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 232636 times)

i think the battlefield method would be pretty cool but i think that ammo box idea should only apply for the weapons you're carrying as to not give you ammo for another weapon in that you just pick it up and have an ample amount of reserve ammo for a weapon you didn't even have in the first place

Unless you know what you're doing, like bushido, generally you'd want your weapon pack to have unlimited ammo but still have reloading to balance it.
can you stop rooster sucking for a second

make more makeshift guns

For some ungodly reason the limited ammo system is literally pooping on me. Despite all debugger tests and in-game tests (AKA echo statements and manually checking what the values are on the player) proving that the intended variables to keep track of the player's current ammo, are in fact working... When you actually use the weapon, it always displays the  "NOPE U HAVE NO LEFTOVER AMMO, PLZ CRY." msg, and refuses to allow you to reload.

I probably misspelled something but I seriously can't find where if that was the case.

This however raises an important question: do you even want limited ammo as an option for the weapons, and if so in what way would you want it to work Presently, I have a few ideas. I can obviously do all of them and make them an option for you to toggle about, but that will take me a lot more time and effort.

First and Third options are already implemented, third works perfectly, first needs work.
  • Battlefield type system where every single weapon has its own unique ammo count, and can all be resupplied at an ammo box.
  • Bushido system where each weapon has some kind of ammo type, so having two separate side-arms will not give you an ammo advantage.
  • No limited ammo system, the entire concept just flat out doesn't work in Blockland and shouldn't exist.
  • A Clip/Yolo/Mag based system which would only be applicable to weapons with such things, requiring more tactical intelligence with your reloads.

What do you folk think?
1) regarding that ammo glitches; i've had the same issue with Bushido's T+T, specifically two magnum types. when I pick up ammo dropped from players, specifically, it instantly resets my reserve to 0. I've found that this happens when I use a specific set of addons with each other, regardless if I redownload T+T or blockland. Without any of the other addons, it works fine, and I can reload/pick up ammo fine with the magnum before I pick up a player-dropped ammo cache.
Maybe your issue is similar to that and you can trace what is causing the problem by looking through that?

2) Bushido system is most likely best for BL to reduce complexity. Battlefield-type just makes it complicated in regards to managing ammo reserves/switching guns.

Battlefield style. I don't want someone to constantly spray me with 1,000,000 bullets.

i just thought of the liberator model and i had an idea
what if when you killed someone with it either their weapon drops or whatever weapon they were using ends up in your inventory in place of the liberator

1) regarding that ammo glitches; i've had the same issue with Bushido's T+T, specifically two magnum types. when I pick up ammo dropped from players, specifically, it instantly resets my reserve to 0. I've found that this happens when I use a specific set of addons with each other, regardless if I redownload T+T or blockland. Without any of the other addons, it works fine, and I can reload/pick up ammo fine with the magnum before I pick up a player-dropped ammo cache.
Maybe your issue is similar to that and you can trace what is causing the problem by looking through that?

2) Bushido system is most likely best for BL to reduce complexity. Battlefield-type just makes it complicated in regards to managing ammo reserves/switching guns.

Torque is just confusingly broken at times lol, I'll figure something out.

Bushido's I would actually argue is more complex, since the battlefield system only requires me to create a single ammo item, and I can balance every item to only have a set reserve max, instead of a type max. (SMG with 24 rounds vs one with 32, 32 round one would probably have more in reserve.) But Bushido's ammo currently all the rage.

Also, I can't confirm, but the ammo box you throw down might have an Easter egg that causes it to explode when it touches stuff instead of giving ammo. Ammotrap.exe lol

It fires 5.56, so no, not really

but here's a folding stock version of it


snip

how the forget is your hand supposed to fit on the handle when the stock is unfolded

how the forget is your hand supposed to fit on the handle when the stock is unfolded
that's not a pistol grip
you hold it normally like a semipistol grip

that's not a pistol grip
you hold it normally like a semipistol grip

what the hell does that even mean

what the hell does that even mean
you hold it like you would this

i thought you were assuming that you'd hold it like a normal straight and vertical pistol grip like on an assault rifle

So the SU-16 with a pistol grip, and very scary looking scope.



Yikes.

So the SU-16 with a pistol grip, and very scary looking scope.



Yikes.

At that point, why even have a SU16

if you can't fold or fit a spare magazine in the stock, what's the point

it's very lightweight and you could still collapse the stock
it also has a reliable gas piston mechanism and probably good ergonomics with its polymer parts

it's very lightweight and you could still collapse the stock
it also has a reliable gas piston mechanism and probably good ergonomics with its polymer parts

B-b-but it doesn't look as cool