so wait
how does self-defense combat work
if someone in crime mode comes close enough to hitting someone else, but doesn't actually hit, what happens?
Then nothing happens... If they start firing at you, then you can fire back safely. There's no way around this unless I'm going to start doing radius checks on all players at all times to see if one is walking too close to another person with a weapon out, as to give them demerits.
also the larger weapons seem like they should be able to be seen on one's person at all times. i mean, if someone's carrying around the plastic version of a scoped AK-47 in reality you would probably be able to loving see it, and that would pretty much clear the streets for anyone who wasn't a moron who had just found some pistol on the ground. at the very least it would be more then a bit jarring for someone to be able to conceal a Vintorez and produce it from hammerspace to threaten a supermarket or something
What is with your hostility? "Wow this loving sucks unless you implemented things exactly the loving way I say, forget."
No. Your carry weapons in your inventory like normal. I don't think it'd be worth the effort to make something like that. What would that even add to the mod? Everyone in this game is going to be armed with something after the first week. The affect it'd give off is that CityRPG is a similar place to Militarist Baghdad.
I don't even know if there are enough mount points on the torso to have all this. I need 1 slot for special effects, 1 slot (head) for hats, and that works out great. But to mount every weapon a player can potentially carry on their back? No dice.