Poll

What type of ammo? (poll locked)

Ammo for each weapons category (e.x. Rifle ammo, pistol ammo, etc...)
2 (25%)
Ammo for each individual weapon (e.x. p90 mag, m9 mag, m82 mag)
1 (12.5%)
Ammo for each cartridge (e.x. .50 BMG, 9 x 39mm, etc)
5 (62.5%)

Total Members Voted: 8

Author Topic: TretiMods: -Firearms pack back in buisiness- *Models on last page*  (Read 71441 times)

I guess we are
just fix up the stuff people have been suggesting you instead of defending for no reason

see, i love those models, they are so lovey, just some need a bit of something put in or taken out, i'm not sure what it is though. they are great, though. only thing is the scripting of the weapon, i really think you should use gcat's weapon base, but that's just me.

anyway, like i said, those models are definitely the greatest default weapon styled weapons i've seen. the ots made me have to change my pants.

Dayum they are all hot.

I don't get why you even gave up on DWE it's amazing
I want it :c

I don't get why you even gave up on DWE it's amazing
I want it :c
I got bored for a bit and experimented with something else I ended up not liking.


List of problems (that we're having the most trouble with)
Trust me, Gumba and I have both tried EVERYTHING to fix this stuff but our attempts do not work apparently
Either we suck at scripting, or stuff just doesn't want to work.

-Shotguns will load a random amount of shells (instead of loading 8 shells, sometimes they will load 10 or 13 or 20)
-Semi-auto shotguns will forever be handicapped and not shoot and load random shells when they do shoot
-Dropping a sniper when scoped in is still zoomed in
-Explosion emitters missing from RPG-7 and MM-1 (uses gravity rocket explosion, but still doesn't show up even when the gravity rocket is enabled)

I feel like there is an add-on causing this, but I can't be exactly sure.

We're currently still looking into all these problems. I also fixed the problem with pistols missing reload animations.

These are what's holding the pack from being released.

-Dropping a sniper when scoped in is still zoomed in
Code: [Select]
function ballsImage::onUnMount(%this,%obj,%slot,%client)
{
%client.setControlCameraFov(90);
}
idk about those parameters but whatever it works

-Explosion emitters missing from RPG-7 and MM-1 (uses gravity rocket explosion, but still doesn't show up even when the gravity rocket is enabled)
make sure that somewhere in your code you have a check to make sure the gravity rocket is executed before your add-ons-- it has to be enabled first in order for it's datablock to be borrowed

as for the shotguns, they're always a mess to make work perfectly, can't help without seeing code

Here's the M1014, which is the only one not working now.

It loads random amounts of shells instead of 8.

I don't see anything pertaining to adding ammo .__.


Oh btw, are any of you even still interested in DWE anymore?
Yeah, i was kinda asking for it to be released if you didn't work on it anymore, but now that it looks like you're working on it more, please don't pull our legs again. :(


Ok in order to fix the problems stated earlier, I have to switch over to the new T+T system. This old version DWE is using is EXTREMELY buggy. After some testing I just did, there are A LOT more problems pertaining to ammo than I thought there would be.

List of problems:
-Anzio refuses to reload, and has unlimited ammo basically
-Double barrel shotguns shoot 3-6 shells instead of 2 and load in a random number of shells between 3-6
-Semi-auto shotguns and shotguns altogether load and shoot the wrong amount of ammo.
-Single-fire manually operated weapons (weapons that shoot 1 round then have to be reloaded to shoot another) run into the same error as shotguns, which leads to loading random amounts of ammo and shooting -more than 1 round when it shouldn't
-weapons that fire less than 5 rounds also have the same issue as above

The only fix is to re-code everything with the new T+T system, which I'll do when I get home.
also, new poll for ammo system.

Try useing gravity cat ammo system.