This is pretty neat stuff, definitely fun to screw with in singleplayer.
Thanks.
Spams me with
[code][addons\jackarundassents\lua\weapons\weapon_jack_utilitypistol\shared.lua:436] attempt to call method 'GetShootPos' (a nil value)[/code]
Once I die with the Utility Pistol equipped with the laser sight on
[QUOTE=ROFLBURGER;28792574]Spams me with
[code][addons\jackarundassents\lua\weapons\weapon_jack_utilitypistol\shared.lua:436] attempt to call method 'GetShootPos' (a nil value)[/code]
Once I die with the Utility Pistol equipped with the laser sight on[/QUOTE]
Up, shit. Sorry 'bout that. Fixed.
Jackarunda, I've tested this out and I've got to say it's fan-fucking-tastic. It's more than clear you've put a LOT of work in to this pack, and not only is the base content good but you've also taken the time to do all the small stuff like add descriptions and flavortext to each of the items. There are a couple of problems though. When I reload to a fresh mag sometimes I get one bullet less than is in the magazine rather than the full magazine with the +1 round. It treats it as if the full magazine is the +1 in the chamber. Also after reloading I find I am sometimes unable to use the iron sights on the weapons.
Are the bullets simulated? Do they have travel time and bullet drop? If not, are these features you plan on adding later?
Love the pack, keep up the awesome work!
[QUOTE=Lithe;28796960]Jackarunda, I've tested this out and I've got to say it's fan-fucking-tastic. It's more than clear you've put a LOT of work in to this pack, and not only is the base content good but you've also taken the time to do all the small stuff like add descriptions and flavortext to each of the items. There are a couple of problems though. When I reload to a fresh mag sometimes I get one bullet less than is in the magazine rather than the full magazine with the +1 round. It treats it as if the full magazine is the +1 in the chamber. Also after reloading I find I am sometimes unable to use the iron sights on the weapons.
Are the bullets simulated? Do they have travel time and bullet drop? If not, are these features you plan on adding later?
Love the pack, keep up the awesome work![/QUOTE]
That glitch with the reloading has been mentioned before, and is a problem with the base these weapons came from. Sigh. I suppose I AM going to have to fix that one day, it's just that it's going to be a bitch because I'm not familiar with the way Worshipper constructed it.
No, the bullets are still bullet_structs, which kinda bugs me. If a fix for that is coming, it's a long way off, because from what I understand it's hard-as-balls to do that kind of thing in Source.
Also, the ammo counter ("clip1" it's called in the code -_____-) represents the number of rounds you have in the magazine. So if you reload from empty and cycle the action, one round IS taken from your magazine and placed into the chamber (in closed-bolt weapons at least), so yes you will be missing a round from your mag. For instance, 20-rd mag, weapon's empty, you reload, you have 19 + 1 instead of 20 +1 (where'd the extra round come from)
Oh right. I missed that part where you described how you designed the weapons to follow the actual technically accurate operating cycle of a firearm. I thought it meant rounds in the weapon rather than just the magazine. And the M249, being open-bolt, would have the 200 at the outset as opposed to the 199 if it were closed-bolt. Again, you seem to think of every detail. It's astonishing.
WAC weapons have simulated bullets with bullet drop (I think) and travel time (I know this one works, tested it on targets across freespace).
[QUOTE=Lithe;28797146]WAC weapons have simulated bullets with bullet drop (I think) and travel time (I know this one works, tested it on targets across freespace).[/QUOTE]
Oh really? Well then, I will certainly have to look into that after I make some kind of dent in the mountain or work I have to do :D
Yay, I was helpful! :D
Also, um, not that I mean to add to that pile of work, but I have a couple of additional ideas for your consideration, should you choose to make something of them when time permits.
Think you could make some uniforms, much like how the Heavy Hazard Suit already works, that changes the playermodel of whoever uses it in to that of a specific team and identifies them to wearers of the same uniform via an IFF system for some impromptu manually set-up team battles? Or even team-specific spawns that respawn dead team players only there with the uniform equipped?
[QUOTE=Lithe;28797230]Yay, I was helpful! :D
Also, um, not that I mean to add to that pile of work, but I have a couple of additional ideas for your consideration, should you choose to make something of them when time permits.
Think you could make some uniforms, much like how the Heavy Hazard Suit already works, that changes the playermodel of whoever uses it in to that of a specific team and identifies them to wearers of the same uniform via an IFF system for some impromptu manually set-up team battles? Or even team-specific spawns that respawn dead team players only there with the uniform equipped?[/QUOTE]
That's more like a mod, and I want to stay away from mods (for now), however I am planning to incorporate a radar system and IFF system into the HHSs; think about it, you're going into the dangerous unknown with your squad you want to know where eachother are and to be able to watch out for eachother.
Is it normal that the Heavy Hazard Suit does not protect against R.D.D. Radiation?
Also, what happened to the Normal Hazard Suit?
Well, anyways, I have a bit of suggestion, but there should be 3 types of suits. Regular Hazard Suit(orange), Heavy Hazard Suit(blue), and Ultra-Heavy Hazard suit(red).
Here are some traits I'm suggesting
[b]Mark I Light Hazard Suit (Orange)[/b]
-Reduces Playerspeed by 10%
-Holds 100 Battery Power
-Reduces headcrab damage
-Reduces light impact damage
-Automated healing system that heals 1 point per second
-Reduces Radiation Damage by 90%
[b]Mark II Medium Hazard Suit(Blue)[/b]
-Reduces Playerspeed by 25%
-Holds 200 Battery Power
-Cancels out headcrab damage
-Cancels out light impact damage (knives, blades, ect)
-Automated healing system that heals 1 point every half of a second
-Supports the Utility Pistol with a increased ammo capacity and better regeneration time.
-Reduces Radiation Damage by 95%
[b]Mark III Heavy Hazard Suit(Red)[/b]
-Reduces playerspeed by 40%
-Holds 200 Battery Power
-Cancels out headcrab damage
-Cancels out light impact damage
-Reduces bullet damage by 16%
-Automated healing system that heals 1 point every quarter of a second
Supports the Utility Pistol with an increased ammo capacity and better regeneration time.
-Cancels out all forms of radiation damage.
[QUOTE=ROFLBURGER;28808708]Well, anyways, I have a bit of suggestion, but there should be 3 types of suits. Regular...[/QUOTE]
Those sound neat; here, let me tell you what I've been planning in the way of suits, and an explanation as to why the suit is the way it is:
The HHS was supposed to be the ULTIMATE hazmat suit, nothing more. It was supposed to be the thing that would guarantee you would not become infected, contaminated, compromised or anything of that nature. The only reason it's puncture-proof is because, traditionally, puncturing has been the single weakness of hazmat suits. It's not meant for combat really, the UP is really just a little thing to enable you to apply force at range and perhaps defend yourself from local critters in your dangerous work environment.
I have two big modules planned for the HHS:
The combat module: an exoskeleton with armor plates, among other things, to stop/deflect small-arms fire, which will also come with a larger fusion core, allowing the suit to have powered joints, enabling you to have multiple modes (think Crysis) such as mobility, strength, etc. The larger power pack will also enable you to carry and use extremely large weapons (miniguns, directed-energy-weapons). The point here is to make you the ultimate fighter. Something along the lines of MJOLNIR. This module will also give the suit a dedicated kinetic shield system, again like MJOLNIR or the Mass Effect hardsuits.
There will also be an available upgrade with will add the technology and structure necessary to make the suit space-worthy, and will also pretty much allow you to walk in lava (or equivalent really dangerous things). For instance, there will be an exoskeleton (like on the combat rig) which will give the suit the structure to protect its wearer from extreme-pressure environments, and a much larger temp regulation system, giving the wearer the ability to withstand extreme temperatures. There will also be, along with more shielding, a system to project a field that can interfere with and redirect harmful gamma and neutron radiation; a revolution in the way of protecting from this traditionally insurmountable threat. The suit will also have a large capacity for life sustenance, i.e. you could actually survive on fucking Pluto (which is a planet) for like several days with only this suit. There will be lots of other things to. This is pretty much the ULTIMATE environment suit.
Those were my ideas, and noobcake's ideas, so that's why I'm not planning on making additional versions of the HHS.
Also, yes the non-radiation-protection is normal, and I want you and everyone to understand this: [url]http://en.wikipedia.org/wiki/Gamma_radiation#Shielding[/url]
A suit that is at most 2 inches thick protecting from gamma rays and neutron radiation IS wildly unrealistic. Sorry.
[editline]25th March 2011[/editline]
Guys I need some feedback: does the new firearm internal action system completely fail in multiplayer? If it does I have no choice but to remove it and I need to know.
The firearm system fails on noobcake's server, and so do some other things, and I need to know if this is or isn't a localized issue. I wouldn't be surprised if noobcake leveraged his status and got me banned or somehing, either, because I refuse to yet believe that this pack is complete failure in MP until I hear from some other people who have servers.
The fuck is going on!?!?!
what's this "leveraged his status and got me banned"
i have nothing against you at all
re-add me, i'm not finished talking to you
also most gold members are just as dumb as blues if not more so
Okay, Jackarunda, I just tested a bunch f your weapons in Multiplayer and the loading/chambering system seems to work fine at least for me. However I was dicking around with the M4, switching it's firemodes around,a nd it got to the point where full-auto rate of fire was slower than what I could squeeze off myself in semi-auto. Like 2 rounds per second. I know it can't be that slow. Also there are apparently 2 HK G3G1s, each with different descriptions.
Also I added you to friends list, accept my invite and maybe we can talk things over as I am playing Gmod now.
Just tested it. The ROF issue? All the other automatic weapons have it too.
That's the issue i was getting with the auto weapons in my server. so it isn't my fault.
Also, the G3A3 can't be dropped.
Finally getting this SVN'd to my server via brohoster's tech support... I hope, at least
[QUOTE=Kung Fu Jew;28813491]Finally getting this SVN'd to my server via brohoster's tech support... I hope, at least[/QUOTE]
Eesh, the update will be out tomorrow to try to fix the f*cked multiplayer automatic weapons :S
I just noticed that the weapons don't have sway any more (svn). Did I miss something on the op or did you say that you took it out on an earlier post?
*edit* oh and also the iron sights are positioned a tiny bit to the left of the middle of the screen
[QUOTE=Killer2354;28824958]I just noticed that the weapons don't have sway any more (svn). Did I miss something on the op or did you say that you took it out on an earlier post?
*edit* oh and also the iron sights are positioned a tiny bit to the left of the middle of the screen[/QUOTE]
Both on singleplayer and on noobcake's server I haven't seen that this is the case..... I don't know exactly under what circumstances you are running this, and I don't know what could be causing it.
There's a sever with this weapon pack?
What's the address, or is it private? :ninja:
[QUOTE=ROFLBURGER;28827465]There's a sever with this weapon pack?
What's the address, or is it private? :ninja:[/QUOTE]
So far I know Noobcake, Phantom Lord and Kung Fu Jew have this on their servers. Talk to them.
76.125.114.247
You'll have to use connect in the console to join.
I'm running the up to date svn.
[QUOTE=ROFLBURGER;28827465]There's a sever with this weapon pack?
What's the address, or is it private? :ninja:[/QUOTE]
still trying to update it
[QUOTE=Phantom Lord;28830414]76.125.114.247
You'll have to use connect in the console to join.
I'm running the up to date svn.[/QUOTE]
Doesn't seem to want to connect.
Try now.
With the new M9 reskin, you hold it backwards
like you're about to blow your own brains out
:v:
Whoopsadaisy, when I swapped the worldmodels I didn't notice the new model's coordinates were reversed so I didn't recalibrate the world pistol's position :v:
Any new weapons planned?
[QUOTE=Phantom Lord;28832058]Try now.[/QUOTE]
Is is a dedicated server and/or did you shut it down or something?
It's not dedicated, sorry.
Of course, you can join up now.
I just started the server.
[QUOTE=ROFLBURGER;28833127]Any new weapons planned?
Is is a dedicated server and/or did you shut it down or something?[/QUOTE]
InDEED.
G36
Remington 870
MP5
M240
Glock 27
Some Kind of Modern Revolver
M1911
Are what I can remember off the top of my head at the moment...
All of these I would like to add, whether I can or not is dependent entirely on whether or not I can find good models (viewmodels, worldmodels and magazines).
Hey, ROFLBURGER, you can swing by my server some time tomorrow if you'd like
Be warned though, it is not for the faint of heart.
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