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 Multi Ammo Weapons + Recoil V1.40 
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Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
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 Multi Ammo Weapons + Recoil V1.40
Hi,

This rifle can shoot 3 types of rounds:

Standard rounds:Medium range, medium recoil
Armor Piercing rounds: long range, high recoil, can pierce armor easily
High Explosive rounds: low range, low recoil, high damage but low piercing power.

To change ammo type press 1(standard),2(HE) or 3(AP) and then reload, numpad 1,2 and 3 also work.

This weapon also has a recoil script so you will be more accurate if you fire in short bursts than in full auto.

You can see that here, 4 clips of 35 standard rounds were fired each time:
Image
Here Brutus was hit by 2 HE bullets, it gibbed his hands and legs, he died a few seconds later by bleeding out.
Image

Now there's an AA-12 too:

This can shoot 3 types of shells: buckshot shells:Short range, High recoil, Slug shells: Medium range, high recoil, High damage against lightly armored foes, HEAB rounds: Medium range, Medium/High recoil, high damage. To change ammo type press 8(Slug),9(Buckshot) or 0(HEAB) and then reload, numpad 1,2 and 3 also work.

There's also the MGL(Multi Grenade Launcher):

This has 4 fire modes each containing 2 ammo types: the first will be shot if you aim low, the second if you aim high: 1:frag/cluster 2:buckshot/incendiary 3:HEAT/HE 4:mine/shockwave. To change fire mode press num1, num2, num3 or num0; 8, 9, 0 and 7 also work.

The sniper rifle is now available:
This can shoot 2 types of rounds: AP rounds: high recoil, 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, HE rounds: medium recoil, can gib almost any light actor on impact and damage surrounding actors. To change ammo type press 8(HE) or 9(AP) and then reload, numpad 1 and 2 also work. Press Num0 or 7 to activate/deactivate laser sight.

Here Dafred was hit by a slug, you recognize him don't you?
Image
Here you can see what some cluster grenades can do:
Image
And this is the sniper rifle:
Image
As you can see the shockwave ammo(MGL) can bounce off walls, be careful where you aim or you'll end up like the poor clone on the bottom:
Image

Download here:
Attachment:
File comment: V1.40:
_Laser sight fixed
_MGL frag grenade recoil fixed
_4th fire mode added to the MGL:shockwave/mine

RecoilV1.40.7z [13.19 KiB]
Downloaded 847 times


Old:
Attachment:
File comment: V1.30:
_Sniper rifle added(sprite by Naxete)

RecoilV1.30.7z [12.7 KiB]
Downloaded 223 times

Attachment:
File comment: 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)

RecoilV1.20.7z [11.37 KiB]
Downloaded 313 times

Attachment:
File comment: 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

RecoiV1.11.7z [7.82 KiB]
Downloaded 287 times

Attachment:
File comment: V1.10:
_The recoil is now shot-based instead of time-based
_Rifle SharpLength is now 375 instead of 300
_AA-12 added

RecoilV1.10.7z [7.67 KiB]
Downloaded 282 times

Attachment:
File comment: V1.01:
_Ammo keys changed to 8, 9 and 0, previous ones changed RealToSimCap. Num 1, 2 and 3 still work.
_The magazine color will now change depending on the ammo you're using.

RecoilV1.01.7z [6.45 KiB]
Downloaded 329 times

Attachment:
RecoilV1.00.7z [6.2 KiB]
Downloaded 272 times


Thanks to Naxete for the rifle and sniper rifle sprites.
Thanks to Lizard for the old AA-12 sprite.
Thanks to Kettenkrad for the new AA-12 sprite and the MGL sprite.
Thanks to everyone for giving me feedback.
Anyone wanting to use my scripts to make other multi ammo weapons and/or recoil weapons is free to do so.


Last edited by Mehman on Sun Nov 28, 2010 11:43 pm, edited 17 times in total.



Sat Nov 20, 2010 3:05 pm
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Multi Ammo Rifle + Recoil
Thazz pretty cool.
Extra points for making an AA-12 with regular buckshot, slugs and FRAG-12 rounds :)


Sat Nov 20, 2010 3:17 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Multi Ammo Rifle + Recoil
Some sort of visual cue could be cool to have, so you know what ammo you have loaded currently.


Sat Nov 20, 2010 3:26 pm
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Post Re: Multi Ammo Rifle + Recoil
numgun wrote:
Some sort of visual cue could be cool to have, so you know what ammo you have loaded currently.

The bullets have different colors, also the name of the gun changes.
Edit: And now the magazine's color changes.

Lizard wrote:
Thazz pretty cool.
Extra points for making an AA-12 with regular buckshot, slugs and FRAG-12 rounds :)


Good idea, I'll probably make one.


Last edited by Mehman on Sat Nov 20, 2010 7:46 pm, edited 1 time in total.



Sat Nov 20, 2010 3:31 pm
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Post Re: Multi Ammo Rifle + Recoil
This be awesome.


Sat Nov 20, 2010 3:34 pm
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Joined: Mon Nov 01, 2010 7:05 am
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Post Re: Multi Ammo Rifle + Recoil
Hmmm look awsome :)

Dling.

In the future please refrain from commenting before downloading. User was warned.


Sat Nov 20, 2010 3:58 pm
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Post Re: Multi Ammo Rifle + Recoil
A fun little weapon, just remember that the 3 and 4 keys are hard-coded to adjust the RealToSimCap. If you press 3 for too long the cap will become very low and the game might crash. You can see this after pressing ctrl-p.


Sat Nov 20, 2010 4:33 pm
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Post Re: Multi Ammo Rifle + Recoil
Abdul Alhazred wrote:
A fun little weapon, just remember that the 3 and 4 keys are hard-coded to adjust the RealToSimCap. If you press 3 for too long the cap will become very low and the game might crash. You can see this after pressing ctrl-p.


I didn't know that, next version will use other keys, are 8, 9 and 0 hardcoded to do something too?


Sat Nov 20, 2010 4:43 pm
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Post Re: Multi Ammo Rifle + Recoil
this is very cool. would you mind if i used this for my DBZ mod? it would help for switching through powers without needing to fill your guy with a bunch of crap, and instead of making a bunch of powers that clutter the menu, i could just make each characters set of powers buyable.

edit: after playing with this for a while, i noticed that 1 was standard, 2 was HE, and 3 was AP.


Sat Nov 20, 2010 6:29 pm
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Post Re: Multi Ammo Rifle + Recoil
Mehman wrote:
Anyone wanting to use my scripts to make other multi ammo weapons and/or recoil weapons is free to do so.


Mr p0kets wrote:
after playing with this for a while, i noticed that 1 was standard, 2 was HE, and 3 was AP.


Sorry, corrected.


Sat Nov 20, 2010 6:39 pm
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Post Re: Multi Ammo Rifle + Recoil
awesome. now i just need to figure out the lua code.....


Sat Nov 20, 2010 6:42 pm
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Post Re: Multi Ammo Rifle + Recoil
If you don't understand something tell me and I'll explain it.

Edit:

Updated to V1.01:

_Ammo keys changed to 8, 9 and 0, previous ones changed RealToSimCap. Num 1, 2 and 3 still work.
_The magazine color will now change depending on the ammo you're using.


Sat Nov 20, 2010 6:44 pm
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Joined: Mon Jun 21, 2010 1:40 am
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Post Re: Multi Ammo Rifle + Recoil
Mehman wrote:
If you don't understand something tell me and I'll explain it.

Edit:

Updated to V1.01:

_Ammo keys changed to 8, 9 and 0, previous ones changed RealToSimCap. Num 1, 2 and 3 still work.
_The magazine color will now change depending on the ammo you're using.

Jesus, you always have so many updates and mods you should have an SVN of all your stuff


Sat Nov 20, 2010 10:39 pm
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Joined: Tue Oct 30, 2007 4:02 pm
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Post Re: Multi Ammo Rifle + Recoil
Lizard wrote:
Extra points for making an AA-12 with regular buckshot, slugs and FRAG-12 rounds :)


Do this and I'll love you to death mister mehman.


Sun Nov 21, 2010 1:08 am
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Joined: Sat Oct 17, 2009 2:07 pm
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Post Re: Multi Ammo Rifle + Recoil V1.01
That's what I was expecting. "This is Mehman, so there must be thousands of wonderful bugfixes and updates with dozens of weapons based on this technology!"

So... will you make more weapons with recoil and multiple ammo types? I would like another rifle with less firerate and less recoil, so player will equip his guys with different rifles depending on situation.


Sun Nov 21, 2010 9:54 am
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