Author |
Message |
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Black Ops Mod Development Thread
How exactly will killstreaks and perks work?
|
Fri May 13, 2011 2:41 am |
|
|
wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
|
Re: Black Ops Mod Development Thread
i would imagine perks would either be assigned to different weapons or items and maybe a type of brain for the killstreaks ?
|
Fri May 13, 2011 5:53 pm |
|
|
Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
|
Re: Black Ops Mod Development Thread
Well perks would be like this... I think... hypothetically... you buy the perk in the menu, it would be a TDExplosive. When you use it it would gib and would find the nearest actor and increase a stat. The best example would be flak jacket, would increase things like GibWoundLimit and such to make actors beefier. Don't know what to do with stuff like Second Chance though. I am open to ideas, so spitball a bit. EDIT: oyea killstreaks. Well... I was thinking something similar to Cash 4 Kills, but instead of money it would have a counter and would give you the killstreaks as the counter increases. Of course Hardline would make it one less... although I don't know how to implement Hardline Pro's effect of redoing care packages. Once again, suggest stuff.
|
Fri May 13, 2011 10:54 pm |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Black Ops Mod Development Thread
Ah, makes sense. Although Scavenger would be useless. By the way what console do you play on
|
Sat May 14, 2011 3:33 am |
|
|
Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
|
Re: Black Ops Mod Development Thread
No actually scavenger wouldn't be useless at all, regardless if they incorporate an ammo system, or just have people resupply grenades from it.
|
Sat May 14, 2011 12:37 pm |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: Black Ops Mod Development Thread
Or just add funds.
|
Sun May 15, 2011 1:42 am |
|
|
Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
|
Re: Black Ops Mod Development Thread
funds would be easier. But how would I make every actor from every mod drop something that you can pick up and get something from. unless it would be automatic, then it would just be Cash 4 Kills.
|
Mon May 16, 2011 10:12 pm |
|
|
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
|
Re: Black Ops Mod Development Thread
Just have a script that checks if an actor dies (like G4K) and then creates a 'package' on the dead actor's location, which has a proximity script, and deletes itself and adds funds accordingly when you get close enough.
|
Mon May 16, 2011 11:06 pm |
|
|
Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
|
Re: Black Ops Mod Development Thread
oh ok that makes sense. This is why I am not the Lua guy, I would never have thought of that lol.
|
Tue May 17, 2011 9:35 pm |
|
|
Thriller
Joined: Sat Jul 25, 2009 4:24 am Posts: 146 Location: Somewhere in Ohio
|
Re: Black Ops Mod Development Thread
You forgot the Valkire missile!
|
Sun May 29, 2011 2:39 pm |
|
|
Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
|
Re: Black Ops Mod Development Thread
wow we did... it appears that our list is rather lacking, a lot of guns have been left out. also it needs updated... oh well. I will work on it soon.
|
Tue May 31, 2011 10:25 pm |
|
|
Darkdoom Rodrigov
Joined: Sat Apr 16, 2011 7:37 pm Posts: 10
|
Re: Black Ops Mod Development Thread
Made a new image for the mod, copypastaing the font style from COD itself. Made the letters a bit more distressed. Yes it is huge, sorry. if you really need it shrunk I will shrink it.
|
Thu Jun 02, 2011 7:55 pm |
|
|
Darkdoom Rodrigov
Joined: Sat Apr 16, 2011 7:37 pm Posts: 10
|
Re: Black Ops Mod Development Thread
David Rodrigov wrote: Alright, here's a list of the guns we're making. We're going to be remaking content that might already be in the game, such as the M16. The reason we are doing this is because it seems half-arsed to do just a few of the guns. - White means that no work has been done on the item.
- Yellow means that the sprite is done for the item.
- Orange means that the .ini coding is done for the item.
- Green means that the item is completed.
Assault Rifles: * M16 * Enfield * Famas * Galil * AUG * FN FAL * AK-47 * Commando * G11 Snipers: * L96AW * Dragunov * WA2000 * PSG1 Submachine Guns: * MP5k * Skorpion * MAC-10 * AKs74u * Uzi * PM63 * MPL * Spectre * Kiparis Light Machine Guns: * HK21 * RPK * M60 * Death Machine - MiniGun (obtained from Care Packages) Shotguns: * KS-23 * SPAS * Olympia * Ithaca * HS-10 Bows: * Crossbow Pistols: * M1911 * .357 Magnum * Python * Makerov * ASP * CZ75 Launchers: * M202A1 “Grim Reaper” Rocket Launcher (obtained from Care Packages) * RPG-7 * China Lake Pump Action Grenade Launcher * Strela * M72 There are more things to make, but right now we are just focusing on guns.
|
Sat Jul 02, 2011 10:31 pm |
|
|
Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
|
Re: Black Ops Mod Development Thread
I dunno what's taking so long to create the normal weps. You have the sprites and most of the guns are just guns that go pew. I could help you code some of the weapons if you want.
|
Mon Jul 04, 2011 1:12 am |
|
|
David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
|
Re: Black Ops Mod Development Thread
We don't really need help coding the guns, Darkdoom's just being lazy with his task to separate the sprite sheet into separate pieces, such as clips, fired projectiles, and the guns themselves. If you'd like to help with anything, just separate the sprite sheet into the appropriate pieces. Of course you'll get credit for any work you do.
Another thing is sounds, I'm debating to just use pewpew gun sounds, or somehow try and obtain the actual black ops gun sounds.
|
Mon Jul 04, 2011 1:27 am |
|
|
|