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 231749 times)

everytime i try to keep stealth u guys wont let kane
it's taking time to update because my scripters are lazy fuks and hells is dead

it's still alive, but dead at the same time :(
Wasn't hells always dead? I don't even know why his name is even on these weapons, he really didn't do anything other than the dm mod that's supposed to go with the guns, which I haven't seen since day one of working on this.

Also, why is the word "Scripters" plural, I've been the only person besides you writing any code.

Also, I thought this pack was finished though; and what up with the new models, I didn't see any updates in my dropbox.
« Last Edit: February 20, 2013, 12:34:45 AM by Rykuta »

hels fixed ur cod 2 nub b grateful

 :cookieMonster: What's going on in here? lol


Hi Khain, I'm unable to use my computer for reasons I cannot share in public. I'm kind of lazy with PM's too, but when I'm not on Steam for a while just remember I probably won't be for a bit so don't bother telling me to get on (because you always do, haha.) and so I hope that this clears things up.

You should really finish this thing up though, well I mean you owe me too. :-)

Hi Khain, I'm unable to use my computer for reasons I cannot share in public. I'm kind of lazy with PM's too, but when I'm not on Steam for a while just remember I probably won't be for a bit so don't bother telling me to get on (because you always do, haha.) and so I hope that this clears things up.

You should really finish this thing up though, well I mean you owe me too. :-)
I'll try to get myself onto dayb, Idk it doesn't feel right without you in steam :V

So I got all excited with my idea for a TDM. I was gonna make a T+T vs. H&K. In fact I DID make it. Then when I went to do final testing, I hit the problem of ammo on H&K guns going negative. Turns out it's because it conflicts with T+T. Is there any way to fix this? I put a lot of time into that TDM. :(

EDIT: Posted a thread asking about this. Got a response. Am now depressed. Please fix this A.S.A.P.  :panda:
We'll work into it, but T+T isn't uh, "good", H&K is far superior, but as well people still hold a love for T+T.

We'll work into it, but T+T isn't uh, "good", H&K is far superior, but as well people still hold a love for T+T.
No reason to be hating on T+T, the only reason it's incompatible with H&K is because Rykuta didn't want it to be. Not because T+T is 'inferior'.

No reason to be hating on T+T, the only reason it's incompatible with H&K is because Rykuta didn't want it to be. Not because T+T is 'inferior'.
T+T is a poorly coded junk set that makes a mockery of decent programming practices. Even so, I did not design my codes to be incompatible with T+T; as far as I'm aware, there shouldn't actually be any problems. The only thing I can think of is that because my ammo system changes the base for weapon ammo in general, T+T's old base clashes with the new one.
« Last Edit: February 20, 2013, 09:01:25 PM by Rykuta »

i remember seeing this in a fort wars server. unfortunately, the ammo system is screwed up. some guns keep going beyond 0. the only hk guns that dont go past 0 are the ones that use ammo drops.
« Last Edit: February 23, 2013, 07:08:39 PM by mr. engino »

i remember seeing this in a fort wars server. unfortunately, the ammo system is screwed up. some guns keep going beyond 0.
blame the host for not knowing how to use add-ons

blame the host for not knowing how to use add-ons
actually, the guns worked fine on their server, it doesnt work when I was using them. the only ones that do work were using ammo.

of all the guns i have tried, only 2 worked the way they should. i might be missing a crucial mod for this, i might not but, that is disappointing.

We'll work into it, but T+T isn't uh, "good", H&K is far superior, but as well people still hold a love for T+T.
I still respect T+T, but yeah, H&K is much better. Anyways, I'm keeping T+T for now because it has good grenades, as well as the gauze gun, syringe, and melee weapons. Until H&K gets some specialty items, I'm gonna need to keep T+T. Luckily if I only activate medical, melee, and explosive on T+T, there is no confliction! Keep up the great work Khain.   :cookie:

Also, remember when I was at your server helping you test these? You should make that glitch where they had blue trim an actual feature instead of a bug.  ;D

of all the guns i have tried, only 2 worked the way they should. i might be missing a crucial mod for this, i might not but, that is disappointing.

A general rule of thumb, Enable only default addons, and this weapon pack, try again.


IF it still doesn't work re-download it.

If that doesn't work you borked it.