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 233156 times)

pretty sure you said that already dude
My memory is slowly leaving me as I live. Both a blessing and a curse. Keeps me from being depressed by foul memories, but makes me forget important stuff x3

Make the classic M14.

noe

im sorry but i think ill remake my m14 ebr, again...

i could include a skin for it though
« Last Edit: August 16, 2013, 07:54:32 PM by Khain »

i could probably just poop it into shaper and remove everything that makes it EBR

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

late reply, but i think adding folders in the zip for each section of weapons would be good. i created a class creation save that i organized by type of weapon, which i was easily able to find out because of the folders within the zip for this weapon pack.

by the way, for the recoil system, i think every weapon should have it's own unique recoil. i don't know how recoil actually works in real life, but in call of duty, (shut up it's the only experience with guns i have) weapons would go certain directions depending on the weapon. for example, a famas would go left and up, periodically also having recoil in other directions. i have no idea if this is correct, but it would be cool to see, so that people and compensate for recoil.

by the way, for the recoil system, i think every weapon should have it's own unique recoil. i don't know how recoil actually works in real life, but in call of duty, (shut up it's the only experience with guns i have) weapons would go certain directions depending on the weapon. for example, a famas would go left and up, periodically also having recoil in other directions. i have no idea if this is correct, but it would be cool to see, so that people and compensate for recoil.
To do this I'd need a way of shifting the aim of the player by smidgens each time they fire. And so far the only things I can think of are the functions along the lines of "Yaw()" on the client; But those are unpredictable as all hell last time I used them.

Basically: Yaw(10) appears to move 10 degrees; Yaw(20) Appears to move 120 degrees; Yaw(30) Appears to move 45 degrees, and so on. Its befuddling to say the least.

To do this I'd need a way of shifting the aim of the player by smidgens each time they fire. And so far the only things I can think of are the functions along the lines of "Yaw()" on the client; But those are unpredictable as all hell last time I used them.

Basically: Yaw(10) appears to move 10 degrees; Yaw(20) Appears to move 120 degrees; Yaw(30) Appears to move 45 degrees, and so on. Its befuddling to say the least.
are they Euler values? i recall vaguely that badspot mentioned that bl uses euler.

are they Euler values? i recall vaguely that badspot mentioned that bl uses euler.
Because using Degrees or Radians is too simple obviously. Torque why you so fat.

To do this I'd need a way of shifting the aim of the player by smidgens each time they fire. And so far the only things I can think of are the functions along the lines of "Yaw()" on the client; But those are unpredictable as all hell last time I used them.

Basically: Yaw(10) appears to move 10 degrees; Yaw(20) Appears to move 120 degrees; Yaw(30) Appears to move 45 degrees, and so on. Its befuddling to say the least.

o i c  :panda:

o i c  :panda:
If I can figure out a why to defy Torque's absurd camera shifting functions; and make them work for me in the exact why I demand of them; then it definitely sounds like a good way to do it.

If I can figure out a why to defy Torque's absurd camera shifting functions; and make them work for me in the exact why I demand of them; then it definitely sounds like a good way to do it.
baddy posted somewhere a function that converts degreestoeuler or something like that. that's how I found out about that.

[20 seconds pass]

actually trader did here's the topic, stickied in coding help lol
http://forum.blockland.us/index.php?topic=27230.0

i have no clue about coding in general so ignore any comments I made earlier. trader mentions torque runs on axis-angle representations (think polar coordinates/vectors)

baddy posted somewhere a function that converts degreestoeuler or something like that. that's how I found out about that.

[20 seconds pass]

actually trader did here's the topic, stickied in coding help lol
http://forum.blockland.us/index.php?topic=27230.0

i have no clue about coding in general so ignore any comments I made earlier. trader mentions torque runs on axis-angle representations (think polar coordinates/vectors)
This topic is useful; and will probably go great lengths to adding yet another recoil system; so players will probably have 3 options now.

so i haven't posted here ina while


khan update op with new pack arleady