Poll

What do you think?

Epic!
41 (54.7%)
Nice
9 (12%)
Mmh...
6 (8%)
Sucks
2 (2.7%)
Pancakes Ftw. (And epic)
17 (22.7%)

Total Members Voted: 75

Author Topic: Customizable gun system  (Read 5130 times)

rky speaks the truth.
You could make each part its own image, and then mount that to the same hand as the gun in a fashion that would make it appear to be attached to the gun. Saves a lot of datablocks

my idea works just fine, lern2problem solve

Tom

Your idea will still take too many datablocks.

JVS Uses a lot of datablocks too, Do I hear you complaining about that?

Tom

JVS uses about 6 data blocks a door. That's no where near 300 for a gun and it's add-ons.

For all of you non-believers(har):It will work like, for example, GC's NVG's on your head, only, for example, a laser pointer on you pistol. You just need another mountpoint name.

my idea works just fine, lern2problem solve
Incase you haven't noticed that is what I mean. If you used Moybus's idea (which mind you is the only way ) it will require upwards of 300 datablocks to have even a little variation.

If it's any consolation I think Tom and I know much more of this than the rest of you.

JVS Uses a lot of datablocks too, Do I hear you complaining about that?
Two things:
1) a lot less than this would
and
2) Trader is an experienced coder, I could see him making a lot of datablocks competently and thoroughly. You, on the other hand; I don't see you having the stamina to complete this, especially if you want to approach the subject like this.

we have no authority to doubt.
Except that, you know, we do.

Anyways, regardless of what is possible, I don't see you completing this from any direction.

Ould you like my famas model?


Couldn't he have it work like the playermodel works? Where he makes the model with everything on it, then hides the parts that they don't have enabled and whatnot?
 Nope.
« Last Edit: May 29, 2010, 06:30:34 AM by tapemaster21 »

Couldn't he have it work like the playermodel works? Where he makes the model with everything on it, then hides the parts that they don't have enabled and whatnot?
That only works on Players, Vehicles and things like StaticShapes. Weapon images aren't exactly a 'real' object that can be selected separate from the player.

This may work with animations but the file size of them would be massive and you'd still need all the datablocks to switch through all the animations ("FireWithScope3AndSilencer2" "ReadyWithScope1") as you can only have thirty or so image states per weapon image.

Be sure that you unclude spike/blade things mounted on the nozzle, allowing the gun to melee with stabbing strikes.

That only works on Players, Vehicles and things like StaticShapes. Weapon images aren't exactly a 'real' object that can be selected separate from the player.
Oh. Ok, ignore me then :3

You should make it like Borderlands does with completely modular weapons :D


Couldn't you make it use a little bit of datablocks by doing hidden animations? When you add, lets say, a sight to your gun, the spread value decreases? The only parts I could see that would not need tons of datablocks would be:

Spread
Right click sight
Melee

The main problem comes with showing the attachments to the weapon, not the effects they have.