Why isn't the instagib properly skinned?

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EvilGrins
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Why isn't the instagib properly skinned?

Post by EvilGrins » Thu Mar 31, 2022 2:59 am

This has bothered me for awhile, and any time I do a mapping edit that either already had an instagib on it or I added one I make sure to skin it... which only works for the pickup but not if it's dropped, but it seems weird to me that this very popular weapon when it's 1st placed on a map, or dropped, it wears the skin of the shock rifle.

Anybody have a clue why this was never skinned correctly? It's skin is one of defaults in the BotPack, so it's not like it wasn't ever considered.
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Buggie
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Re: Why isn't the instagib properly skinned?

Post by Buggie » Thu Mar 31, 2022 4:01 am

Epic reuse mesh from shock. So can not change default texture on it.
And can not use Multiskins array, because textures numbers overlap for different meshes.
So it caused be bad design for reuse meshes and try avoid import same mesh twice with different names.

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SilverSound
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Re: Why isn't the instagib properly skinned?

Post by SilverSound » Thu Mar 31, 2022 5:42 am

EvilGrins wrote:
Thu Mar 31, 2022 2:59 am
This has bothered me for awhile, and any time I do a mapping edit that either already had an instagib on it or I added one I make sure to skin it... which only works for the pickup but not if it's dropped, but it seems weird to me that this very popular weapon when it's 1st placed on a map, or dropped, it wears the skin of the shock rifle.

Anybody have a clue why this was never skinned correctly? It's skin is one of defaults in the BotPack, so it's not like it wasn't ever considered.
Would be trivial to make a Mod that adds the skin to the Pickup. I'm 99% sure the dummy model (pickup) uses the same skin texture. I'll have to check for sure though.
It's pretty silly they didn't add a skin to it for sure though. Probably a quick and dirty Mutator job.
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Re: Why isn't the instagib properly skinned?

Post by Barbie » Thu Mar 31, 2022 9:32 am

Some raw stuff:
Code for SuperShockRifleSB
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Code: Select all

class SuperShockRifleSB extends SuperShockRifle;

function float RateSelf(out int bUseAltMode ) {
/******************************************************************************
get rid of that: "Function Botpack.SuperShockRifle.RateSelf:000A) Accessed None"
******************************************************************************/
	if (AmmoType != None && AmmoType.AmmoAmount <=0)
		return -2;
	bUseAltMode = 0;
	return AIRating;
}


simulated function AnimEnd() {
	if (AmmoType != None) // avoid Access Nones in ShockRifle.AnimEnd()
		Super.AnimEnd();
	else
		Super(TournamentWeapon).AnimEnd();
}



defaultproperties {
	MultiSkins(1)=Texture'Botpack.Skins.SASMD_t'
}
Code to add the texture to a SuperShockCore
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Code: Select all

function bool CheckReplacementPickup(Pickup P) {
/*****************************************************************************
Keep in sync with *ReplaceInventoryDropClass()*
*****************************************************************************/
local Pickup myPickup;
	if (Ammo(P) != None)
	{
		AmmoMaxSet(Ammo(P));

		if (ShockCore(P) != None)
		{
			FixCollisionCylinder(P, 9 * P.DrawScale, 22 * P.DrawScale, false); // default values: (14/20), DrawScale=1
			if (SuperShockCore(P) != None)
				P.MultiSkins[1] = Texture'SuperShockCoreSB_T';
			return true; // keep the modified ammo
		}
(Is there also a predefined texture for a SuperShockCore?)
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EvilGrins
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Re: Why isn't the instagib properly skinned?

Post by EvilGrins » Thu Mar 31, 2022 10:25 am

Barbie wrote:
Thu Mar 31, 2022 9:32 am
(Is there also a predefined texture for a SuperShockCore?)
Well, the shock cores are the ammo for the shock rifles, and even though the instagib does have those listed under inventory (I think) given it never runs out of ammo I've never really bothered to look at those.
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Buggie
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Re: Why isn't the instagib properly skinned?

Post by Buggie » Thu Mar 31, 2022 1:07 pm

Barbie wrote:
Thu Mar 31, 2022 9:32 am
(Is there also a predefined texture for a SuperShockCore?)
No.

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Re: Why isn't the instagib properly skinned?

Post by papercoffee » Fri Apr 01, 2022 3:02 am

The thing is ...it wasn't needed.
The Super Shock Rifle (Instagib) was always a weapon with unlimited ammo and the player won't drop it in an Instagib match, so nothing there to be grabbed by the opponent to refill ammo or get that weapon, because everyone start with it anyway.
So ...why wasting resources on making it a refillable and droppable weapon with correct texture when it wasn't supposed to work that way from the start.