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Author Topic: BF3 Pack (RTB)  (Read 183000 times)

Are you planning to add ironsights to the launchers?  :cookieMonster:

Ohhhhh so no real errors it ios jjust hard to read, I got the script from atwig, but all you need to do is do find and replacce: m1911 to mk11. I made oe for you though:
Naw, I'm good.
Looking through this script is actually helping me understand what's going on here.
Soon as I bust through this, I'm taking a look at a Full auto weapon's script, then a shotgun like script.

Hooray for the two new guns for version 1.4!
-snip-
-snip-
The triangulation on the AN94 could use some work.

Naw, I'm good.
Looking through this script is actually helping me understand what's going on here.
Soon as I bust through this, I'm taking a look at a Full auto weapon's script, then a shotgun like script.

The fully auto scirpt is exact same as semi except for one line it is Ontimeout, instead of TriggerUp. And shotgun just has more than one projectile

The fully auto scirpt is exact same as semi except for one line it is Ontimeout, instead of TriggerUp. And shotgun just has more than one projectile
That's the difference
Thank you so much on that!


Cleaned up the code, all that's left is getting the scoping right.


I'm so close to being done
But the problem is, I'm gonna have to make the scope fill up the entire screen because it goes through the model.
« Last Edit: March 04, 2012, 03:51:29 PM by The Corporation »

I can't wait, and if, can you guys make claymores or is it too hard. My server really needs something.

Holy crap
Strato's script for going over projectile limit works.
But on the other hand, I'm stuck with an accuracy and fire rate issue.
-Weapon fires too fast
-Accurate when standing and crouching WITHOUT aiming, but when moving it's not accurate.

Holy crap
Strato's script for going over projectile limit works.
But on the other hand, I'm stuck with an accuracy and fire rate issue.
-Weapon fires too fast
-Accurate when standing and crouching WITHOUT aiming, but when moving it's not accurate.
Just send it to me, I can fix that fast.

Just send it to me, I can fix that fast.
Fixed firing rate-
Strato's script works.
Working on getting the FOV to work
and now I'm fixing up the accuracy

Since this is a beta, I'll work on this some other time.
I'm gonna release it as it is soon as I fix something.

Released to Sgt Walter.
It's up to him to put it on the topic.
Next up-
Dragunov
« Last Edit: March 04, 2012, 07:44:05 PM by The Corporation »


I suggest tightening the spread and lowering the damage so that every weapon doesn't kill in two hits.

I suggest tightening the spread and lowering the damage so that every weapon doesn't kill in two hits.
MK11 is kinda balanced
1 second in between each shot
and it does 75 damage.

MK11 is kinda balanced
1 second in between each shot
and it does 75 damage.


Yes, but that's a designated marksman rifle.

I'm talking about how every weapon I've used will kill in two hits, even the sub machine guns, on anywhere on the body.

Yes, but that's a designated marksman rifle.

I'm talking about how every weapon I've used will kill in two hits, even the sub machine guns, on anywhere on the body.
Ah.
And I've decided after the Dragonuv, I'm working on Blockombat and my personal projects.