Poll

Which

Desert Eagle
63 (57.8%)
Colt Python
46 (42.2%)

Total Members Voted: 109

Author Topic: [Iron Assault] Weapon Pack!  (Read 34072 times)

Your avatar is uh... different.

Well, that's anime in a nutshell for ya. jk
« Last Edit: February 27, 2012, 05:55:40 PM by Friz »

I like your shotgun, just I feel that there's to many groves in the pump.
ill update the models when I have the time, thanks

because your working on my model.

because your working on my model.

you've won ok it's not like Im never going to make it

If any of you want to name some of these guns that were won in the contest feel free to suggest
« Last Edit: February 28, 2012, 07:34:44 PM by jinkazma903 »

Do you have a specific naming style in mind?

No two word names like AWSHUM SACK

Half-assed name gogogo

AF-53b
(Automatico Fucile Modello 53 Breve)

They are very easy to add.
Easy if you don't want to make them super high quality. The concept of adding ironsights is relativly easy, but also incredibly tedious, especially when you're doing it with tons of weapons. I've personally experimented with flawless systems for the uses of ironsights, but it seems rather useless. Ironsights don't really offer anything worth adding into blockland combat. The whole idea of ironsights is to increase a players accuracy with said weapon while restricting their movement and FOV, but, seeing as how players can already zoom in with their F keys, it doesn't seem to have any practical use other than for pure visual nostalgia.

If you want to go to the trouble to add ironsights, be my guest, but they usually turn out looking ugly, and make combat more annoying.
« Last Edit: February 28, 2012, 08:45:35 PM by Rykuta »

Easy if you don't want to make them super high quality. The concept of adding ironsights is relativly easy, but also incredibly tedious, especially when you're doing it with tons of weapons. I've personally experimented with flawless systems for the uses of ironsights, but it seems rather useless. Ironsights don't really offer anything worth adding into blockland combat. The whole idea of ironsights is to increase a players accuracy with said weapon while restricting their movement and FOV, but, seeing as how players can already zoom in with their F keys, it doesn't seem to have any practical use other than for pure visual nostalgia.

If you want to go to the trouble to add ironsights, be my guest, but they usually turn out looking ugly, and make combat more annoying.

Rykuta
Check your messages.

You could use Strato's bullet speed modifier thing.
Code: [Select]
function Projectile::onAdd(%obj,%a,%b)
   {
          if(%obj.dataBlock.getID() == F18cannonProjectile.getID())
      {
     
      %obj.initialvelocity=vectorscale(vectorNormalize(%obj.initialvelocity),2000);
      }
      Parent::onAdd(%obj,%a,%b);
   }
Yes, me and strato were actually just talking about that system, Perhaps it will be used for the sniper rifles. Presently, my support script is built around support_raycastingWeapons (With some edits), and I'm currently beyond the point of wanting to rip up my support script just to refit it to work with regular projectiles.

Furthermore, I already have a system for raycasting weapons with bullet drop and delays based on distance in development, and I don't feel like canceling that either.

Poll is too hard to choose.
Deagle is boss.
Python blows your face off.


Hnng.

Poll is too hard to choose.
Deagle is boss.
Python blows your face off.


Hnng.
Deagle is also from Israel, and also blows off faces.

Python vs. Desert Eagle

hmm, overused revolver vs. overused semi-automatic pistol

Python vs. Desert Eagle

hmm, overused revolver vs. overused semi-automatic pistol
The deagle is like, the only cross between a magnum, and a modern handgun in the newen times. Honestly, its like picking between old and new, and, I like my shiney golden deagle.