Poll

How do you want Rykuta to wrap this up?

Finish up with the 12 or so models already made, and release as a public set.
32 (43.8%)
Backtrack and grab a bunch of old models and mix and match with new to release the full 24+ weaponset you guys have been expecting.
36 (49.3%)
Release all finished codes to the public without doing anything to the current set, let the fans sort things out the way they want.
4 (5.5%)
Other, please post.
1 (1.4%)

Total Members Voted: 73

Author Topic: Hells&Khain Weaponry  (Read 232164 times)




I need some help locating where the incompatibilities with H&K And T+T Are. I've been skimming my code but it looks like everything is in order and should just work, if someone could explain where the issues occur that might help and I'll systematically examine and adjust them incase there is something I overlooked.

Also, next version if and when it comes will be fancy, just saying. Lots of improvements in server customization abilities, and weapon features.

presumably basic stuff like generic datablock names along the lines of "magnum" and whatnot



so yeah back at my server

:o I want to play that.

Edit: Thanks for the revolver C:
« Last Edit: August 06, 2013, 11:11:18 PM by Maya67 »

I'm guessing I missed it.


so
any mixing up like projectile weapons?


hey khain, do this
http://youtu.be/UdvuZZOhW2U
that would actually be really cool
like a quick bolt action sniper rifle with damage dropoff

Hey guys, I'm back from hiatus and college good-times. So I'm back for about 3 weeks to get some stuff done, so I was looking into some servers hosting using HK and was a little displeased with the recoil system that I adapted previously as the main feature of weapons. The recoil reduction system seemed to either be faulty or just unreliable, and a lot of weapons went wayyyy too out of control in bad intervals, this might just be the weapon specific details (AKA specific weapon factors and there is nothing wrong with the code) so I'm refining the system.

So here are some of my proposed changes, anything you guys want changed or added, please post your ideas/thoughts.

  • Bipods now not only reduce weapon spread, they also change the max recoil cap of the weapon. For example, LMGS have a max of about 0.01 by default, with the bipod out, this number would be reduced to say 0.004.
  • Movement no longer sets a flat increment, your speed will determine how much spread you get on your gun. So using the walk key is advisable.
  • Weapons will now allow the player to toggle between classic and raycast mode. Whose purposes are hopefully self explanatory.

The other stuff you can find on the topic's poll once Khain updates it. Pick your preference.

Create sections of the pack.
It may be lots of work, but nobody wants to download about a million weapons at one time, plus, who uses all of them?
Maybe categorize them.
Pistols, SMGs, Assault rifles, snipers, LMG's all in different addons.
Maybe even go further cuz theres a lot of assaultrifles.

Also yay classic now I can host a creeper game with the projectile working.

or a better idea: include in the .zip instructions on where to place // to disable weapons you don't want

saves the coder time and work plus the user can customize the enabled guns exactly to their liking