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 Stechkin pistol-a noobs first mod. 
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Joined: Mon Jan 25, 2010 11:35 pm
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 Stechkin pistol-a noobs first mod.
Thank you guys for downloading and helping such a noob with my minor mod!
The download is still here for those who want it, but this is being expanded upon.
Its exactly what it says on the tin, a pistol.


Attachments:
File comment: Version 5.
Spetsnaz.rte.rar [105.97 KiB]
Downloaded 497 times


Last edited by David Rodrigov on Mon Jan 31, 2011 6:59 pm, edited 25 times in total.

Mon Jan 10, 2011 11:55 pm
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Post Re: Stechkin pistol-My first mod
Thanks for the feedback Non! I will try and fix some of the stuff you said.
By the way, the reason the description is so long is because I thought that since the mod is just one gun,
that it would be good to make it just one very polished gun.


EDIT: By the way, does anyone know how to make a bullets lifetime last forever?


Last edited by David Rodrigov on Tue Jan 11, 2011 12:15 am, edited 1 time in total.



Tue Jan 11, 2011 12:10 am
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Data Realms Elite
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Post Re: Stechkin pistol-My first mod
That's a good attitude. Heck, whenever I release anything it's got so little polish on it that it's barely a mod at all.


Tue Jan 11, 2011 12:13 am
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Post Re: Stechkin pistol-My first mod
Ah, that is too bad Veg. However I enjoyed your Proton colliding thing very much =)
Currently I am fixing some of the guns "bugs" btw.


Tue Jan 11, 2011 12:17 am
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DRL Developer
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Post Re: Stechkin pistol-My first mod
For the sharpness you don't really need that much, the handgun in my and pete's gun pack just got 10 in sharpness on the bullets.
The sound is quite annoying after a while. Description is too long.
It'd be better if you tried to adress those issues.


Tue Jan 11, 2011 12:20 am
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Post Re: Stechkin pistol UPDATE January 12th
Expanding this into RBE.rte. <--WHO TOLD YOU THIS? IT WAS A SECRET!
Does anyone know a good place I can find wav.gun sounds and gun information?


Last edited by David Rodrigov on Sat Jan 29, 2011 7:14 pm, edited 1 time in total.



Fri Jan 28, 2011 2:45 am
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Post Re: Stechkin pistol UPDATE January 12th
for gun information, try world.guns.ru. For the sounds... well... some say FPSBanana's got stuff. But try google-fu, might find some stuff there too.


Fri Jan 28, 2011 5:56 am
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Post Re: Stechkin pistol UPDATE January 12th
You could also try wikipedia, concerning the sounds there are some good ones here: http://www.freesound.org/

Edit:

I tested it and looked a bit at your ini, so it has clearly too much terrain rape, the 9mm Makarov bullet(it changed from 7.62x25mm to 9x18mm) isn't armor piercing(you say it is in the description, 7.62x25 might have been quite piercing for a pistol bullet that is, but 9x18 certainly isn't), it is fairly low powered, like any pistol bullet, so it should have just enough mass, sharpness and velocity to be able to penetrate flesh and light armor, you sould rather lower the mass than the sharpness because your gun has a huge recoil. High sharpness, mass and velocity doesn't make the bullet to cause more damage, only particlecount can do that(number of particles shot, the amount of damage caused is defined by the wounds, 1 particle = 1 wound, 2 = 2 wounds = more damage. Then they are some wierd stuff in your ini: for instance your tracer has a shorter lifetime and less particles than your standard bullet, that makes your tracer weaker and shorter ranged than your standard bullet. Also your bullets travel at very high speeds compared to vanilla standards, but as long as it is balanced you can choose to have high velocity, that's your choice. 140 is also ridiculously expensive for a pistol, a very expensive pistol shouldn't exeed ~70oz unless it's some kind of superweapon. It is also too accurate for an automatic pistol(even for a non automatic pistol), maybe try increasing SharpShakeRange a bit (the dispersion of the bullets when you are aiming), however an automatic pistol shouldn't have too much ShakeRange (the dispersion of the bullets when you are not aiming), still you sould have ShakeRange > SharpShakeRange, I think ShakeRange is ok on your gun. Finally the Stechkin had an average rate of fire of 750 r/s, yours has only 140. You could also add some AirResistance to limit the effective range of the gun.
I hope this will help you.

I think you could use this: download/file.php?id=35285
It is a gun template with all variables explained by Major and myself.
Also I would like to test your beta Spetsnaz mod and help you with it.


Fri Jan 28, 2011 4:12 pm
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Post Re: Stechkin pistol UPDATE January 12th
0.0 Thanks for the help Mehman, I sure needed it!
And btw I already have the explained gun code :P.

When I get the Spetsnaz mod into a better state I will send it to you.
Also please understand my errors, my ini. coding is pretty rusty.

The bullets move so fast due to me liking realistic bullet speeds.


Sat Jan 29, 2011 7:10 pm
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Post Re: Stechkin pistol UPDATE January 12th
Numgun come back wrote:
And btw I already have the explained gun code :P.

Sorry.
Numgun come back wrote:
The bullets move so fast due to me liking realistic bullet speeds.

No problem here, to avoid terrain rape just make your bullets lighter and less sharp than vanilla ones(because higher speed means more terrain destruction)


Sat Jan 29, 2011 7:37 pm
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Post Re: Stechkin pistol UPDATE January 12th
If I make RestThreshold 1 wont that eliminate all terrain rape?


Sat Jan 29, 2011 10:54 pm
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Post Re: Stechkin pistol UPDATE January 12th
No it won't, the bullet would settle only after its speed reaches 0. You must reduce the mass or sharpness of the bullet if you are to prevent it from going too deep into terrain. However it still must have enough to penetrate lightly armored foes(for example coalition clones).


Sat Jan 29, 2011 11:05 pm
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Post Re: Stechkin pistol UPDATE January 12th
Does anyone know of a decent method of laser sight?


Mon Jan 31, 2011 3:10 am
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Post Re: Stechkin pistol UPDATE January 12th
Well the least laggy would be to just sprite an attachable that looks like a laser beam or more laggy:
Emitter that shoots invisible MOSRotatings that gib into glows.


Mon Jan 31, 2011 10:02 am
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