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 231859 times)



considering dat smg

Gotta add some rather unique guns. no pics because I'm on my phone, sorry.

HK417 w/ 16" barrel
-Can be used as both a DMR and an assault rifle.
-Low ROF, high damage, high recoil but highly accurate for first few shots.

AEK973
-High damage but with relatively low accuracy
-High RPM for an assault rifle, recoil mechanism makes it very manageable.

MP5K/10 PDW
-Basically a custom MP5K PDW (you can find a pic on Wikipedia) chambered in 10mm Auto.
-Normal RPM, lower capacity, high recoil
-Very powerful
-Sleek nickel finish on metal parts

MSMC
-Fires larger 5.56mm PDW rounds.
-Higher damage than most PDWs but at the expense of higher recoil

M4A1 CQBR .50 Beowulf
-Compact assault rifle with a .50 Beowulf upper reciever.
-High recoil and low accuracy, but magnum-level damage.
-Extra damage against vehicles.

AK12 Grendel
-Moderately-high damage and recoil
-Good accuracy
-Can fire full auto or in a 3-round burst with a single click. (Some weird sequencing could go on here.)

Smith and Wesson Model 500
-Extremely high damage revolver.
-Very high recoil, slow recovery time.

EDIT: OH YEAH HOW COULD I FORGET

AK-9 Silenced
-Lower RPM than AS Val, but with higher accuracy and lower recoil.
-High damage at close range, armor piercing.
-Looks loving sick.
« Last Edit: March 03, 2013, 01:46:28 PM by AromaniaFTW »

So yeah you guys heard the list was narrowed down.

Code: [Select]
ASSAULT RIFLES:

- AN-94 [Full-Auto/2 Round Burst]

- L85A2 [Full-Auto]

- M14 EBR [Semi-Auto] [Laser Sights]

- M16A4 [3 Round Burst] [Grenade Launcher]

COVERT:

- FMG-9 [Full-Auto] [Supressor] [Flashlight]

- SVU-AS [Semi-Auto] [ADS] [Supressor] [Laser Sights]

- USP.45 [Semi-Auto] [Supressor] [Flashlight]

- W1200 [Pump Action] [Supressor] [Flashlight] [Slugs]

LAUNCHERS:

- M320 [Single Shot]

- RPG-7v2 [Single Shot]

LETHAL:

- Frag Grenade [Single Use]

- Molotov roostertail [Single Use]

- Semtex [Single Use]
LIGHT MACHINE GUNS:

- L86 LSW [Full-Auto] [Bipod]

- RPK-74M [Full-Auto] [Bipod]

MELEE:

- Combat Knife [Backstabs] [Throwable]

- Riot Shield [Breakable] [Plantable]

OTHER:

- Ammo Box [Re-Useable]

- Crossbow [Single Shot]

- Medic Syringe [Re-Usable]

PLANTABLE:

- C4 Explosive [3x C4s]

- M18 Claymore [Single Use]

PISTOLS:

- G18 [Full-Auto]

- M1911 [Semi-Auto]

- M9 [Semi-Auto] [Flashlight]

- M93r [3 Round Burst]

- Raging Judge [Semi-Auto]

SHOTGUNS:

- AA-12 [Full-Auto] [Buckshot]

- SPAS-12 [Semi-Auto] [Buckshot]

- R870 [Pump Action] [Buckshot] [Flashlight]

SNIPER RIFLES:

- Intervention [Bolt Action] [ADS] [Laser Sights]

- WA2000 [Semi-Auto] [ADS] [Laser Sights]

SUBMACHINE GUNS:

- MP7A1 [Full-Auto]

- P90 [Full-Auto]

TACTICAL:

- Flashbang [Single Use]

- Smoke Grenade [Single Use]

- Stun Grenade [Single Use]

so, if you have a suggestion, please post it here, what gun will it replace, and why.

and i hate the aek971 lol
« Last Edit: March 03, 2013, 01:54:04 PM by Khain »

It's always the AEK971 that gets all the love...

Quote
and i hate the aek971 lol
good so add AEK973
« Last Edit: March 03, 2013, 02:04:33 PM by AromaniaFTW »

Is there an option to remove the weapons shaking up and down? It's just one of my pet peeves, but other than that I love the pack so far.

Is there an option to remove the weapons shaking up and down? It's just one of my pet peeves, but other than that I love the pack so far.
What do you mean weapon shaking?

Also Here's this:
Code: [Select]
$Pref::RYG::ReloadingEnabled = 1; // Do the guns reload? (YET TO BE USED AT ALL)
$Pref::RYG::ExtraBullet = 1; // Add an extra bullet on reload? (EG: 26/35 goes to 36/35 bullets)
$Pref::RYG::DamageMode = 1; // Set to zero: Softcore (1/2 Damage), 1 is normal (Normal Damage), 2 is Hardcore(Double Damage)
$Pref::RYG::HardcoreDmg = 200; // Percentage of default damage dealt when hardcore is on.
$Pref::RYG::SoftcoreDmg = 50;         // Percetange of default damage dealt with softcore on.
$Pref::RYG::AutoReload = 0; // Reload automatically instead of dryfiring?

If the RTB prefs are not showing up for whatever reason, change any of these via console.

It's always the AEK971 that gets all the love...
good so add AEK973
there is no real difference between their design so lol

What do you mean weapon shaking?
When you fire your player does the brick planting animation, in first person it kinda bugs me.

there is no real difference between their design so lol
True but
the aek971 fires 5.45mm rounds
the aek973 fires 7.62 x 39mm rounds, same an AKM fires
great excuse to make a powerful, lower recoil high rpm gun!

obviously he doesn't like the design of it?
real life performance really wouldn't have any bearing here

obviously he doesn't like the design of it?
real life performance really wouldn't have any bearing here
yeah i just thought of that lol late bloomer here
But but but the prototype version looks cool

Im still getting a glitch where you go into negative ammo and never have to reload. I thought that was fixed...

Im still getting a glitch where you go into negative ammo and never have to reload. I thought that was fixed...
turn off dryfiring

PP90M1, one of my favorite little sub-machine guns ever. If you were to do this, I'd prefer it have the stock on the back. I just think it looks so much better.