Tomura's Shooter Systems

Tomura's Shooter Systems by Tomura

This one is probably quite advanced in terms of functionality, as the author aimed to add features that are not necessarily common for SC2. It also includes a modified version of the SC2 Spectre that has additional animations for strafing, reloading, etc. Some of them are additive, so they can be used on a separate layer to the main animation (i.e. Reloading, so you can reload while walking). In addition, the mod includes a Ragdoll death version of the Spectre that still keeps it's team color when dying. While the mod does not offer a solution to the network delay we're all aware of, it offers enough functionality to warrant usage.

In an effort to enable easiest consumption of this mod, Tomura decided it would be best to create the mod through triggers (with minimal galaxy for math and other misc items). The mod contains the following features:

  • Pre built WASD + Mouse Movement. That features, Walking, Running, TPS Aim down Sight, Dodge, Reload, Weapon Switch.
  • 3D aiming and shooting
  • Inventory and User Data based Weapon and Ammo system
  • Weapons make use of normal SC2 Effects. So porting existing ones to this mod requires only minor adjustments (mainly enabling Unit and Point Targets)
  • Weapons do support multiple Firing Modes. How you switch or access them is up to you.
  • Decal Spawing when a Shot hits the ground.
  • Connection to external Dialog based Interfaces possible using Generic Trigger Messages (UI is not in Main Mod, but Mods depending on this one can react to those messages)
  • Rebindable Keys and User Data Based Key Binding. You can just set up Key Binding Data inside the Data editor by specifiing a up/down function, a name for the Binding (this will be displayed in the ingame Menu and can me localized) and a Default Key (integer). A Mod using TSS as a depedency is able to delete the Pre-built Controls and just use it's own and is even able to add new actions. Triggers will be rebuilt when bindings change to have a minimum amount of triggers firing ingame.
  • Simple Height Region system to enable shot collision with doodads. (not very accurate)
  • Vector Functions based on Points
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