Please contact me on
Steam. I am not going to do this through PM or otherwise as it's difficult if there needs to be any changes or something similar.
There are typically 7+7 weapons I need scripts for. +7 because they are just lower damage (rainbow) variations of the other 7. If it's too much of a fuss I could just modify the required parts of the respective 7.
12(6) will be grouped by 4(2), meaning that you can only get them in specific spots. You won't receive the weapons by clicking buttons but by picking them up, so I need this inside the script. There are sets of 2 weapons: A sniper and a shotgun should be strictly aquired only on slot 1, A LMG and a ACR should be strictly on slot 2 and two variations of a fusor (similar to a rocket launcher) on slot 3. Grenades should only be aquiared on slots 4 and 5.
Weapons in question should be named with the suffix MK1 (rainbow versions) and MK2 (serious-looking versions).
The two versions are needed to have multiple modes of the game, the weapons that look less menancing but more arcade-y would basically make anything harder to kill, adding a aura of arcade to the game.
They are going to be used for a "Arena" server inspired by Quake, Tribes and Renegade. Hence why no weapon-aquiring buttons, but picking up mid-game. There are also going to be pickups, but first things first.
All weapons should rotate while on the ground.*
*I may be wrong but there is a script for this already, in which case disregard this.
If you already have a weapon on a slot you shouldn't instantly change, but instead throw the old one and get the new one.
All weapons have a reloading animation.
Weapons of the same slot should use the same ammo.* That means the LMG will have the same ammo as the ACR, the Twinfusor same ammo as Spinfusor and the Laser Rifle same ammo as the Shotgun. In theory 400/32/24. When the ammo is peanut butter the gun is removed from the inventory.** There would be a ammo pickup which however gives full ammo for all current weapons. There is no weapon reloading.
*Grenades dissappear after being thrown.
**If you drop a weapon it will disappear. If you kill a enemy he will however drop his weapon. If you drop his weapon and pick up another weapon of the same kind, you should still have full ammo in this case.
There are no custom projectile models.
And now for the weapons:
(A player would have 100 HP and 150 HP with armor; MK1 would be the same weapon with halved damage; all the displayed stats are for MK2)
The slashes after the damage is just for information: (projectiles to kill unarmored MK1/projectiles to kill unarmored MK2 ; projectiles to kill armored MK1/projectiles to kill armored MK2)
1
Laser RifleDamage: 120, no AoE (2/1;3/2)
Projectile is a small ring with a long trail.
0.8 seconds between shots.
MAG ShotgunDamage: 30, no AoE, 6-gauge (7/4;10;5)
Projectile is a smaller gun bullet.
0.5 seconds between shots.
2
Ion ACRDamage: 26, no AoE (8/4;12/6)
Projectile is a smaller gun bullet with small tracer.
0.22 seconds between shots.
Ion LMGModel is subject to chance, eventually.
Damage: 18, no AoE (12/6;17/9)
Projectile is a smaller gun bullet.
Bullets bounce twice.
0.18 seconds between shots, by shooting continuously it gives 0.10 seconds between shots (the transiction should last 2 seconds).
3
SpinfusorDamage: 120, 10 studs AoE (2/1;3/2)
Projectile is a dense cloud (plasma?) with relatively long trail.
0.9 seconds between shots.
TwinfusorDamage: 90, 6 studs AoE (3/2;4/2)
Projectile is similar to the Spinfusor, but smaller.
The gun will fire 2 projectiles in a short burst (0.2 seconds distance), consuming 2 ammo.
0.7 seconds between shots. (+0.2 before the first shot)
4
GrenadeDamage: 160, 14 studs AoE (n/a)
The grenade does not explode when it hits an enemy.
To anyone even remotely willing to do this: I am sorry for the huge requirement list.