Author Topic: Basics weapon Pack (Winchester beta w/reloading)  (Read 11411 times)


I can do Custom Projectiles, but I'm still learning with Reloading.
Uxie wanna script for custom projectiles and try reloading,also how about custom shells ejecting?



I have to admit, that is pretty cool.
Thanks,would you like me to add anything more?
Like make it single shot or magazine with certain ammount of shots?

I just stuffed my pants when it was ingame


I just stuffed my pants when it was ingame
Ever heard of potty training?


Also, model looks out of proportion to itself and to the Blockhead

Suggestion: Make it single shot and load from the back, and make the animation opening it up, and putting a new one in.

Suggestion: Make it single shot and load from the back, and make the animation opening it up, and putting a new one in.
Impossible now

Impossible now
Nothings impossible.

Anyway, why the hell do you need an advanced scripter for a basic weapon pack?

Animation scripting and an ammo mod is hard

I definitely don't like the dart gun, handle looks out of proportion. The grenade launcher has too much triangulation, which I hate.

Animation and ammo are easy, you just use the image states (plus some simple code for the ammunition). There is a stateTransitionOnNoAmmo... (also OnAmmo, OnLoaded, OnNotLoaded), and a script can set an image'a ammo to true or false, same for loaded, plus when mounting the image, you can set if loaded is true or not.

At most, that would be an intermediate scripter with a good reference (hint: there is one in a sticky in te coding section), you only need an advanced scripter if you wanted it to create a splatter of red bricks (real bricks, not particles) on the other side of a shot player, and have a way of harvesting the blood into a vial that can then be used to create a wandering AI that looks exactly like the killed player, without a name or items/armour, and then use that clone to trick the AI cops into thinking that the shot player was a criminal or is dead, while in reality they are simply trapped in your secret base's holding cell while you tinker with their DNA until you have the right sequence to inject them with to transform them into a baby dragon, at which point you will saddle them and ride them around the procedurally generated city above...

Animation and ammo are easy, you just use the image states (plus some simple code for the ammunition). There is a stateTransitionOnNoAmmo... (also OnAmmo, OnLoaded, OnNotLoaded), and a script can set an image'a ammo to true or false, same for loaded, plus when mounting the image, you can set if loaded is true or not.

At most, that would be an intermediate scripter with a good reference (hint: there is one in a sticky in te coding section), you only need an advanced scripter if you wanted it to create a splatter of red bricks (real bricks, not particles) on the other side of a shot player, and have a way of harvesting the blood into a vial that can then be used to create a wandering AI that looks exactly like the killed player, without a name or items/armour, and then use that clone to trick the AI cops into thinking that the shot player was a criminal or is dead, while in reality they are simply trapped in your secret base's holding cell while you tinker with their DNA until you have the right sequence to inject them with to transform them into a baby dragon, at which point you will saddle them and ride them around the procedurally generated city above...
Can you scipt for me?