Poll

If there was add-ons, would you download?

Yes
No
Maybe

Author Topic: Gravity Cat's Add-On Dump - Particle_ItemSparkles released!  (Read 2258523 times)

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."
Yes that would be very complicated. But you forgot the example where the guy just drops the half empty magazine on the floor and the bullets magically go back into his bag/thingy/whatever ;P


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."

Guess what? No one really cares THAT much about realism.
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, please.

Yes that would be very complicated. But you forgot the example where the guy just drops the half empty magazine on the floor and the bullets magically go back into his bag/thingy/whatever ;P


Well, what if you took the half full clip out, placed it in a pocket, and took another one out?

Well, what if you took the half full clip out, placed it in a pocket, and took another one out?

That'd still require a 2nd motion, which, as shown in example 1, would make reloading take longer.
Yes that would be very complicated. But you forgot the example where the guy just drops the half empty magazine on the floor and the bullets magically go back into his bag/thingy/whatever ;P

You said earlier that the Blockhead places the half-empty clip in his...
uhm...
bag...
...in response to the question of why not make a debris for the clip dropped from the gun, so I figured I'd count that out.

Guess what? No one really cares THAT much about realism.

Exactly.
How about this: "The gist of what I'm trying to say is, 'Real Life is too loving complicated to be replicated accurately in a video game without years of work, lots of program space, and a metric forgetton of money (unless you're working alone, in which case it'd take even loving longer), and even after that's done, you'd need to make it fun, which, in turn, would require the realism knob to be turned down. By a lot.' "
« Last Edit: August 25, 2010, 04:40:55 PM by lol0237 »

You said earlier that the Blockhead places the half-empty clip in his...
uhm...
bag...
...in response to the question of why not make a debris for the clip dropped from the gun, so I figured I'd count that out.
Oh right. My fault.

Exactly.
How about this: "The gist of what I'm trying to say is, 'Real Life is too loving complicated to be replicated accurately in a video game without years of work, lots of program space, and a metric forgetton of money (unless you're working alone, in which case it'd take even loving longer), and even after that's done, you'd need to make it fun, which, in turn, would require the realism knob to be turned down. By a lot.' "
And for me this sounds a little bit like you want to say you dislike this pack because it will have more realism than other weapons on BL?

And for me this sounds a little bit like you want to say you dislike this pack because it will have more realism than other weapons on BL?

No, I've been looking forward to this for a while now, I'm actually re-stating what Space Guy said in a huge block of text. :D

No, I've been looking forward to this for a while now, I'm actually re-stating what Space Guy said in a huge block of text. :D
Oh, then sorry that I got it wrong :P

I want to learn how to script.
I have a few reasons, two of which I must decide between.
1. I want to know what it's like to work on a script for an extended period of time. How do you know what to type? Do you have to think about it, or does it all come naturally?
2. I must decide between-
Learning Lua for GMod
or
Learning Torque for BL.

Which's easier?
« Last Edit: August 25, 2010, 05:42:17 PM by lol0237 »

I don't know about Lua, but i do know that working on a script for a long time can become pretty hard.

Hard.
That doesn't answer my questions.

I want to learn how to script/
I have a few reasons, two of which I must decide between.
1. I want to know what it's like to work on a script for an extended period of time. How do you know what to type? Do you have to think about it, or does it all come naturally?
2. I must decide between-
Learning Lua for GMod
or
Learning Torque for BL.

Which's easier?
Everything comes with the time. Of course, when you start, you know basically nothing and it seems hard. After some time you know basic stuff/etc. And the longer you script, the more you learn. Scripting is not just throwing some stuff together and it works. First you always have to think how you can achieve that. And working on something for a longer time can be exhausting. You don't have to work everyday, make breaks. When you want, as long as you want. And you also can use that time for thinking about a better way of doing something, or thinking about new ideas.
And don't try to become good as fast as you can. Start with simple stuff. If you want to try something bigger and you realize it's too big for you at the moment, stop working on it. It will just get frustrating when you fail.

To the other question, I don't know if Lua is harder, sorry.

I don't know about Lua, but i do know that working on a script for a long time can become pretty hard.
And yes, working on a script for a long time can be frustrating.

THAT is the kind of descriptive response I've been looking for.

Thank you, I will ponder my decision now.

Hey GCat, if you ever make any more weapons, make some stuff like these:
http://forum.blockland.us/index.php?topic=88501.0

Hey GCat, if you ever make any more weapons, make some stuff like these:
http://forum.blockland.us/index.php?topic=88501.0
Explain and/or tell. I'm too lazy to click the links there.

:3

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