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Hey guys,

 

I am a huge fan of ranged combat and disliked the huge reed investment involved with creating the various darts, so I decided I'd try my hand at modding and overhaul how the blow darts work (so as to still keep them a challenge to use).

 

Currently, what I'm trying to achieve is the player having an empty blowgun, which on its own, does nothing but look pretty.  However, I want to implement something akin to how lanterns and mining helmets work to allow you to prime the blowgun and fire the dart.

 

I'm running into a situation where I don't understand what to use to do such.  Should I use fuel?  Should I use repairer (and if so, how does that even work?)?  Should I use something else all together?

 

Right now, I've created a blowgun weapon that works in game.  I have created a stack-able dart that also works.  However, I'm having trouble understanding how to get it to let me use the dart as fuel (via a right click action, like the miner helmets) to give a single use to the blowgun of that dart type.

Edited by Ecu
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https://forums.kleientertainment.com/forums/topic/62396-wip-revamping-blowguns/
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Well, code-wise this mod is still a nightmare.  However, I wanted to share some of my progress on art for the mod.

 

BlowgunTooth.png.6f078f364c0437043b1310bBlowgunToothBig.png.914166d492bad4a6e0d6

Blowgun and Tooth Dart in-game and higher resolution.

 

Blowgun.png.54f1b928c89c58c9ed3fe46050a3

Blowgun

 

56980b4dd74fd_FireDart.png.985bddd2cd4a7

Fire Dart in-game and slightly higher resolution.

 

56980cee1f3e3_DartShowcase.png.2d6a18666

Higher resolution showcase of the three dart types.

Edited by Ecu

Source and assets released publicly under the MIT license.  It is buggy as all hell, missing animations for attacking, and doesn't have other darts implemented yet, which is why I'm not doing a Steam release.

https://github.com/Ecu/Blowgun-Revamped

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