| Last updated | 3 weeks ago |
| Total downloads | 2857 |
| Total rating | 2 |
| Categories | Client Mods |
| Dependency string | hirnukuono-RecurveBow-0.1.0 |
| Dependants | 1 other package depends on this package |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1README
Description
RecurveBow is a silent weapon that fires reusable ballistic arrows that deliver melee damage. also sports a knife for close encounters.
Usage
- install mod, run modded, choose mission, melee category last entry, select weapon, drop into mission
- designed as a weapon for human players, bots will not know how to fire arrows (will knife-melee as usual)
How?
- game starts with bow empty, reloads are fully automatic (no need to spam reload-key)
- without aim-button the weapon acts like knife (attack range, damage, crit bonus etc)
- push/shove with melee-button, like with main/special weapons (default c)
- knife has a safety feature, it is folded inside the bow handle when bow is not wielded, prevents accidental self-back-stab
- with aim-button, weapon is raised so player can aim through the holosight, then hold fire-button until charging starts, release the charge to fire arrow.
- arrow speed and delivered damage is proportional to charge amount
- cancel charged melee / charged arrow release by melee-button (default c)
- flying arrow is ballistic, affected by earth gravity (9.86m/s), shooter must adjust aimpoint elevation, depending on range to target
- arrow will fly until it hits any obstacle, enemy or environment, max 10 seconds if fired into the void
- enemy that doesn't die from being hit will carry the arrow on its body until it dies
- player sees his own arrows as red, teammates' arrows appear grey
- arrows can be recovered (only red ones can be picked up), automatic pickup when arrow owner gets close
- arrows can be plucked from living enemy bodies, caution advised :)
- arrows have a navmarker and a small led light attached to facilitate recovery
- unreachable arrows will be lost, ammopacks or tool refills will not replenish quiver. be careful.
- teammates can see their peers' arrow count by looking at their quivers on the right side of their backpacks
- quiver only shows max 9 arrows, even if ammo count is greater
- shoves, melee attacks, aiming, firing of arrows, all consume 0 stamina
Rundown devs
- cconsole and unityexplorer friendly
- bepinex/config/RecurveBow-example.cfg, copy to RecurveBow.cfg, edit to set max ammo and max damage to your liking
- bow holds configurable amount of ammo (default 10)
- bow max damage is configurable (default 100)
- aimed arrow charge% if less than 70%, is rounded up to 70%. charge multi is between 70-100% (0.7 - 1.0)
- arrow speed max 48m/s, dependent on charge multiplier, 33.6 - 48m/s
- arrow damage dependent on maxdmg and charge%, default 70-100hp (game will apply crit/back/booster/syringe/stamina multipliers as per normal)
Assets / Textures
- do not touch bepinex/assets/RecurveBow/recurvebow1.png, weapon is built from it
- you can replace bepinex/assets/RecurveBow/recurvebowcamo.png with a 512x512 png image of your choosing. doesn't sync over the network so visible only on your computer (on all bows)
- you can also use rainbowguns, bow is all just handle part. knife will get a separate color job for the blade (meleehead)
Known bugs
- arrow will stop if fired directly behind a deployed sentrygun
- few places where firing arrow will either hit invisible wall or arrow will shoot straight up
Todo
- implementation of MrKerag's wonderful bow and arrow model (i have to strenghten my unity-fu in order to do this)
Credits
- everyone who's helped me along the way, MrKerag Amorously ThyUnsuspicious and countless others, much love and thanks gais.
- all gtfo modding community that patiently listens to my bullshit :)
Version history
v0.1.0
- fixed bug where ADS, charging and firing of arrow and FOV zoom would bug out or break completely on second and -subsequent missions (without quitting game)
- arrows will no longer stop in the air when fired over deployed sentry guns
- increased arrow pickup range by one meter, easier to recover from high places, ceiling etc
v0.0.9
- fixed a bug with navmarkers.
v0.0.8
- navmarkers on arrows that can be picked up (own arrows only)
- better ammo counter (no more 1/9 10%, at least i hope)
- bow sounds 3d attenuation and fade-off enabled
v0.0.7
- teammate arrows blink after enemykill (less red bepinex spam also)
- texture is actually loaded now. oops.
v0.0.6
- arrows that kill enemies also blink now.
v0.0.5
- arrow locator light now blinks on and off, makes searching easier.
- fired arrows cleaned up OnLevelCleanup (noticed some ugly red in bepinex console after firing some arrows on extraction)
v0.0.4
- handarrow (reload visible piece attached to hand) gets destroyed in some cases, dimension jump maybe.. made provisions to not brick reload permanently.
v0.0.3
- i'm an idiot. inbackmax was hard coded in another place too. phew.
v0.0.2
- max ammo was hard set to 10, fixed
v0.0.1
- here we go!