• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
[QUOTE=SeveredSkull;36664619]I think the implementation should change the entities to store a table of the attachments on the player. If the requested attachment is found, the player can add it though the context menu, and it is removed from the table. Possibly a structure like: ply.CWAttachments["reddot"] = 4[/QUOTE] I'll keep it based on Crysis, which means that you pick up an attachment and you're able to use it on all weapons that support it without having to detach/reattach them because they're used somewhere. (that's so fucking annoying, I bet that's exactly why they didn't add that to Crysis) [editline]7th July 2012[/editline] [QUOTE=McPherson;36664087]Well Nice work I hope this will release soon Anyway i don't know if you know that bug...the draw animation, when i attach the grip on some weapons breaks. is fixable or not? thank you![/QUOTE] Yeah, it happens, what sucks though is that there's no proper way to fix it. Also, here, have an absolutely normal ([sp]read: fucked[/sp]) video showcasing the new weapon customization menu. [media]http://www.youtube.com/watch?v=TKtb-ryNClw[/media]
[media]http://www.youtube.com/watch?v=auC7e-wU-xE[/media] This is what me and the bones go through when I attempt to create a vert grip holding position... [b][i]Please, donate to helpcreatebetterbones.thisisntreal.com to reduce the suffering that the bones and me endure when attempting to create a good-looking vert grip holding position...[/i][/b] Edit: fuck you automerge
LEETNOOB could you make a green shift pack for sandbox :3 (c4, grenades ETC)
I need a gun expert here. (aka UncleBourbon) Where does an ACOG scope's magnification display? On the close end or the far end of the scope?
[QUOTE=LEETNOOB;36672538]I need a gun expert here. (aka UncleBourbon) Where does an ACOG scope's magnification display? On the close end or the far end of the scope?[/QUOTE] far end [img_thumb]http://galeri.uludagsozluk.com/50/call-of-duty-modern-warfare-2_31196.jpg[/img_thumb]
[QUOTE=Uncle Bourbon;36676526]far end [img_thumb]http://galeri.uludagsozluk.com/50/call-of-duty-modern-warfare-2_31196.jpg[/img_thumb][/QUOTE] Yeah, we figured it out with MrBunneh a bit after I posted this. :v:
[img_thumb]http://i.imgur.com/h9FU6.jpg[/img_thumb] Aaand I've finished the weapon selection menu, all I need to do now is fix a few exploits I'm currently aware of. RED indicates that you don't have an attachment. BLUE indicates that you have an attachment. GREEN indicates that the attachment is currently used. Now all players have to do is spawn an attachment from the Entities tab and pick it up. After that you're able to attach it to as many weapons as you want to. You lose all your attachments upon death, though. Rails as entities have been removed. Rails are automatically attached whenever a player attaches an aim-assisting attachment and the weapon uses a rail. Suppressors are still attached by holding the use key and pressing the secondary attack key. Also, now weapons with a visible muzzle attachment on the model have the attachment panels positioned near it, whenever a player enters the weapon customization menu. Weapons that don't have a clear view of it just have the panels positioned in the middle left corner of the screen.
bipods?
[QUOTE=TonyTheBean;36685863]bipods?[/QUOTE] >:(
[QUOTE=LEETNOOB;36686095]>:([/QUOTE] I think is a No Anyway ok thank you for your answer
[QUOTE='[POR]Shoterxx'] Can you show us the current changelog for the next version?[/QUOTE] Whoops, sorry for the late reply, here's the current changelog. Keep in mind that it'll be even bigger when I release it. [quote=Changelog.txt]1.24: + Added a weapon customization menu: * it can be opened/closed by pressing your context menu key (default is C) * you can toggle various weapon attachments there * suppressors are still attached by holding the USE KEY and pressing the SECONDARY ATTACK KEY * weapons that have their muzzle attachment put somewhere in the ass to avoid muzzleflashes (MP5SD in the Extra pack, for example) will just have the attachment menu displayed in the middle left corner * MOST IMPORTANT: ATTACHMENT ENTITIES ARE NOW NEEDED TO BE PICKED UP IF YOU WANT TO BE ABLE TO ATTACH AN ATTACHMENT TO A WEAPON THAT SUPPORTS IT * UPON DEATH THE PLAYER LOSES ALL COLLECTED ATTACHMENTS + Added firemode selections for G3SG/1 and SIG SG550 + Added appropriate firemode text for some weapons (pump-action, bolt-action, etc.) /\ Revamped the aim-assisting weapon attachments: * Aim-assisting sights no longer increase accuracy, as such, aimed accuracy on all weapons has been greatly increased * EoTech 557's, Aimpoint's, Docter's and ACOG's reticules now stay in position and behave like a holo-sight would behave in real life * The ACOG scope's lens has been moved further into the model, to increase realism /\ Replaced the stock Source weapon sway code to custom code which gets rid of the "shaky arms" bug /\ Weapon sway from view movement while aiming brought back /\ Increased firerate on G3SG/1 and SIG SG550 /\ Fixed sniper rifle scope zoom binds being backwards (mouse wheel up - zoom out, mouse wheel down - zoom in; wat) /\ Fixed a bug regarding attaching an attachment and other players /\ Fixed being able to reload weapons infinitely that are not chamberable /\ Corrected ironsight positions on: AK-47, Desert Eagle, Five-Seven, Glock-18, P228, IMI Galil ARM, M249 Para, MP5 /\ Increased firerate on: Desert Eagle, P228, Five-seveN /\ Updated EoTech 557's crosshair texture /\ Global recoil modifier (cstm_recoilmod) now defaults to 100% (was 60%) /\ Various client-side optimizations /\ Slightly increased maximum accuracy on sniper rifles /\ Slightly changed weapon reload code, which should fix various bugs related to reloading and switching weapons[/quote] Also, does anyone here have any idea what type of recoil is felt most? Vertical, horizontal or are both of them 50/50? Because if it's vertical mostly, then I'll decrease horizontal spread.
Vertical
[QUOTE=McPherson;36689069]Vertical[/QUOTE] Shit, I meant what type of recoil is felt most when [b]firing a weapon in real life[/b]. I'm going to put out betas from now on here so you guys can playtest them and report any found bugs. I'll put out the first beta in about an hour.
Leet... Did you just completely ignore my recoil script I sent you? >:(
[QUOTE=SeveredSkull;36690311]Leet... Did you just completely ignore my recoil script I sent you? >:([/QUOTE] Yup. Mainly because I'm too lazy to implement it.
[QUOTE=LEETNOOB;36689276]Shit, I meant what type of recoil is felt most when [b]firing a weapon in real life[/b]. I'm going to put out betas from now on here so you guys can playtest them and report any found bugs. I'll put out the first beta in about an hour.[/QUOTE] Depends on the shooter's stance and experience with the weapon, as you can see in these videos: [url]http://www.youtube.com/watch?v=WxF7IJmFWkE&feature=relmfu[/url]; [url]http://www.youtube.com/watch?v=Sl4p7qptO0A&feature=fvwrel[/url]; [url]http://www.youtube.com/watch?v=WKiNyUvB10s&feature=relmfu[/url]; [url]http://www.youtube.com/watch?v=yXUM5VONKkQ&feature=relmfu[/url], but all around I think most weapons tend to recoil upwards and backwards more than they do sideways and backwards.
[QUOTE=G-Enigma;36690522]Depends on the shooter's stance and experience with the weapon, as you can see in these videos: [url]http://www.youtube.com/watch?v=WxF7IJmFWkE&feature=relmfu[/url]; [url]http://www.youtube.com/watch?v=Sl4p7qptO0A&feature=fvwrel[/url]; [url]http://www.youtube.com/watch?v=WKiNyUvB10s&feature=relmfu[/url]; [url]http://www.youtube.com/watch?v=yXUM5VONKkQ&feature=relmfu[/url], but all around I think most weapons tend to recoil upwards and backwards more than they do sideways and backwards.[/QUOTE] Wow, it's like the G36C has no recoil at all.
[QUOTE=LEETNOOB;36691220]Wow, it's like the G36C has no recoil at all.[/QUOTE] I can't speak from real life, but in Battlefield 3 the G36C has very little recoil. And as far as I know BF3 was going for authenticity with it's gear.
[QUOTE=LEETNOOB;36689276]Shit, I meant what type of recoil is felt most when [b]firing a weapon in real life[/b]. I'm going to put out betas from now on here so you guys can playtest them and report any found bugs. I'll put out the first beta in about an hour.[/QUOTE] Oh well what said G-enigma then.
[QUOTE=thomasfn;36691681]I can't speak from real life, but in Battlefield 3 the G36C has very little recoil. And as far as I know BF3 was going for authenticity with it's gear.[/QUOTE] Yeah, but the weapon firerates in there are completely fucked. :v: PP-19, for example, has a firerate of 900 in BF3, while in real life it has a firerate of 600. [editline]9th July 2012[/editline] Alright, here's the beta: Customizable Weaponry 1.24 rev. 1: [url]http://www.solidfiles.com/d/a2d8a24d2b/[/url] Extra Customizable Weaponry 1.1 rev. 1: [url]http://www.solidfiles.com/d/52c5da170f/[/url] Be sure to read beta readme.txt in 1.24's folder!
Ok i will see [QUOTE=LEETNOOB;36692052] PP-19, for example, has a firerate of 900 in BF3, while in real life it has a firerate of 600. [/QUOTE] Oh well the PP19 have 64 rounds in 1 magazine but in BF3 there are only 50 rounds
-snip- I can't read
OK, so I'm finding that when using most of the pistols with the Docter sight the ironsight position ends up being off if you take the Docter off. Happens with the M1911, USP, and Glock 18 in the extra pack, as well as the TMP, and all the pistols in the regular CSS pack.
[QUOTE=UberEvil;36693715]OK, so I'm finding that when using most of the pistols with the Docter sight the ironsight position ends up being off if you take the Docter off. Happens with the M1911, USP, and Glock 18 in the extra pack, as well as the TMP, and all the pistols in the regular CSS pack.[/QUOTE] Thanks for that, will fix. [editline]9th July 2012[/editline] Here's revision 1 of the betas: [url]http://www.solidfiles.com/d/a2d8a24d2b/[/url] [url]http://www.solidfiles.com/d/52c5da170f/[/url] 1.24 rev. 1: /\ Fixed pistols having messed up ironsight positions after attaching a Docter red dot sight and detaching it /\ Fixed ACOG, EoTech 557 and Docter red dot sight using non-existant models that some people still had /\ Fixed detaching an M203 fucking up various weapon stats /\ Fixed Ammokit being broken /\ Slightly changed some shit that will fix exploiting with the M203 and the Foregrip /\ Fixed M203 and Foregrip hating each other and fucking up various weapon stats :'( 1.1 rev. 1: - Removed some funny debug code that was printed in the console by some weapons
Maybe its just me, but the last two download links don't download. Mediafire, perhaps?
[QUOTE=a1steaksa;36697354]Maybe its just me, but the last two download links don't download. Mediafire, perhaps?[/QUOTE] Fuck Mediafire.
Toy town still bugs with the ACOG sometimes and the weapon customization menu also goes missing for no reason. Also, the rails are now useless as entities, maybe you should take them out from the entities tab.
[QUOTE='[POR]Shoterxx;36702977']Toy town still bugs with the ACOG sometimes [b]Hey, guess what - I can't do anything about it.[/b] the weapon customization menu also goes missing for no reason. [b]I need details.[/b] Also, the rails are now useless as entities, maybe you should take them out from the entities tab. [b]They are removed. Make a clean install of Customizable Weaponry.[/b][/QUOTE]
Goes missing for no reason, AKA, one second is there, the next is gone, and the console is clean. I use a weapon as usual, but randomly, when I press C to use the menu, the gun animates, but the menu doesn't show up. You can still select the attachments though. And until I start a new game, it won't show up ever again. It already happened four times.
[QUOTE='[POR]Shoterxx;36703154']Goes missing for no reason, AKA, one second is there, the next is gone, and the console is clean.[/QUOTE] When does that happen.
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