1) The ammo disappears when you pick it up, making it difficult to fill up micro uzi magazines without spamming a 2 digit number of items.
Are you talking about how individual unspent bullets take forever to fill up a magazine? If so, I'm planning to add addBullets and setBullets events later on.
2) Ammo named A: M1911, weapon is named Colt 1911 (caused initial confusion when I was
I think it made sense to name the ammo that way back when we were making it but I can change it to A: Colt 1911 later on
3)You may have done this for balancing purposes, and I'm not going to pretend I know about guns past what I have learned by playing video games and information I have seen on the internet, but a 1911 chambered in .45 ACP with 15 rounds would normally have a magazine extending well past the bottom of the grip.
The only real reason why I didn't do this the same way I did with Thompson is because I didn't want to have multiple image datablocks for Colt as well
4) Colt Walker model is really gross...I'm sorry. I thought it might be the way the gun is in real life, but a quick search showed that the handle just looks really off from what it's supposed to look like.
Yyyyyup. I don't deny that, Colt Walker looks pretty bad. If anyone wants to model me a new one though feel free to hit me up!
I think it would be nice if the spread on the weapons would work the same as in the H&K pack, in that single shots are usually accurate, even in fully automatic, high ammo capacity weapons (the downside is that these weapons usually have very low damage). In that pack, the semi automatic weapons begin to start using the brick up animation when the recoil gets out of control.
Personally I would stay away from this concept, seeing as all weapons have already been balanced around the ammo management more than anything. If you also had to constantly stop shooting just so you can actually hit it's going to get extremely annoying to use weapons like, say, thompson or Uzi.
Not to mention it would completely ruin the robustness of Colt 1911. God I love that thing.
I am mentioning this because I see that the M1 Garand doesn't let you fire as fast as you can, which I am assuming is for balancing, but in the way I mentioned above, you can allow it to be used without making it seem like a one shot rifle, which it really isn't (a headshot won't even kill you, but the gun physically pushes you back when you shoot it).
What? M1 Garand lets you fire pretty quickly from what I remember. Unless you mean it has a short delay where you can't fire after the animation?
I would also like to suggest a preference to automatically get rid of magazines when you eject them, to prevent point 1. I know already that empty magazines are automatically dropped if there is no space in your inventory.
Ahaha holy stuff that actually exists, I'll dig up the serverCmd for you in a second..
Alright, it's /DiscardEmptyMagazines 0 - 2. Leave it blank to get some info.
"Specify a number from 0 to 2 to change your magazine preferences."
"0 will not drop empty magazines for you, 1 will drop empty magazines unless it's your last, and 2 will always throw away empty magazines."
Gotta add more of these types of convenience commands later on and also document them :V