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 The M1014 (V1.1) 
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Post Re: The M1014
you sprite is rusty and old looking, this is better
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Mon Apr 26, 2010 12:48 am
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REAL AMERICAN HERO
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Post Re: The M1014
Coops9753 wrote:
WTF IS THIS MAN??? Im sorry but i think i beat you to the punch :-(

viewtopic.php?f=61&t=16863&start=30 (About the 4th down)

But if anyone thinks yours is better then i guess thats my loss... :roll:


making a common, real world shotgun first does not get you exclusive mod publishing rights


Mon Apr 26, 2010 1:43 am
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Post Re: The M1014
One thing I've noticed is that this gun has quite a lot of penetration at close range compared to the vanilla shotguns.

I tried this with a concrete block at close range. Vanilla shotty (tested with Coalition auto shotty) still puts holes through it, but this thing tears it up.

Due to this, I'm not quite sure if it would be balanced compared with the vanilla content.

However, what isn't in doubt is the quality of this mod. Looks like I'll be keeping it for a while.

EDIT: In retrospect, I don't think the whole penetration issue matters that much. Both shotguns will go through a concrete block (at point-blank range, of course), and the guy behind it will be getting shot, regardless of how much of that block remains.


Mon Apr 26, 2010 2:02 am
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Post Re: The M1014
Even though it feels really powerful, this gun is perfectly balanced. It actually has half the effective range of the Spas1200. The Spas does fairly consistent damage to the edge of the screen and then it disappears. This gun is much more powerful at point blank, plus it fires faster, but takes several shots to kill before it reaches edge of screen range.

That's what I got from 5 minutes of play, in any case.


Mon Apr 26, 2010 2:24 am
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Post Re: The M1014
Updated.

Offsets should be better, it's not not going through the shoulder of the holder.

Sprite is for the most part the same, so I should probably fix it up. Just a bit shorter so it's easier for CC's ridiculously short armed Coalition to hold. Dummies have even shorter arms, and hold it with both hands on the pistol grip, I don't think I can make it any shorter.

I converted 3 of the 4 WAVs to OGGs so it's a bit smaller in terms of file size. I couldn't convert M1014_insertshell.wav because whenever I did it never played the sound, and when I reduced the bitrate it sounded horrible. I'll work on that.

Received a lot better than I thought it would. Thanks. I'll work on more 'generic weapons' in the future.

pringer X wrote:
One thing I've noticed is that this gun has quite a lot of penetration at close range compared to the vanilla shotguns.

I tried this with a concrete block at close range. Vanilla shotty (tested with Coalition auto shotty) still puts holes through it, but this thing tears it up.


I tried to find a way around this, but I couldn't. I wanted to give it shotgun like traits, as in it's going to be more powerful at point blank than near the edges of its effective range. This required a minimal spread, high speed, high weight, and high drag. One downfall to this is yeah, that, it's going to penetrate concrete at point blank like a laser.

But this is still a basic gun. I remember a sniper that used MOSRs or something a while back, so that it would minimize terrain rape yet keep the sniper's high power. I don't know how to do that :)


Sorry, doublepost. No automerge I guess.


Mon Apr 26, 2010 3:25 am
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Post Re: The M1014 (V1.1)
One thing I noticed is that the new version is missing... when I click on it to DL it and try the awesome (XM1014 is one of my fav in CS) it said that the file is no longer there. Reupload please? Thank you sir.

OK, scratch that, NOW it works. I'll try it out.


Mon Apr 26, 2010 3:54 am
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Post Re: The M1014 (V1.1)
Hmmm, so diregarding, the suggestion to make the gun able to reload individual rounds at a time... eh, if CC48 allows you, take what he did with the M90...

Shotgun still has the looks, and the power!
And good thing I am infrequent regarding my posting sessions...


Mon Apr 26, 2010 4:39 am
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Post Re: The M1014 (V1.1)
Foa wrote:
Hmmm, so diregarding, the suggestion to make the gun able to reload individual rounds at a time... eh, if CC48 allows you, take what he did with the M90...


He hasn't responded yet, I'll do it if he gives the OK though.


Mon Apr 26, 2010 5:10 am
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Post Re: The M1014 (V1.1)
Great, now I can radically reduce the reload time of the gun, at the cost of how many rounds are loaded. :l
Good thing a single round is disfiguring.


Mon Apr 26, 2010 7:11 am
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Post Re: The M1014 (V1.1)
This is freakin' awesome. Keep making moaaaar weapons!


Mon Apr 26, 2010 1:55 pm
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Post Re: The M1014 (V1.1)
Areku made a script that eliminates terrain-rape, whilst still allowing powerful rounds.
Code:
function Update(self)


   if self:GetAltitude(5,2) < 3 then
      self.ToDelete = true;
   end
end

Just stick that on the round.

Edit:
You might want to modify that script to just reduce their mass/sharpness so that they still penetrate a little bit.


Mon Apr 26, 2010 2:24 pm
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Post Re: The M1014 (V1.1)
Erm, dude, in the same thread it also has a script that takes into consideration of how close so and so entity is nearby terrain, not just above it.


Mon Apr 26, 2010 2:32 pm
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Post Re: The M1014 (V1.1)
I can't find it, where is it?


Mon Apr 26, 2010 3:38 pm
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Post Re: The M1014 (V1.1)
Okay, I give up on lua. There's no much about lua on the wiki in regards to CC, and scraping the forums for info would be a pain. Just too lazy, and I haven't any past lua experience at all.


Tue May 04, 2010 1:50 am
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Post Re: The M1014 (V1.1)
mbbird wrote:
Okay, I give up on lua. There's no much about lua on the wiki in regards to CC, and scraping the forums for info would be a pain. Just too lazy, and I haven't any past lua experience at all.


I can help a bit if you want. just not with the manual reloading.


Tue May 04, 2010 2:01 am
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