02-22-2014, 12:56
So, Titanfall actually seems quite moddable.
http://facepunch.com/showthread.php?t=1367767
http://dev.cra0kalo.com/?p=70 This is a tool to open Titanfall's *_dir.vpk files, from what I've seen so far the game seems to use squirrel scripts.
This is one of the weapon files for example:
I've played the beta for quite a bit, and it seems like a really fun game.
For those that haven't played the beta, I've attached a rar file with the openable vpk files from the beta, you can see the scripts for yourself if you want.
This game seems pretty promising in my opinion, with a simple -vpkoverride like in other source games we could already mod this.
Xentax thread: http://forum.xentax.com/viewtopic.php?f=10&t=11208
http://facepunch.com/showthread.php?t=1367767
http://dev.cra0kalo.com/?p=70 This is a tool to open Titanfall's *_dir.vpk files, from what I've seen so far the game seems to use squirrel scripts.
This is one of the weapon files for example:
Spoiler (Click to View)
Code:
//
// Weapon Effects
//
weaponEffects <- {}
weaponEffects["hit_confirm_out"] <- "hit_confirm_out"
foreach( key, value in weaponEffects )
PrecacheParticleSystem( value )
function OnWeaponPrimaryAttack( attackParams )
{
if( IsClient() )
self.EmitWeaponSound( "Weapon_LMG_SecondShot1" )
else
self.EmitWeaponSound( "Weapon_LMG_SecondShot1" )
self.EmitWeaponSound( "LMG_shell" )
self.EmitWeaponNpcSound( LOUD_WEAPON_AI_SOUND_RADIUS_MP, 0.2 )
local damageType = damageTypes.Instant | damageTypes.Bullet
if ( self.HasMod( "burn_mod_lmg" ) )
damageType = damageType | damageTypes.Gibs
self.FireWeaponBullet( attackParams.pos, attackParams.dir, 1, damageType )
}
function OnWeaponNpcPrimaryAttack( attackParams )
{
//self.EmitWeaponSound( "Weapon_LMG_FirstShot" )
self.EmitWeaponNpcSound( LOUD_WEAPON_AI_SOUND_RADIUS_MP, 0.2 )
self.FireWeaponBullet( attackParams.pos, attackParams.dir, 1, damageTypes.Instant | damageTypes.SmallArms )
}
function OnWeaponStartZoomIn()
{
HandleWeaponSoundZoomIn( self, "Weapon_hemlok.ADS_In" )
}
function OnWeaponStartZoomOut()
{
HandleWeaponSoundZoomOut( self, "Weapon_hemlok.ADS_Out" )
}
function OnWeaponActivate( activateParams )
{
if ( self.GetWeaponOwner().IsPlayer() )
{
if( self.HasMod( "burn_mod_lmg" ) )
SetLoopingWeaponSound_1p3p( "Weapon_LMG_FirstShot", "Weapon_LMG_Loop_Fast", "Weapon_LMG_LoopEnd", "Weapon_LMG_FirstShot_3P", "Weapon_LMG_Loop_Fast_3P", "Weapon_LMG_LoopEnd_3P" )
else
SetLoopingWeaponSound_1p3p( "Weapon_LMG_FirstShot", "Weapon_LMG_Loop", "Weapon_LMG_LoopEnd", "Weapon_LMG_FirstShot_3P", "Weapon_LMG_Loop_3P", "Weapon_LMG_LoopEnd_3P" )
}
else
self.SetLoopingWeaponSound( "Weapon_LMG_FirstShot", "Weapon_LMG_Loop", "Weapon_LMG_LoopEnd" )
}
function OnWeaponDeactivate( deactivateParams )
{
self.ClearLoopingWeaponSound()
}
For those that haven't played the beta, I've attached a rar file with the openable vpk files from the beta, you can see the scripts for yourself if you want.
This game seems pretty promising in my opinion, with a simple -vpkoverride like in other source games we could already mod this.
Xentax thread: http://forum.xentax.com/viewtopic.php?f=10&t=11208