Poll

If there was add-ons, would you download?

Yes
No
Maybe

Author Topic: Gravity Cat's Add-On Dump - Particle_ItemSparkles released!  (Read 2255541 times)

Small (i.e. Pistols, SMGs)
Large(rifles)
Special (Shawtgahns, 'Milkor, etc.)

fixed.

EDIT: new page get.

doubel edit: I now have 2 pages gotten.

triple edit: Doubel is a person famous for doing everything twice.
« Last Edit: August 24, 2010, 09:06:13 PM by lol0237 »

Do you really want to have it that complicated? Imagine, you're defending an important spot in a TDM. You keep the enemies down, so they won't come near the house/thingy/whatever youre defending. But then your weapon runs out of ammo and you have no other weapon that is good for keeping enemies pinned down. And you can't spawn something. You have someone in the role as support, you call him for help. He arrives within seconds but then he realizes, "forget, wrong ammo type!"
If you have one item for everything, it's just alot easier and simpler. The supporter comes, gives you 100 new rounds and you can start firing again after some seconds.


Well I think it would work like that. Plus, it is realistic. If you were REALLY defending something, in real life, you would have to sort between different kinds of ammo. And that problem is mostly solved if you make ammo easy to identify. For example, shotgun ammo is a red box with a yellow stripe around the front.

But if you didn't want to go through that process, it may be easier to use the big ammo box idea. Make it an item for support roles, and make something similar to the ammo box from the zombie mod, where its not an item, and standing by it while holding a specific gun refills its ammo, just like the one from the zombie mod. Personally I'm neutral between the 2 ideas.

Edit: 3rd idea I derrived from BFBC2. Where it's an item you have, and you throw it on the ground. You and everyone around it gets their ammo refilled. You can only have 1 ammo box out per holder of the item, and it has to recharge before you can throw another out. And each box thrown out has a limit of ammo it can give out before it disappears.

I think the very best option would be a combo of my 2 ideas. Its an item you can hold and refill peoples ammo with by having them just stand near you holding the gun they want refilled. This method refills ammo at a slower rate, but it is unlimited. Deploying an ammo box on the ground refills ammo at a faster rate but each deployed ammo box has a limit, and throwing down a box starts a recharge timer, and until the recharge timer is filled, you can't hold the ammo box, or deploy a new one, but it remains in your inventory.
« Last Edit: August 24, 2010, 10:01:00 PM by TheShadowCross »

fixed.

EDIT: new page get.

doubel edit: I now have 2 pages gotten.

triple edit: Doubel is a person famous for doing everything twice.

Keep /b/ and Blockland Forum seprate

is this wep has can download yet?


is this wep has can download yet?

Yeah. The link is hiddin in the pictures

Well I think it would work like that. Plus, it is realistic. If you were REALLY defending something, in real life, you would have to sort between different kinds of ammo. And that problem is mostly solved if you make ammo easy to identify. For example, shotgun ammo is a red box with a yellow stripe around the front.

But if you didn't want to go through that process, it may be easier to use the big ammo box idea. Make it an item for support roles, and make something similar to the ammo box from the zombie mod, where its not an item, and standing by it while holding a specific gun refills its ammo, just like the one from the zombie mod. Personally I'm neutral between the 2 ideas.

Edit: 3rd idea I derrived from BFBC2. Where it's an item you have, and you throw it on the ground. You and everyone around it gets their ammo refilled. You can only have 1 ammo box out per holder of the item, and it has to recharge before you can throw another out. And each box thrown out has a limit of ammo it can give out before it disappears.

I think the very best option would be a combo of my 2 ideas. Its an item you can hold and refill peoples ammo with by having them just stand near you holding the gun they want refilled. This method refills ammo at a slower rate, but it is unlimited. Deploying an ammo box on the ground refills ammo at a faster rate but each deployed ammo box has a limit, and throwing down a box starts a recharge timer, and until the recharge timer is filled, you can't hold the ammo box, or deploy a new one, but it remains in your inventory.
A ammo refill event would do the trick in most cases.
And also an ammo box itewm, which you can deploy.

I think there should be multiple ammo types as items, like Lol said. Shell, small, medium, and heavy, and then of course explosive. But then, have a deployable ammo box (you can carry it and place it) that holds x rounds (maybe minimum 100, maximum 250) of any type. Each time you stand near it/open it (JVS anybody?), you gain y rounds (minimum 10, maximum 30). I'm not sure about the ammo brick, because that could easily be abused. At least with the ammo item, you have to spawn it (Oops, no wrench. I'm screwed.).

Ideas?
« Last Edit: August 25, 2010, 10:06:33 AM by Celtic Wolf »

I think there should be multiple ammo types as items, like Lol said. Shell, small, medium, and heavy, and then of course explosive. But then, have a deployable ammo box (you can carry it and place it) that holds x rounds (maybe minimum 100, maximum 250) of any type. Each time you stand near it/open it (JVS anybody?), you gain y rounds (minimum 10, maximum 30). I'm not sure about the ammo brick, because that could easily be abused. At least with the ammo item, you have to spawn it (Oops, no wrench. I'm screwed.).

Ideas?

Well an ammo brick couldnt be abused unless individual players could spawn it. In which case they would probably be abusing other things along with it. Also it could be an admin only brick, if that's possible, which it should be with RTB prefs.

And while I think ammo types would be cool, it's something I could easily do without. An all around ammo box as a deployable item is enough. And like in BC2, rather than give it individual ammo amounts, it just has a total set amout. After x resupplies it dissapears regardless of what or how much is taken from it. And I think individual ammo types would make things more complicated than they need to be if it was used in the ammo box item.

Well an ammo brick couldnt be abused unless individual players could spawn it. In which case they would probably be abusing other things along with it. Also it could be an admin only brick, if that's possible, which it should be with RTB prefs.

And while I think ammo types would be cool, it's something I could easily do without. An all around ammo box as a deployable item is enough. And like in BC2, rather than give it individual ammo amounts, it just has a total set amout. After x resupplies it dissapears regardless of what or how much is taken from it. And I think individual ammo types would make things more complicated than they need to be if it was used in the ammo box item.
Admin-only ammo brick would be good. The specific ammo types would be ok, but I think if you could just pick up more ammo from guns of your type, that would work as well.

Admin-only ammo brick would be good. The specific ammo types would be ok, but I think if you could just pick up more ammo from guns of your type, that would work as well.

Well if Gcat wants to apply individual ammo types, that'd be great. But I don't think the ammo box item should have individual amounts, but a total resupply count. In BC2, when an ammo box dissapears, it, of course, means theres no more ammo. So if a similar item was made here, and everyone was using assault rifles to the point where the box runs out of the assault rifles ammo, it would still have the other ammo types, preventing it from dissapearing, causing some confusion.

Well if Gcat wants to apply individual ammo types, that'd be great. But I don't think the ammo box item should have individual amounts, but a total resupply count. In BC2, when an ammo box dissapears, it, of course, means theres no more ammo. So if a similar item was made here, and everyone was using assault rifles to the point where the box runs out of the assault rifles ammo, it would still have the other ammo types, preventing it from dissapearing, causing some confusion.
I'm not saying have the ammo box have hundreds of different kinds of ammo. I mean, it has a generic ammo count that refills anything (except explosives, that should be a separate kind of ammo box), but has a limit to what it can refill, total. It's not 100 SMG, 100 shell, 100 sniper, it's 300 cartridges.

And I agree, if GCat wants to make individual, specific ammo types as items, that would be cool, but it's not absolutely necessary.

Hmmm, small (pistols, SMG's), medium (assault rifles, sniper rifles, shotguns) and heavy/explosives (Truvelo .50, others) ammoboxes would be okay, I might try that out.

Do you really want to have it that complicated? Imagine, you're defending an important spot in a TDM. You keep the enemies down, so they won't come near the house/thingy/whatever youre defending. But then your weapon runs out of ammo and you have no other weapon that is good for keeping enemies pinned down. And you can't spawn something. You have someone in the role as support, you call him for help. He arrives within seconds but then he realizes, "forget, wrong ammo type!"
If you have one item for everything, it's just alot easier and simpler. The supporter comes, gives you 100 new rounds and you can start firing again after some seconds.


Actually, that makes good sense! You could have ammo types for realistic gun dudes, but have a single universal weapon cartridge that works for all GUNs (Not RLs, keep them separate). However, you can give a proportional amount to the weapon, such as 30 to 60 ammo for assaults, 100 for MGs, 15 for pistols? Hmm, if you keep the item system like Bushi's invisicola, that'd be cool, but... If you had multiple weapons, there might be a problem as to what gun gets what. All guns using the same ammo might not be realistic because people would just keep using snipers if there's an ammo shortage.

Come to think of it, pretty much all reloading systems are rather unrealistic, too.
Example:
You have a 10 round clip, and 90 extra ammo.
You reload while you only have half of your clip left.
The extra bullets get back into your... backpack, I guess, creating an incomplete clip.
Given, you do seemingly pull the new clip out of nowhere, but with the reload times in their current state, you wouldn't have enough time to put the half-empty clip back into your... nowhere... and get a new one out (Espescially considering the fact that it'd take a second or two longer, due to the fact that you always grab the half-empty clip last, so you'd need to organize them in such a way as to grab that specific clip last.)
Example 2:
Let's say your reload time does account for putting the half-empty clip in your bag.
So, you're fighting, and there is a half-empty clip in your bag. (10 round example clip still.) You have pushed your enemies back, giving you a few seconds to reload. There are currently 2 bullets left in your clip.
Somehow, those 2 bullets combine with the half-empty one, to make a clip of 7 bullets.
If you were really fighting, I doubt you'd have the time to take both clips out of your bag and transfer the 2 bullets to the half-empty clip.
However, considering this is a game, let's say you DID have the time to transfer those 2 bullets.
That's not really been implemented in these weapons. (Or really ever, (To my knowledge.) as it'd be a bit complicated, due to the amount of remembering numbers you'd need your script to do, (i.e. if you have 2, half-full clips, and don't combine them, you'd need your script to know to go through the process of giving you a partially empty clip twice.)) Unless you did take the extra 3 hours or so to script this out, the only way to get around both of these problems would be to have the player drop the clip.

Please note, I don't intend for you to implement this.

I'm just stating, that if you want the extra ammo things to be realistic, you should probably make the reloading system realistic, but, to do that, would be, as demonstrated above, extremely complicated.

Actually, the gist of what I meant to say, would be "Real Life is loving complicated."
« Last Edit: August 25, 2010, 03:33:38 PM by lol0237 »