hirnukuono-RecurveBow icon

RecurveBow

go medieval on their asses, literally

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-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1

README

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!