Multi Ammo Weapons + Recoil V1.40
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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 V1.20
Updated to V1.20:
_Laser sight added to the rifle (press num0 or 7) _HE bullets will now gib on impact even with terrain _New AA-12 sprite by Kettenkrad _MGL added (sprite by Kettenkrad)
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Fri Nov 26, 2010 7:13 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 V1.20
I LOVE the new full auto feature on the MGL! 
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Fri Nov 26, 2010 11:04 pm |
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Skull
Joined: Mon Nov 01, 2010 7:05 am Posts: 50
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 Re: Multi Ammo Weapons + Recoil V1.20
I salute you, Sir.
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Sat Nov 27, 2010 4:34 am |
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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 V1.20
Thanks, this kind of comment make me want to make more weapons, what would you like better, an smg or a sniper? You can always suggest new ammo types for existing weapons. I'm thinking of some landmine ammo for the MGL, what do you think of it?
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Sat Nov 27, 2010 2:26 pm |
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Mad Alex
Joined: Sat Oct 17, 2009 2:07 pm Posts: 127
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 Re: Multi Ammo Weapons + Recoil V1.20
I'm still waiting for another rifle with lower firerate and recoil, so it will be possible to use it as sniper rifle. Now laser sight is useless enough, cause rifle isn't very accurate. On more accurate rifle it must look cool.
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Sat Nov 27, 2010 2:41 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 V1.20
Then it will be a sniper rifle, concerning ammo I think explosive bullets could be cool, what other things could I add?
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Sat Nov 27, 2010 2:56 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 V1.20
Mehman wrote: Then it will be a sniper rifle, concerning ammo I think explosive bullets could be cool, what other things could I add? Explosive, AP, and normal.
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Sat Nov 27, 2010 10:47 pm |
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Barnox
Joined: Mon Jun 22, 2009 3:57 pm Posts: 1020
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 Re: Multi Ammo Weapons + Recoil V1.20
Splintering bullets? Break up in flight/on impact?
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Sat Nov 27, 2010 10:53 pm |
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Mad Alex
Joined: Sat Oct 17, 2009 2:07 pm Posts: 127
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 Re: Multi Ammo Weapons + Recoil V1.20
There's question: Why would somebody use "normal" rounds, when there are more powerful AP?
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Sun Nov 28, 2010 12:25 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 V1.20
I don't think so, also splintering bullets would have pretty much the same effect as explosive ones.
Edit: For now I have made HE and AP bullets for the sniper and they are quite satisfying, the HE bullet can gib almost any light actor on impact and damage surrounding actors and the AP bullet can kill heavily armored actors or light actors behind cover(can pierce a standard bunker wall and still cause some damage) it can also kill several light actors if they are ligned and close enough from one another, I'll release it in less than an hour unless I encounter difficulties, suggestions are always welcome.
Edit-2:
Updated to V1.30:
_Sniper rifle added(sprite by Naxete)
Edit-3:
Updated to V1.40:
_Laser sight fixed _MGL frag grenade recoil fixed _4th fire mode added to the MGL:shockwave/mine
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Sun Nov 28, 2010 12:52 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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 Re: Multi Ammo Weapons + Recoil V1.40
The recoil system is excellent. It's exactly what I imagined, and pretty much what I would have designed had I tackled it.
I'm a fan of the shotgun myself.
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Tue Nov 30, 2010 4:35 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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 Re: Multi Ammo Weapons + Recoil V1.20
Mehman wrote: Thanks, this kind of comment make me want to make more weapons, what would you like better, an smg or a sniper? You can always suggest new ammo types for existing weapons. I'm thinking of some landmine ammo for the MGL, what do you think of it? Give the shotgun nonlethal rounds that use Lua to paralyze actors they hit.
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Tue Nov 30, 2010 4:45 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 V1.20
Benpasko wrote: Mehman wrote: Thanks, this kind of comment make me want to make more weapons, what would you like better, an smg or a sniper? You can always suggest new ammo types for existing weapons. I'm thinking of some landmine ammo for the MGL, what do you think of it? Give the shotgun nonlethal rounds that use Lua to paralyze actors they hit. You mean like this? http://www.taser.com/products/law/Pages/TASERXREP.aspx
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Tue Nov 30, 2010 5:43 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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 Re: Multi Ammo Weapons + Recoil V1.40
Neat stuff, functionally. One thing, though, your lowering of sharpaim due to recoil doesn't work if a mouse user continually acts against it, pulling the mouse moreso in the direction of their aim. That's easy to do, so that kinda defeats the purpose.
One thing that could be cool is a gun with different levels of ammo quality, instead of just alternate ammos. Of course, the user would pick the top-notch ammo all the time, unless you also implemented an ammo limitation feature or a ammo pricing feature, which would be cool too.
For example, a rifle could have --Bulk: Usually malfunctions (forced reloading, or maybe a sound is played and you can't fire for a short random period?) before the magazine is through, high variance in muzzle velocity and air resistance, recoil is in the form of a wildly inconsistent muzzle rise --Standard: Occasionally malfunctions, some variance in muzzle velocity and air resistance, recoil is in the form of a somewhat consistent muzzle rise --Precision: Rarely malfunctions, little to no variance in velocity and air resistance, recoil is in the form of a very consistent muzzle rise
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Tue Nov 30, 2010 5:59 am |
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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 V1.40
Azukki wrote: Neat stuff, functionally. One thing, though, your lowering of sharpaim due to recoil doesn't work if a mouse user continually acts against it, pulling the mouse moreso in the direction of their aim. That's easy to do, so that kinda defeats the purpose.
I know that, I could disable the mouse while firing however that would prevent you from changing your aim too, it would be quite annoying, and continually acting against the recoil makes your aim less accurate(unless you do it very good), so the effect is quite the same. Azukki wrote: One thing that could be cool is a gun with different levels of ammo quality, instead of just alternate ammos. Of course, the user would pick the top-notch ammo all the time, unless you also implemented an ammo limitation feature or a ammo pricing feature, which would be cool too. That is a good idea, however wouldn't a gun with different ammo quality and different ammo be too complicated to use? I mean for example the assault rifle has 3 different ammos, if I make 3 qualities for each ammo it would mean 9 different ammo, and I think when you're fighting you don't want to take 5s to decide wether you're reloading with Bulk standard ammo, standard standard ammo, precision standard ammo, bulk AP ammo, standard AP ammo, precision AP ammo, bulk HE ammo, standard HE ammo, or precision HE ammo. Benpasko wrote: Mehman wrote: Thanks, this kind of comment make me want to make more weapons, what would you like better, an smg or a sniper? You can always suggest new ammo types for existing weapons. I'm thinking of some landmine ammo for the MGL, what do you think of it? Give the shotgun nonlethal rounds that use Lua to paralyze actors they hit. I may do that, however I don't have the time right now, thanks for the suggestion.
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Wed Dec 01, 2010 2:13 pm |
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