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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Multi Ammo Rifle + Recoil V1.01
Yes there will be other weapons, I will probably start with the AA-12 idea, but I don't have any sprite for this one, so if someone would kindly make one for me it would be much appreciated, also if you have other ideas for ammo types, pease suggest, there is no limit on how many ammo types a gun can have using this techology.
Last edited by Mehman on Sun Nov 21, 2010 5:54 pm, edited 2 times in total.
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Sun Nov 21, 2010 5:19 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Multi Ammo Rifle + Recoil V1.01
I'll make one edit: In palette too btw.
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Sun Nov 21, 2010 5:35 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Multi Ammo Rifle + Recoil V1.01
Thanks!
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Sun Nov 21, 2010 5:46 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Multi Ammo Weapons + Recoil V1.10
Updated to V1.10:
_The recoil is now shot-based instead of time-based _Rifle SharpLength is now 375 instead of 300 _AA-12 added
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Sun Nov 21, 2010 9:06 pm |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Multi Ammo Weapons + Recoil V1.10
Mehman wrote: Updated to V1.10:
_The recoil is now shot-based instead of time-based _Rifle SharpLength is now 375 instead of 300 _AA-12 added Awesome, but the AA-12 is WAY too inaccurate even on single fire with timed shots.
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Mon Nov 22, 2010 12:36 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Multi Ammo Weapons + Recoil V1.10
It's an Auto Shotgun, what'd you expect.
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Mon Nov 22, 2010 12:39 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Multi Ammo Weapons + Recoil V1.10
It's a non rifled firearm. Though the sligs DO have rifling in them. Would be nice if the slugs got more accurate and the FRAG-12 got more short range burst explosive. Btw use the smaller fireball effects instead of the big one for more eye candy.
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Mon Nov 22, 2010 12:44 am |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Multi Ammo Weapons + Recoil V1.10
dragonxp wrote: It's an Auto Shotgun, what'd you expect. More or less like this: http://www.youtube.com/watch?v=g77sLmw- ... re=relatedEDIT: M79 would be awesome. It would fire Shotgun, HE, and Flechette, and/or Anti-personnel shells.
Last edited by Poor mans sniper on Mon Nov 22, 2010 8:39 am, edited 1 time in total.
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Mon Nov 22, 2010 4:44 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Multi Ammo Rifle + Recoil V1.01
Mehman wrote: Yes there will be other weapons, I will probably start with the AA-12 idea, but I don't have any sprite for this one, so if someone would kindly make one for me it would be much appreciated, also if you have other ideas for ammo types, pease suggest, there is no limit on how many ammo types a gun can have using this techology. I got another one lying around if you want it Used a different host, hope it works :O
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Mon Nov 22, 2010 8:16 am |
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FoiL
Joined: Tue Oct 30, 2007 4:02 pm Posts: 1434
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Re: Multi Ammo Weapons + Recoil V1.10
I guess the slug mode could be a bit more accurate, but not bad at all. Oh, and I believe that AA 12's grenades are supposed to be triggered by impact.
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Mon Nov 22, 2010 12:08 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Multi Ammo Weapons + Recoil V1.10
FoiL wrote: I guess the slug mode could be a bit more accurate, but not bad at all. Oh, and I believe that AA 12's grenades are supposed to be triggered by impact. Well I already made impact detonated rounds for the rifle, so these ones are HEAB(High Explosive Air Burst). Kettenkrad wrote: I got another one lying around if you want it Thanks, the two are very good so I don't know how to choose, please people tell me what you think of both so that I choose the best. Lizard wrote: Would be nice if the slugs got more accurate and the FRAG-12 got more short range burst explosive. Now the slugs are more accurate, do you mean the HEAB should be more powerfull or that the detonation range should be reduced? Poor mans sniper wrote: M79 would be awesome. It would fire Shotgun, HE, and Flechette, and/or Anti-personnel shells. I'll make a grenade launcher, however I think more of a Multiple Grenade Launcher(MGL), I would need a sprite too. Edit: possible ammo for an MGL would be: HE, frag, Cluster, Incendiary, HEAT, buckshot, etc..., feel free to suggest others. Edit-2: Updated to V1.11:_More detailed explosions for HE bullets and HEAB shells _More accurate slugs, but they still won't cause much damage at long range
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Mon Nov 22, 2010 8:39 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Multi Ammo Weapons + Recoil V1.11
MGL: If it's too yellowish, I can resprite grey
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Tue Nov 23, 2010 5:47 am |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Multi Ammo Weapons + Recoil V1.11
Kettenkrad wrote: MGL: If it's too yellowish, I can resprite grey On an MGL, the Shell drum stays on the gun.
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Tue Nov 23, 2010 6:04 am |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: Multi Ammo Weapons + Recoil V1.11
I think Kett's AA-12 sprites should be used. They're more detailed and slightly less bulky than Lizard's.
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Thu Nov 25, 2010 3:34 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Multi Ammo Weapons + Recoil V1.11
Yeah I didn't check refs when making it. Should be more like an assault rifle.
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Thu Nov 25, 2010 4:08 pm |
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