Poll

what aspect would you think your favorite is?

the models
13 (23.6%)
that sound thing
3 (5.5%)
the bugfixes/better reload
3 (5.5%)
the mods
14 (25.5%)
the iron sights
1 (1.8%)
nothing, i hate blockland
21 (38.2%)

Total Members Voted: 55

Author Topic: The future of blockland weaponry?!?!  (Read 8309 times)

It's about how it simply bloody doesn't fit in Blockland, and this has been said numerous times already.

They really look just fine. They don't look out of place in his pictures.

i also just added a toggle for the distant sounds and fixed a few reload bugs...  ill hafta copy the fixed scripts and modify them to work on the rest of the guns, it might be a bit before there all in top shape!

Code: [Select]
messageall('MsgAdminForce', "\c2Ironsights are OFF");
Code: [Select]
messageall('MsgAdminForce', "\c2Distant sounds are ON");
^^ these notification messages are much better then client center-print :D

They really look just fine. They don't look out of place in his pictures.
To me, the guns are between actually looking good and actually looking like stuff

The sniper looks really cool, but everything just looks sorta... meh.

Am i the only one who just doesn't enjoy HK and all of that stuff? I don't know what it is i just tend to like these kinds of weapons better

To me, the guns are between actually looking good and actually looking like stuff

The sniper looks really cool, but everything just looks sorta... meh.

i think i can improve on the smg a bit, that was the first model i made for this pack, and its kinda easy to tell :P

Code: [Select]
  function UnScopeOnSpawn(%this,%obj)
{
   %obj.client.setControlCameraFOV($pref::Player::defaultFov);
}

there, fixed ur infamous FOV on death bug!

EDIT: in fact i think this will work for every weapon that uses fov, because its called upon player respawn... should i release this as a standalone script?
« Last Edit: June 23, 2014, 07:27:22 PM by zombekillz »

I can't model, I tried once but couldn't figure out how to even make a cube lol

that being said, these guns look ridiculous------ but only cuz they're in the hands of the blockhead. the guns look great, but when held by such a simple player as the blockhead... it doesn't work out for me. I don't think that you should follow HK or TT styles, but just try to scale the guns in relation to the playertype. whatever the hell that means

Updated ammo usage scripts again and added a few new /commands I think soon I can begin focusing more on the mods then the basic functions of the pack... I have yet to finish up the sounds and improve the quality of the modifications

new commands:
/toggleDistantSounds
/toggleAmmo
/toggleIronSights
/toggleUseLightKey
/toggleMods


all pretty self explanatory


Code: [Select]
  function UnScopeOnSpawn(%this,%obj)
{
   %obj.client.setControlCameraFOV($pref::Player::defaultFov);
}

there, fixed ur infamous FOV on death bug!

EDIT: in fact i think this will work for every weapon that uses fov, because its called upon player respawn... should i release this as a standalone script?

Unfortunately that will set everyone to the host's FOV.

Unfortunately that will set everyone to the host's FOV.

gaaah! And I thought it worked so well in testing, is there any way to make it work for everyone?

Nope. Not until Badspot fixes it.

Nope. Not until Badspot fixes it.
well unless the client had a mod as well
But nobody would install a client mod just for a weapon pack.

Actually, someone should make a client mod with all sorts of random, useful functions, like resetting FOV, that can be accessed by server mods (and maybe a keybind to disable it in case the host is abusing it).

Actually, someone should make a client mod with all sorts of random, useful functions, like resetting FOV, that can be accessed by server mods (and maybe a keybind to disable it in case the host is abusing it).

My Weapon_Package_Generic includes the following client-sided code for "perfect" FOV during sights and aim recoil; if anybody wants to use it, here:
https://gist.github.com/portify/29b15213e4c6c074764e

Here's an example of using both of these features:

package MyPackage
{
  function Armor::onDisabled(%this, %obj)
  {
    if (isObject(%obj.client) && %obj.client.zoom !$= "")
    {
      commandToClient(%obj.client, 'Zoom', "");
      %obj.client.zoom = "";
    }

    Parent::onDisabled(%this, %obj);
  }

  function Player::mountImage(%obj, %image, %slot)
  {
    Parent::mountImage(%obj, %image, %slot);

    if (%slot == 0 && isObject(%obj.client))
    {
      if (%image.zoom !$= "")
      {
        commandToClient(%obj.client, 'Zoom', %image.zoom);
        %obj.client.zoom = %image.zoom;
      }
      else if (%obj.client.zoom !$= "")
      {
        commandToClient(%obj.client, 'Zoom', "");
        %obj.client.zoom = "";
      }
    }
  }

  function Player::unMountImage(%this, %slot)
  {
    Parent::unMountImage(%this, %slot);

    if (%slot == 0 && isObject(%this.client) && %this.client.zoom !$= "")
    {
      commandToClient(%this.client, 'Zoom', "");
      %this.client.zoom = "";
    }
  }
};

activatePackage("MyPackage");

datablock ShapeBaseImageData(MyImage)
{
  ...
  zoom = 0.65;
};

function MyImage::onFire(%this, %obj, %slot)
{
  if (Parent::onFire(%this, %obj, %slot) && isObject(%obj.client))
  {
    %x = getRandom() * 6 - 3;
    %y = 4 + getRandom() * 2;

    commandToClient(%obj.client, 'AimRecoil', %x, -%y, 16);
  }
}
« Last Edit: June 24, 2014, 04:44:05 AM by portify »

My Weapon_Package_Generic includes the following client-sided code for "perfect" FOV during sights and aim recoil; if anybody wants to use it, here:
https://gist.github.com/portify/29b15213e4c6c074764e

Here's an example of using both of these features:

package MyPackage
{
  function Armor::onDisabled(%this, %obj)
  {
    if (isObject(%obj.client) && %obj.client.zoom !$= "")
    {
      commandToClient(%obj.client, 'Zoom', "");
      %obj.client.zoom = "";
    }

    Parent::onDisabled(%this, %obj);
  }

  function Player::mountImage(%obj, %image, %slot)
  {
    Parent::mountImage(%obj, %image, %slot);

    if (%slot == 0 && isObject(%obj.client))
    {
      if (%image.zoom !$= "")
      {
        commandToClient(%obj.client, 'Zoom', %image.zoom);
        %obj.client.zoom = %image.zoom;
      }
      else if (%obj.client.zoom !$= "")
      {
        commandToClient(%obj.client, 'Zoom', "");
        %obj.client.zoom = "";
      }
    }
  }

  function Player::unMountImage(%this, %slot)
  {
    Parent::unMountImage(%this, %slot);

    if (%slot == 0 && isObject(%this.client) && %this.client.zoom !$= "")
    {
      commandToClient(%this.client, 'Zoom', "");
      %this.client.zoom = "";
    }
  }
};

activatePackage("MyPackage");

datablock ShapeBaseImageData(MyImage)
{
  ...
  zoom = 0.65;
};

function MyImage::onFire(%this, %obj, %slot)
{
  if (Parent::onFire(%this, %obj, %slot) && isObject(%obj.client))
  {
    %x = getRandom() * 6 - 3;
    %y = 4 + getRandom() * 2;

    commandToClient(%obj.client, 'AimRecoil', %x, -%y, 16);
  }
}

That's very nice, but I would like to know more about Weapon_Package_Generic :o