Last updated | 16 hours ago |
Total downloads | 34 |
Total rating | 0 |
Categories | Client Mods |
Dependency string | hirnukuono-RecurveBow-0.0.3 |
Dependants | 0 other packages depend 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 small led light attached to facilitate recovery in darkness
- 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)
Bugs
- much jank in 3rd person appearance and animations. sorry, will try improve
- you can ask bugged player to use aim and release it, usually resets 3rd person hands to slightly more sensible
Todo
- fire at giant leg not killing it, you will see the arrow in his leg, but others will see your arrow on enemy AimPoint (head or chest), will try position it better.
- cfoam grenade attachment
- incendiary attachment (i am the firestarter)
- better animations
- 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
v0.0.3
- 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!