• Mad Cows Weapons Base
    493 replies, posted
  • Looks good, keep up the good work, im considering using this as my new base for Stalker RP, you have one accurate Arsernal right there Worshipper ! One of the best ive seen. I wouldn't mind seeing some melee weapons done right too E.G.: Swinging left (A and left click) or Swinging Right (D and left click) and Right click to Parry.
  • Avatar of Wizey!
  • [QUOTE=Killergam;17985548]Looks good, keep up the good work, im considering using this as my new base for Stalker RP, you have one accurate Arsernal right there Worshipper ! One of the best ive seen. I wouldn't mind seeing some melee weapons done right too E.G.: Swinging left (A and left click) or Swinging Right (D and left click) and Right click to Parry.[/QUOTE] Swinging left and right is as simple as a think function, or putting it in the primary. If IN_LEFT then do this animations and the primary attack, in IN_RIGHT do this one and the primary attack. So on so forth.
  • Avatar of Profanwolf
  • [QUOTE=Kung Fu Jew;17976706] [B]Incendiary Grenade[/B] - Grenade that blows up in a fiery manner. Could use the same effect as the flare or a similar effect. The effect and damage should linger for about 1 second and anyone (NPC or player) who is in its wake should instantly be killed and turned into a charred corpse (make this a serverside ragdoll) that is on fire. The corpse should disappear after 30 seconds.[/QUOTE] A white phosphorus grenade would be quite nice, along with a fitting effect for it.
  • Avatar of Worshipper
  • I'm coding right now an incendiary grenade like this one: [media]http://www.youtube.com/watch?v=CfYwus9FakE[/media]
  • Avatar of Kung Fu Jew
  • [QUOTE=Profanwolf;17987138]A white phosphorus grenade would be quite nice, along with a fitting effect for it.[/QUOTE] Yeah, that's basically what I meant :p [QUOTE=Worshipper;17990765]I'm coding right now an incendiary grenade like this one: [media]http://www.youtube.com/watch?v=CfYwus9FakE[/media][/QUOTE] But that one doesn't even explode D: I mean one similar to this video (skip to 1:45) [media]http://www.youtube.com/watch?v=yG7oWGoJVKs[/media] But do what works for you. It's your pack and you've steered it in a great direction so far. What is the word on the breaching weapons?
  • Avatar of Vadim
  • I have such idea - when bullet impacts metallic surface and reflects from it, it loses movement energy, right? So I think that it is neccesary to reduce damage done by bullet, for example, in 2 times after each collision. I'm sure, that it is really easy to code. Also this impovement will make your package much more realistic! For exaple if basic damage of shot is 100 hp, after ricoshetting it will be 50 hp. You know when bullet kills combine after 50 refletions it looks strange. Also I suggest to remove parameter "max reflections on metal" and swap it with cycle like while damage>1 do begin {code of ricoshet}; damage:=damage/2; end; (I made this like pascal code because I know only this programming language) So when this parameter becomes less than 1, bullet stops ricoshetting. You may make this depend on ammunition type.
  • Avatar of Vadim
  • [QUOTE=Worshipper;17993399]It's already like that Vadim. :P[/QUOTE] Yes, you're right :) Simply I was testing you swep kit only with your admin gun because it has customisable settings. By the way when you will release your package with sniper scope blobbing, ww2 sweps and other things from youtube demo?
  • Avatar of Worshipper
  • WW2 Sweps, I don't know... because I've done only 5 or 6 weapons and it has no icon. Scope blobbing is already on the beta version
  • Avatar of TehPeeMast3r
  • Hmm.. What about when you shoot through an NPC/player you put a wound on the opposite side of the shot.
  • Avatar of Kung Fu Jew
  • [QUOTE=Worshipper;18007406]WW2 Sweps, I don't know... because I've done only 5 or 6 weapons and it has no icon. Scope blobbing is already on the beta version[/QUOTE] I think he means bobbing like when you move around, the scope gets moved more drastically to make it harder to run'n'gun with your scope on. EDIT: You should make a separate script that limits ammo. Would be really useful, at least I think it would be. I'll make a list in a little bit if I have time later.
  • Avatar of Vadim
  • [QUOTE=Kung Fu Jew;18008512]I think he means bobbing like when you move around, the scope gets moved more drastically to make it harder to run'n'gun with your scope on. EDIT: You should make a separate script that limits ammo. Would be really useful, at least I think it would be. I'll make a list in a little bit if I have time later.[/QUOTE] Yep, I meant exactly that. Also ask Wizey about her Insurgency swep pack. She worked with sniper rifles from that mod, so she has to know how to make and code physical scope, which continue to render picture in ocular ever when weapon holstered. I'm sure that this package will be your ultimate work if you'll finish everything what you planned and add this feature. I'm sure that Wizey won't be against this :D
  • Avatar of Krilliad
  • Hm...it isn't working for me. The weapons do not appear. What could be causing this?
  • Avatar of Matsilagi
  • You dont have the Counter-Stike Content, and some other guns that use other valve games content that i cant remember
  • Avatar of itak365
  • Can bullets penetrate multiple (organic) targets? I just think it would be a little cooler if they wouldn't just get killed from the ragdoll.
  • Avatar of Kung Fu Jew
  • [QUOTE=itak365;18018525]Can bullets penetrate multiple (organic) targets? I just think it would be a little cooler if they wouldn't just get killed from the ragdoll.[/QUOTE] Yeah. At least a few of them go through NPCs. I dunno about if you have Keep Ragdolls on, though, but if it's off, yes, it will go through them and if you're lucky you'll catch the effect of the bullet coming out their back. It's rad in multiplayer to watch a NPC get skewered by a high power, rapid firing gun.
  • Avatar of GurraGo
  • Great work. I think your the greatest swep coder.. As fast as the non-beta version get out, I will download it to my server.
  • Avatar of itak365
  • [QUOTE=Kung Fu Jew;18019807]Yeah. At least a few of them go through NPCs. I dunno about if you have Keep Ragdolls on, though, but if it's off, yes, it will go through them and if you're lucky you'll catch the effect of the bullet coming out their back. It's rad in multiplayer to watch a NPC get skewered by a high power, rapid firing gun.[/QUOTE] I know, nothing better than an instant triple kill.
  • Would it be too much of a burden to make it so that the player moves slower when they've ironsights deployed?
  • Avatar of Wizey!
  • [QUOTE=Pwn-o-Matic;18033094]Would it be too much of a burden to make it so that the player moves slower when they've ironsights deployed?[/QUOTE] Where did you get that idea? :3:
  • Avatar of SplinterSim4
  • Yeah, good point. If you really want to move slower with ironsights just hold your walk button. :smug:
  • Avatar of Kung Fu Jew
  • [QUOTE=SplinterSim4;18034684]Yeah, good point. If you really want to move slower with ironsights just hold your walk button. :smug:[/QUOTE] Exactly. My server uses realistic movement speeds (wizey made em, privv'yet wizey!) and that would probably mess 'em up.
  • Avatar of SplinterSim4
  • Hmm, is it a private thing or has Wizey released it? I would like to see this. Oops, I derailed the thread :ninja:
  • Avatar of Worshipper
  • [QUOTE=Wizey!;18034393]Where did you get that idea? :3:[/QUOTE] You're funny. You didn't invent this idea. You only coded it for Garry's mod. [b]P.S:[/b] And why do you still reply on my freakin' topic? I hate you.
  • Avatar of RikohZX
  • Oi oi, so she stole alittle code for the penetration and ricochet, she still credited you mang. Let's keep the hate to a minimum and focus more on the weapons themselves. And speaking of, godDAMN even Metrocops can be deadly with these things. Now put one of your AK-47s in the hands of one of the "Dan's Mega SNPC Pack" terrorists, and you have an NPC that can kill you on sight with a single shot. o_o
  • Avatar of Wizey!
  • [QUOTE=Worshipper;18036700]You're funny. You didn't invent this idea. You only coded it for Garry's mod. [b]P.S:[/b] And why do you still reply on my freakin' topic? I hate you.[/QUOTE] Lol, i know you dont hate me :3:
  • Avatar of Kung Fu Jew
  • [QUOTE=SplinterSim4;18035398]Hmm, is it a private thing or has Wizey released it? I would like to see this. Oops, I derailed the thread :ninja:[/QUOTE] Actually I remember Wizey did not make them, I edited a few lines in a file in the sandbox gamemode folders. Player speeds are defined in init.lua somewhat near the top of the file.
  • [QUOTE=Wizey!;18034393]Where did you get that idea? :3:[/QUOTE] Farcry 2 :rolleyes: Play it.
  • Avatar of Wizey!
  • [QUOTE=Pwn-o-Matic;18047245]Farcry 2 :rolleyes: Play it.[/QUOTE] X3 I just use a concommand ran on if (CLIENT) then blah blah blah end