 , 05:41   Re: [L4D2] Throwable Melee Weapons...
Reply With Quote #6

Done: https://forums.alliedmods.net/showthread.php?t=321049
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