A weapon pack I'm making for use on a large scale zombie survival server I've been working on.
Features
- Iron Sights that don't suck richard
Entering ASD will display separate view models that give a better feeling than simply shoving the model inside the player's face. No zoom will be applied, accuracy will just be raised and movement speed will be decreased. This is mainly to avoid messing with player's FOVs now that they can be changed, but it also just prevents some general goofery. - Well simulated ammunition inventory
Weapon ammunition will be based on weapon types and players can carry additional ammunition in their backpacks. Ammunition can be dropped and spawned as physical items, exchanged through events, or deposited into storage bricks. - The closest thing to ballistic simulation I can manage in Blockland
Rounds can ricochet, round velocity will vary along with weight-dependent gravity based on weapon power, and if I can figure out a good way to go about it, body areas hit and bullet travel distance will alter damage. - Included weight and stacking information for the Item Storage Mod
An included download to set limits on players' weapon stacking (That is, no stacking), along with weight definitions for both guns and ammunition to further enforce resource management. - Six clear weapon classes with two weapons each, no bullstuff names
Weapons are divided into six classes (Pistols, Submachineguns, Carbines, Assault Rifles, Designated Marksmans' Rifles, and Shotguns) with each one having two distinct but functionally similar weapons, clearly identified in such a format as "Assault Rifle A" in UI names and by name in icons and CIs.
(Not final images)
ImagesLots more to come, I have tons of references open in the hopes of making two guns per class. (Want to help script? I can manage most of this through copy-pasta, but actual help would be appreciated; hmu bby)