OpenXcom Forum
Modding => Released Mods => Topic started by: Solarius Scorch on February 10, 2014, 12:40:53 pm
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This mod adds a new weapon to the Open X-Com game: a dart rifle that shoots tranquillizing darts. It is an attempt on the X-Com's side to develop a ranged non-lethal weapon before Small Launchers come around. It needs to be researched, but the only prerequisite is finished autopsy of any alien. The dart rifle's combat parameters are unimpressive, but hey, at least you don't have to stick this Stun Rod down that Chryssalid's throat any more!
(https://i200.photobucket.com/albums/aa43/SolariusScorch/Modding/DartRifle.jpg)
The sprites (Harpoon Gun, naturally) were ripped from TFTD by Dioxine. Not that I couldn't do it myself, mind you. :P
An up-to-date version always here: https://www.openxcom.com/mod/dart-rifle-mod
EDIT: now with three different clips! Each consecutive one is harder to research and more potent.
EDIT: fixed a research glitch.
EDIT: Added more languages, fixed a manufacturing bug. Update here, because the mod site is still down.
EDIT: Re-uploaded the mod since the old one was clashing. Updated to the new mod system.
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Cool, should be fun ;D
Do you think adding Live Ammo would be funny? I mean as an option? ^_^
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Cool, should be fun ;D
Do you think adding Live Ammo would be funny? I mean as an option? ^_^
We could give it poison bullets. :) Still, it generally sucks as a weapon, it's only useful because of the stunning effect. I certainly would prefer a normal rifle over poison darts...
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True, but I was thinking of just the solid Bolts for emergencies ^_^
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True, but I was thinking of just the solid Bolts for emergencies ^_^
You can always stun the alien. Then explain it was in emergency. :]
Or just carry a pistol. Or better a knife.
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Nice mod. How's the range on this rifle? I currently have the Tazer gun and it's always out of range when I want to use it, so I've only used it for putting down nearby civis.
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Nice. I'd like to enhance this when I have a moment by increasing the stun level based on creature researched.
Level 1 - Requires any autopsy.
Level 2 - Requires Snake Man autopsy.
Level 3 - Requires Muton autopsy.
I don't have the skills or time to do a recolor on the darts for the various levels. Solarius, would you have any issue with me doing this and reposting as an enhancement to this mod?
(Don't get Tragdor the Burninator on me, though. :))
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Nice mod. How's the range on this rifle? I currently have the Tazer gun and it's always out of range when I want to use it, so I've only used it for putting down nearby civis.
Well, there are no special considerations regarding range. It's not a tazer, it's a ballistic weapon. It just has crappy accuracy, since it basically shoots syringes.
Nice. I'd like to enhance this when I have a moment by increasing the stun level based on creature researched.
Level 1 - Requires any autopsy.
Level 2 - Requires Snake Man autopsy.
Level 3 - Requires Muton autopsy.
I don't have the skills or time to do a recolor on the darts for the various levels. Solarius, would you have any issue with me doing this and reposting as an enhancement to this mod?
(Don't get Tragdor the Burninator on me, though. :))
It's a very good idea! I'll do it soon, so stay tuned :)
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If the damage system was more moddable, it would allow to design ammo that is specifically efficient against one species.
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If the damage system was more moddable, it would allow to design ammo that is specifically efficient against one species.
I would like that. It would add some depth here. :)
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Couldn't you just make more ammo types available as more researched is done?
Unlocking more effective (powerful) stun rating each time, like the Toxin guns from Xcom: Apocalypse
They had Toxins A, B and C I think....
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Couldn't you just make more ammo types available as more researched is done?
Unlocking more effective (powerful) stun rating each time, like the Toxin guns from Xcom: Apocalypse
They had Toxins A, B and C I think....
That's exactly what I did.
A new version (1.1) is in the first post. Try it out, but bear in mind that it's not tested much :)
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Awesome, definitely grabbing this mod!
Thank you Solarius for the support! Keep putting out mods :D
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Nice mod!
If i may have a suggestion:
Resarching live aliens for this weapon or for the upgraded ammo might be more immersive. (since testing the effectiveness of chemicals should be hard on dead stuff... might be against some treaty though :) )
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Nice mod!
If i may have a suggestion:
Resarching live aliens for this weapon or for the upgraded ammo might be more immersive. (since testing the effectiveness of chemicals should be hard on dead stuff... might be against some treaty though :) )
Hmm, you mean having to use live aliens? I guess it would be possible, but I wanted this weapon to be available early on. Later you get Small Launchers which are better across the board, so why would you bother with darts?
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Well that is true! :-[
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We could give it poison bullets. :) Still, it generally sucks as a weapon, it's only useful because of the stunning effect. I certainly would prefer a normal rifle over poison darts...
This would be awesome... A poison dart that slowly decreases health and ultimately kills the alien. Have a scout run around shooting things and watching them fall one by one randomly in different turns.
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This would be awesome... A poison dart that slowly decreases health and ultimately kills the alien. Have a scout run around shooting things and watching them fall one by one randomly in different turns.
Sadly, the engine doesn't support poison mechanics. Heck, even the bleeding effect doesn't work on aliens (which is kinda sad).
But yeah, it would be fun.
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I'd love to see green blood pools which let you know which way the wounded sectoid went.
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A small update in the first post: fixed research that didn't work correctly (you could research Clip B and Clip C without knowing the Dart Rifle tech at all).
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I added a Polish translation. Since the site is temporarily down, I'm putting the update here.
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French Translation (from 1.2)
- type: fr
strings:
STR_DART_RIFLE: Fusil à fléchettes
STR_DART_RIFLE_CLIP_A: Chargeur de Fusil à Fléchettes A
STR_DART_RIFLE_CLIP_B: Chargeur de Fusil à Fléchettes B
STR_DART_RIFLE_CLIP_C: Chargeur de Fusil à Fléchettes C
STR_DART_RIFLE_UFOPEDIA: Élaboré d'après les toutes dernières découvertes de la biologie alienne, ce fusil armé de fléchettes contenant un agent biochimique puissant, mais non léthal, est en mesure de neutraliser n'importe quelle forme de vie sur un champ de bataille, sous condition que la dose soit suffisante.
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Many thanks! Again, I'll update the mod when the mod site is back online.
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Aldorn, one remark about your french translations : Normally alien is translated "extra-terrestre", everywhere.
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Mensch !
You are right, I will take care of that, thanks (you could have corrected yourself, I would not have been offended ;))
French Translation (from 1.2)
- type: fr
strings:
STR_DART_RIFLE: Fusil à fléchettes
STR_DART_RIFLE_CLIP_A: Chargeur de Fusil à Fléchettes A
STR_DART_RIFLE_CLIP_B: Chargeur de Fusil à Fléchettes B
STR_DART_RIFLE_CLIP_C: Chargeur de Fusil à Fléchettes C
STR_DART_RIFLE_UFOPEDIA: Élaboré d'après les toutes dernières découvertes de la biologie extraterrestre, ce fusil armé de fléchettes contenant un agent biochimique puissant, mais non léthal, est en mesure de neutraliser n'importe quelle forme de vie sur un champ de bataille, sous condition que la dose soit suffisante.
EDIT : right word is finally Extraterrestre (no dash)
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If the spear gun graphics from TFTD work in OpenXCOM, so might other things...
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Fixed a manufacturing bug. Update in the first post, because the mod site is still down.
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Nice, but it' just the harpoon rifle from TFTD :-X :D no need for other ammo type, i think. :)
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Nice, but it' just the harpoon rifle from TFTD :-X :D no need for other ammo type, i think. :)
The different is, this one uses stun darts, so you have a stunning ranged weapon before researching the Small Launcher.
Sure, it pretty much sucks as a weapon, but it's better than nothing. :)
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And even if it fails as a weapon, civilian market sure as hell would benefit from it - according to the latest survey conducted by the British Scientists on Darts Premier League aficionados... ;)
How about Net Gun used for riot control? It could effectively surprise / immobilize alien for enough time to send party of fellow Stun Rod cavalry?
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How about Net Gun used for riot control? It could effectively surprise / immobilize alien for enough time to send party of fellow Stun Rod cavalry?
I've no idea on how it would be implemented, but I'm open to suggestions. :)
Glue gun would be nasty too.
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I was thinking about TUs reduction for x turns, but there are so many other factors - alien size, strength... Actually any even half wit alien should be able to free himself just by shooting through net...
With your Glue Gun concept you reminded me of anything that could actually freeze in place those pesky civilians...
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I've no idea on how it would be implemented, but I'm open to suggestions. :)
Glue gun would be nasty too.
Glue gun? Naaah please :D how about a really badass riot shotgn? >:-)
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Glue gun? Naaah please :D how about a really badass riot shotgn? >:-)
I actually have (a place to steal from) the model for this. ^_^
But... How to implement it? What about the tech tree? So many questions! :)
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I actually have (a place to steal from) the model for this. ^_^
But... How to implement it? What about the tech tree? So many questions! :)
goood to know!! actualli riot shotgun may be a "starting buyable weapon"
a little image for those like me whom are not into firearms:
(https://static.giantbomb.com/uploads/scale_small/2/23298/1036317-protecta.jpg)
it may have 2 kinds of ammo standard and armor piercing. Clip size 20 rounds. :-\
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Nah, not buyable... That would invalidate a lot of weapons, starting with shotguns.
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Solarius! Love the Dart Rifle!
However, I'm planning to do Pistols Only Series (Up Close and Personal), and I wonder how difficult it would be to make a Dart Pistol mod based on this one? Are the TFTD sprites around somewhere for the Dart Pistol?
I'd be willing to take a stab at this, but if you want to include this in your mod, I'd be happy to defer. ;)
Thanks for your awesome work. :)
Cheers, Ivan :D
Edit: I PM'd Dioxine, and he said it wouldn't be too much trouble to pull the Dart Pistol images together when he gets some free time.
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Yeah, no problem with doing this, though I am not sure a tranquillizing pistol would be very realistic... Well, I think JC Danton used something like this in Deus Ex. :) But I think it was a crossbow...?
Anyway, glad you like the mod! Thank you! :)
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just installed this mod wanted to give it a try and found a small bug
the name for Fire.wav in the ruleset is in lowercase and in the Sound folder it is as ...fire.wav
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just installed this mod wanted to give it a try and found a small bug
the name for Fire.wav in the ruleset is in lowercase and in the Sound folder it is as ...fire.wav
Thanks for the message. It's only a problem on Linux, so these bugs are hard to catch.
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Hi Solarius - WOW you modders are making this game fun again! Thanks for all your hard work.
Found a very slight fault with this mod that is very minor but was annoying me till i worked it out. In your ruleset you forgot to add '-GB' to the extraStrings english translation heading. Was causing the in-game descriptions to show there code names such as STR_DART_RIFLE instead of Dart Rifle etc.
Code should be
- type: en-GB
strings:......................
Can't believe how fussy these files can be!
Anyway - all the best - keep up the good work - Mark.
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Thanks for producing this mod. I've been trying this out in my most recent game. It hasn't worked so well, but that is mostly my fault. Rookies go through a hazing ritual where they need to stun an alien, and well most of them have low accuracy... Who does risk precious snipers with stun weapons? (keep them ready if the stun fails!)
It is nice to have a ranged stun weapon though. I feel something is a bit amiss in either the TU or accuracy department, but as I said, my test is a bit skewed. The stun launcher pretty much defaults to one shot a turn due to the need to reload and size of ammunition. A rifle should be a bit easier to follow up shots on.
Just a thought - perhaps the C level of the dart could be an actual lethal toxin (a nerve agent?) so even if the small launcher renders the stun function obsolete, it has some utility against things you don't want to capture.
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Found a very slight fault with this mod that is very minor but was annoying me till i worked it out. In your ruleset you forgot to add '-GB' to the extraStrings english translation heading.
Oops. Fixed now - download 1.5. I also combined the single handob pics into a spritesheet.
Thanks for producing this mod. I've been trying this out in my most recent game. It hasn't worked so well, but that is mostly my fault.
Well, this weapon is pretty crappy by design... It's hardly a military weapon after all! But now it's a bit better than before, since Aimed Shot is not as ridiculously slow.
Just a thought - perhaps the C level of the dart could be an actual lethal toxin (a nerve agent?) so even if the small launcher renders the stun function obsolete, it has some utility against things you don't want to capture.
But what damage type would it be?
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But what damage type would it be?
It could be acid, if you are going for lethal, and not max stun. And you could tie it to Celatid research. ;)
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I was going to reply in the Dart Rifle mod release thread but got the Necro notice so didn't know if i should.
No problem. Merged it for you - Solarius Scorch
And sorry to be asking about something so old but I don't know where else to ask.
Q. Is there any code that makes the Darts ineffective against Humans?
I just was able to crash an MiB transport without killing it and wanted to collect some MiB for interrogation. I had been using Dart B so far for everything else and loaded up several.
The Dart Rifle Ufopedia says "any life form" but should I take that as Alien only? I can drop Anthropods with enough shots but can't seem to drop plainclothes MiB doing the same? Just the luck engine or is there actually a block for humanoids?
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I suppose the same case can be made for the Medikit. Sometimes I used it to heal downed aliens so they don't bleed out before the battle is over and can be captured alive.
I suppose for Darts, a mod could be made where the aliens are vulnerable to a certain damage type (e.g. E115?) while immune to others (regular stun). Then capture weapons for each life form group can be made. I believe, however, stunning in itself is hard-coded, but with scripts anything is possible.
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Thanks,
I'm not actually asking to change it, but just to know whether they are actually usable on humanoids. My first MiB mission so far feels like they aren't.
I'll edit the title.
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MiB tend to have armour, which decreases the efficiency of the rifle.
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Thanks,
I guess I'll rush some research on the stun bombs then.