Poll

Feature To Add Next: (Vote #2)

Non-raycast Weapon Support (Regular projectiles)
20 (44.4%)
Vulcan style firing support. (Hold down trigger, gun spins and fires faster)
6 (13.3%)
Weapon level-up system. (Gun kills, gun gets better at killing.)
3 (6.7%)
Use magic to make it somehow work alongside T+T (Unlikely, but I'll look into it)
3 (6.7%)
Proper ADS (Ironsight code, VERY UNLIKELY)
13 (28.9%)

Total Members Voted: 45

Author Topic: Advanced Armaments - Support Code (UPDATE 2/21/13)  (Read 4612 times)

Update Feburary 19th:
  • Admittedly, not much was accomplished, I've been busy making random games in C#.
  • Added a poll, users can decide which feature is more interesting and worth adding.
  • Send me a PM if you are interested in using these in your weapons, I need some developer feedback to see if I can simplify anything.

Neat, hope to see this implemented.

I really like this and where it's going, but there's just one small problem with it. you keep using the term 'clip' which is incorrect. The better term would be 'mag' or 'magazine'.



not trying to be disrespectful here, just trying to fix one small error that for some reason irritates me.
I hope you can understand.


Treti does have a good point, as they both work differently and have their own little symptoms. I sadly used to make the same mistake, I guess you just learn after you look at guns for a while. ARMA II really made it easy for me.

No idea why I'm talking about this, just thought I'd share about myself.

Oh and uhh, hi Rykuta!!


Fine! Don't say hi back, you dragon cunt.

It was nice being friends. >:-(

Fine! Don't say hi back, you dragon cunt.

It was nice being friends. >:-(
I was expecting you to be on steam, got this big greeting card all setup, but noooooo, you're too good for steam.

Treti does have a good point, as they both work differently and have their own little symptoms. I sadly used to make the same mistake, I guess you just learn after you look at guns for a while. ARMA II really made it easy for me.

No idea why I'm talking about this, just thought I'd share about myself.

Oh and uhh, hi Rykuta!!
in arma 2 the term "silencer" is still used, but i guess it's apropriate because those guns only use sub sonic bullets.

I updated it, check the OP.

Also, I'm working on a sampler using T+T models to show how the code would work with things such as T+T if they were to implement my current system.

Very nice, great to see you finally releasing this cool stuff after all the work you have put int-


necessiary

I threw up, 0/10 please slap yourself this is terrible

I are nexus and I am spelling and so can you.
Because the other 15 spelling errors weren't annoying you.

Something else to suggest-
I've seen this on a server, guy actually got it to work.
Weapon attachments.
But the thing was, all the attachments were nodes on the weapon that were hidden by events, and used with different states(?).
Basically, would be good for a set where it's got one main weapon and it can be modified in a number of ways i.e. blacklight tango down guns.

Something else to suggest-
I've seen this on a server, guy actually got it to work.
Weapon attachments.
But the thing was, all the attachments were nodes on the weapon that were hidden by events, and used with different states(?).
Basically, would be good for a set where it's got one main weapon and it can be modified in a number of ways i.e. blacklight tango down guns.

Having prebuilt nodes that are hid/unhid is definitely the best way to do it.  That's how the blockland player model works with all avatar pieces (as well as skies) and truce's buildable vehicles.

If you want to do anything along the lines of mounting images to the gun, that would be much less effective, and I do not think it is actually possible to mount a weapon image to another weapon image

Or am I misunderstanding the purpose of your "but..." ?

You can't hide/show nodes of a weapon image either.

It's done through static shapes I believe.

You can't hide/show nodes of a weapon image either.

It's done through static shapes I believe.
The way I was suggested to do it, was to use animations on the weapon. Since technically animations stay at the last frame of their little motion when completed, until the animation changes. (Or so I've seen); which means we can use stateSequence to change them.

Another way was to mount multiple images to the player at the same time, although this would require a lot of modeler cordination for each model, and offset expertise; and I don't know if you can actually mount more than one image to the player at any given time anyways.

There are a few others, I'd be interested in knowing how this individual did it though.

It appears people really like the idea of Ironsights, even though I told them I really don't think it's possible to do. I see myself working with something I don't like in the near future...