Starbound

Starbound

452 ratings
Evolved Weapons System (DEPRECATED)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
858.374 KB
15 Feb, 2022 @ 4:45pm
10 Jan, 2024 @ 9:43pm
42 Change Notes ( view )

Subscribe to download
Evolved Weapons System (DEPRECATED)

In 2 collections by SirBucketKicker
GiC lite
22 items
GiC Lite Alternative
24 items
Description
NOW INTEGRATED WITH GiC
no need to install this anymore.

---------------------------------------

FOR END USERS:


'Evolved Weapons System' is a weapon engine that has been developed in tandem with Galaxy in Conflict and is designed to be installed with. Other mods in the future may also require this mod as a dependency; nothing for the average user is provided with this mod other than a functional weapons engine with more technical capabilities than those present currently.

(note: provides no content by itself, go install GiC if you came from there!)

----------------------------------------------------------------------------------------------


FOR MODDERS:


'Evolved Weapons System' is the spiritual successor to Gniolov's own private mod of the same name. His project began as a fork of 'GunsNAmmo', although this current rendition of EWS developed primarily by SirBucketKicker/Echo710 no longer retains any similar code to Gniolov's branch or in the original except for within the (currently unavailable) archives. Although animations from the base code may lack in style as per other mods like 'Feast of Fire and Smoke', the engine supports many more technical features than has been otherwise released by other mods.


Features include:
- Functional ammo system with varying projectile configurations depending on associated loaded item
- In-depth attachment system allowing for weapon statistics to be softly multiplied, added to, or set to specific values. Flashlights, scopes, laser sights, and underbarrel launchers are all possibilities with more advanced attachment setups.
- Miss chance system (developed primarily for GiC) capable of firing different projectiles depending on set parameters. Functions in tandem with the ammo system, allowing for different miss projectiles to be fired as well depending on the loaded ammo item.
- Recoil/bloom system decreasing hit chance, accuracy on constant firing. Duration, effects of the recoil can all be manually configured or assigned from a template.
- Weapon durability, slowly decreasing hit chance and accuracy the more the weapon is fired. Fully configurable, i.e. max durability, effects thereof can be adjusted to one's liking. (A largely-functional weapon jamming system exists, although it's not fully bug-proof due to lack of demand for said system.)
- Crouch bonus system, granting configurable bonuses to hit chance and angular accuracy.
- Multiple fire modes, allowing switching between two configurable fire modes on the user's whim.
- Fully functional debug system (when toggled on), configurable recoil templates. Configuration file is patchable, allowing for better compatibility with future mods designed with EWS functionality in mind.
- NPC adaptability allowing for full functionality of EWS weapons in NPC hands, even for more troublesome functionalities like requiring ammo to reload.
- Easily hook EWS and create derivative code easily, with most if not all individual functionalities of the system separated into individual functions to allow for easier modifications of the code via hooking.
- More to come!



Documentation for most (if not all) of these systems are located in the example items within the assets. Please note that optimizing this for public use was mediocre, as I really don't expect anyone except for GiC to work with this system. As such, documentation, although adequate, may not detail everything that is absolutely required for functionality of certain modules. Contact me somehow and I'll likely clear up any issues present, although I will be unwilling to give a *full* walkthrough on making an EWS gun.


(Also, pardon the messy code; there are a fair amount of deprecated comments and one or two disabled features.)


Some minor notes when hooking EWS into your own code:
- Refer to [/items/active/weapons/ranged/ews_10stance.lua] on how to extend reload animations and the like, refer to [/items/active/weapons/ranged/ews_weapon_flamethrower.lua] or [/items/active/weapons/ranged/ews_weapon_spinup.lua] for some different ways to alter how EWS fires. Refer back to the core code whenever unable to figure out how to adjust a specific functionality; function names (should be) aptly descriptive and documented enough to functionally modify them in the hooked code.



Please leave any bug reports in the directed thread below. Likewise, do the same with suggestions, although it'll be unlikely that I'll add any drastically new features due to a lack of available time to mod.

Please do NOT steal anything from my code; do not reupload, copy files, or copy code segments to any other mod without my very EXPRESS permission. Copying JSON code from example weapons is OK, and so is copying the already existing hooks for EWS (derivative code, i.e. flamethrower, 10 step reload anims, etc.). Otherwise, do not copy anything from this mod without express permission.



Lots of kudos to WeebWing and the Galaxy in Conflict dev team for designing a galaxy where EWS systems were thoroughly stress tested and honed to satisfaction. Go check out 'Galaxy in Conflict' if you haven't already!
Popular Discussions View All (2)
9
19 Feb, 2024 @ 3:58pm
PINNED: SUGGESTIONS
SirBucketKicker
5
3 Sep, 2023 @ 10:23am
PINNED: BUG REPORTS
SirBucketKicker
64 Comments
SirBucketKicker  [author] 15 Sep, 2024 @ 8:43pm 
@oub13

GiC is already back up on the steam workshop :)
oub13 13 Sep, 2024 @ 11:06am 
i have found some where i can talk to Tengu.
will gic ever be back?
Hitilit 12 Mar, 2024 @ 9:09am 
Bad Apple
Ebat ti konch coneshno :cleanseal:
Soviet47 20 Dec, 2023 @ 2:34pm 
Thanks i'm gonna check it
Bad Apple 25 Nov, 2023 @ 2:22pm 
It's a pity that it's not in Russian
Fwren 24 Nov, 2023 @ 4:20pm 
Would be pretty cool to do Headshots with EWS Guns, maybe with a random chance to fire and get headshots winch deals X2 damages and the more EWS Accuracy you have the more chance to headshot you get, the guns right now feels like your always shooting at the center body mass rather than trying to shoot the head, it will also reduce the Time to kill an enemy without making the weapons Overly OP with the the System right now sometimes some enemies feels a bit spongey
Tengu_Civitas  [author] 2 Oct, 2023 @ 8:28pm 
There's a guide on the GiC discord, but the best way to start with a new gun would be to pull one of the guns from GIC.

Alternatively, there's a user or two (non-devs) who might be willing to lend you a hand with your own gun on the GIC Discord.
Soviet47 2 Oct, 2023 @ 9:22am 
If someone could make a proper tutorial would be a true Hero
BuriedCornet0 20 Sep, 2023 @ 3:29pm 
Nevermind, I figured it out. I was testing this with a shotgun and needed to apply the change to the GunFire:singleload function as well.
BuriedCornet0 20 Sep, 2023 @ 3:15pm 
I'm trying to make it so I have infinite ammo with GiC firearms which I did by setting "consumeAmmoModule" to false but cannot switch ammo types this way and weapons that take multiple magazines do not display them on reload. I'm trying to figure out if there's a way to have the ammo module consumed so all the functions work properly but without actually taking the ammo from my inventory. I tried changing player.consumeItem count to = 0 in the GunFire:reload function in the ews_weapon file but this did not change anything. How exactly would I go about doing this? Also, I do not plan on uploading this anywhere, I just want to modify this for my own use.