Poll

What Next?

Taboob wants random crits, do ett.
5 (8.3%)
Add simplified support for weapons that don't raycasting.
9 (15%)
Find a way to make limited ammo work.
10 (16.7%)
Better sounds/Pretty effects plz.
7 (11.7%)
Make more guns for HK.
26 (43.3%)
Autoupdater Plz.
3 (5%)

Total Members Voted: 60

Author Topic: Rykuta's Weaponset Stuff V0.8/0.7 [WIP] [8/7/14] (HK AND BEYOND)  (Read 12777 times)

Will these work on khains weapon models?
Code is independent from models. So yes, they should.

Code is independent from models. So yes, they should.
Is there a tutorial on how to code the models?


Weapon models are not coded; I do not know how one could even approach the task of coding a model. There are no tutorials for how to code weapon models, so I am not sure what you are trying to do.

iron sight ammo things when

Weapon models are not coded; I do not know how one could even approach the task of coding a model. There are no tutorials for how to code weapon models, so I am not sure what you are trying to do.
Referring to making them shoot and have the iron sights and ect, My apoligizes if you didn't understand me im trying to learn.

Referring to making them shoot and have the iron sights and ect, My apoligizes if you didn't understand me im trying to learn.
So, Models have one purpose and one purpose only: Eye candy, they do nothing else. The only thing you would be interested in to make weapons work would be the codes. Ironsights in Blockland are very finicky and honestly kinda ugly; and making them shoot is fairly straight forward. Look through some add-on scripts to try to deduce what causes what, I've left a large quantity of comments in mine to help new comers try to figure out what's going on.

Ammo goes into the negatives and the weapon continues firing. Settings are all default.

Ammo goes into the negatives and the weapon continues firing. Settings are all default.
This is usually if not always an issue associated with having conflicting weapon-sets enabled. I have no idea why it occurs, especially considering this little code segment right here:
Code: [Select]
if(%obj.clipAmmo[%this] < 0 && this.RYG_Support == 1)
%obj.clipAmmo[%this] = 0;

It utterly baffles me how weapons, conflicts or not, still somehow go into the negatives with this code in place, if someone can explain this to me I would LOVE to know.
Even so, re-download the ADVGuns support script just to be safe, I went in and quickly added this segment to almost every single weapon firing function I could think of, as well as onMount and any other location here it would be important.
« Last Edit: September 26, 2014, 01:20:10 PM by Rykuta »