Poll

Should I consider secondary developers?

No, retain the purity. One man, one mod, ein reich!
Yes.

Author Topic: CityRPG  (Read 123631 times)

to be fair, i got better.


to be fair, i got better.
Yeah, but you're hard to work with because you will not make a model unless it conforms to how you believe the weapon should function in-game, and you go off on these massive tangents that prevent any work from being done. Any sort of statement of like "No, really, it needs to be like this" just makes me this greedy control freak and it's like, "whatever" at that point.

Yeah, but you're hard to work with because you will not make a model unless it conforms to how you believe the weapon should function in-game, and you go off on these massive tangents that prevent any work from being done. Any sort of statement of like "No, really, it needs to be like this" just makes me this greedy control freak and it's like, "whatever" at that point.
I can do stuff for you if you need it lol

I found the guy who did really good models for me before. Moppy is willing to help out with small stuff again. I got Phy on standby as well.

I'd only want Bushido to help with the weapons, because I have faith in him being able to make weapons with a really proper Ammo / No Ammo / No Magazine states which is what I really wanted in the first place so I could put a buy-in ammo system, but that's a huge non-priority.

oh speaking of control freakism it's nice to see that you don't seem to be doing that

also speaking tangents, i'm sort of startled that the SWAT team gets the same assault rifles that are sold black-market style to the populace. i think some sort of alternate assault rifle unique to the SWAT team (read: an M16? something stereotypically 'not black market'?) would be pretty useful, just to help hammer home the fact that the people shooting at you are most definately lawmen


oh speaking of control freakism it's nice to see that you don't seem to be doing that

also speaking tangents, i'm sort of startled that the SWAT team gets the same assault rifles that are sold black-market style to the populace. i think some sort of alternate assault rifle unique to the SWAT team (read: an M16? something stereotypically 'not black market'?) would be pretty useful, just to help hammer home the fact that the people shooting at you are most definately lawmen
I can provide you a list of weapons I'd like in-game if you'd want to do them with the weapon states I mentioned before. I can do the states and scripts.

The point was, however, to keep it simple. Handgun. Sniper rifle. Assault rifle. Sub-machine gun. Not "AK-47", "M16".

i don't quite understand what you want with ammo states

i'm getting "able to shoot", "unable to shoot because of ammo deficiency" and "probably could shoot, but is not actually loaded with bullets at this very moment"

I can provide you a list of weapons I'd like in-game if you'd want to do them with the weapon states I mentioned before. I can do the states and scripts.

The point was, however, to keep it simple. Handgun. Sniper rifle. Assault rifle. Sub-machine gun. Not "AK-47", "M16".
Give them to me too ;_;

well it's not literally supposed to me an M16. all it has to be is distinct from the generic assault rifle aesthetically to give sort of a contrast between 'bad/neutral guys' and 'good/corrupt but still generally lawful' guys

it's just that the m16 is stereotyped as a good guy gun, and the ak47 is stereotyped as a bad guy gun

just like how revolvers immediately bring to mind private investigators and cowboys and how tommyguns bring up al capone or private ryan

well it's not literally supposed to me an M16. all it has to be is distinct from the generic assault rifle aesthetically to give sort of a contrast between 'bad/neutral guys' and 'good/corrupt but still generally lawful' guys
If I were to have different style weapons, they would be carbon-copies of one another, just a different model.

Weapon states would be like:
1. Normal
2. Firing
3. Ammo Check
4. No Ammo
5. Unload Mag
6. Insert Mag

Unload Mag removes the clip, and if the player interrupts the process at this point or has no more bullets in their stockpile, the gun remains without a clip, showing it has no ammo.

Inserting a Mag would remove the bullets from your stockpile and put them into a clip, then reinsert the clip.

The weapon would need the following states:
1. Item Pose (Laying on the ground, different model, no states to it)
2. Default
3. Unload
4. Reload
5. rooster (Pull back the hammer or whatever the forget it is that chambers the first round)

If I were to have different style weapons, they would be carbon-copies of one another, just a different model.

this is precisely what i was getting at

except for the lack of revolvers, which sort of saddens me.

Weapon states would be like:
1. Normal
2. Firing
3. Ammo Check
4. No Ammo
5. Unload Mag
6. Insert Mag

Unload Mag removes the clip, and if the player interrupts the process at this point or has no more bullets in their stockpile, the gun remains without a clip, showing it has no ammo.

Inserting a Mag would remove the bullets from your stockpile and put them into a clip, then reinsert the clip.

The weapon would need the following states:
1. Item Pose (Laying on the ground, different model, no states to it)
2. Default
3. Unload
4. Reload
5. rooster (Pull back the hammer or whatever the forget it is that chambers the first round)

we can't hide nodes on guns, so you can't really hide magazines or anything. though feasibly i could just have animations only appear in first person and hide magazines outside the player's view

Monty just hid them inside the gun, lol.