I don't know how many of you have been keeping up to date with my coding progress or any of my armaments, (HK Being a good example); but I've been working on and refining some codes I call my "AdvGuns Support". The premise behind them is simple: To allow for the most advanced and well integrated armament features that any up and coming weapon designer would be at a loss without. The codes themselves are (Hopefully) well written, easy to understand, and implementation is as easy as adding the:
RYG_Support = 1;
(That minus is an Equals... wtf?)Into your guns, among a few other interesting values, allowing for maximum customization.
As this is strictly a code project, there are no real pictures I can show, just feature listings, and a few interesting points worth noting.
Features Included:- Adaptive ammo system: Different from Space Guy's version, featuring a setItem fix for events that force items into the player's inventory.
- Includes dryfire support: AKA Firing without any bullets in the mag. (Can Be Toggled Via RTB)
- Extra round support: Allows for there to be an extra round in a mag if you reload it without emptying the clip, for example: 15/30 goes to 31/30 bullets. (Can Be Toggled Via RTB)
- Advanced Recoil Codes and Falloff Functions: Functions included to allow weapons a wide variety of spread and damage features.
- Movement Modifiers: These are significantly more dynamic than the simple "IF VELOCITY > 1" codes. These will take into account the player's velocity, and how long since the user stopped moving, so accuracy will not return to flawless when the player isn't moving, and moving faster will cause recoil to increase.
- SpamFire Support: These recoil codes require a user to have short controlled bursts for more accuracy, as spamming the trigger or firing often will cause the weapon's recoil to skyrocket, allowing for interesting burst requirements if the user wishes to retain accuracy.
- Damage Falloff: Weapon damage falls off with range, further the bullet travels, the less damage it deals. (Can Be Toggled Via RTB)
- Bipod Support: Weapons can implement a Bipod to correct accuracy, The bipod works by requiring players to find the TOP OF A BRICK and right click. This will stabilize the gun and greatly reduce recoil. It also has crouching protect, which says that if you deploy your bipod while crouching, and then uncrouch, you will also undeploy your bipod.
- Supports both Raycasting and Non-Raycasting: The codes have been written with support functions that can be implemented by old-school weapon developers who still feel the need to use non-raycasting weapons, although at the moment, more support exists for raycasting.
- Simple & Elegant implementation: Because understanding giant functions is a hard thing to do, and copy-pasting them is even more annoying (See T+T if you don't know what I'm talking about) I have developed all of these codes to be as easy to implement as adding a new variable to your datablock. So even complete weapon designer novices can use these advanced features in their weapons, and make top notch designs.
The features listed above are for the most part completed, there may be some refining to do here and there.
This topic probably looks very familiar, as I made a very similar one, (mostly identical now that I think about it), a while back. The only difference this time around is that I am including two files to download; the (Incomplete) support codes, and some useful weapon assets that I like to use (WIP). These add-ons will be separately developed from the mainstream HK and any other weapon-sets that I create in the future; they are also
available for you to use at your own pleasure in your own projects. If you have suggestions or want me to change, edit, fix, improve, add certain features; feel free to write the changes and show them to me, or simply suggest them to me and I'll get to all of them eventually.
The goal here is to simplify the process of weapon creation to allow for a multitude of creative balancing options and unique weapon handling styles while also simultaneously making it super easy to mass produce different weapons of varying type, I will also be creating a tutorial video on how to create weapons, whether you use my support codes or write your own.
Download Some Support Codes! (If you plan on ever using HK once Khain stops being dead, I recommend you download both of these now.)
V0.8 Advanced Weapons! (Support code that lets you do everything I listed above, and more.) (WIP)
V0.7 Weaponset Assets! (Fancy sounds/effects) (WIP)
I have not had proper time to test the RyAsset file enough to make sure it actually functions properly, As it is definitely incomplete, please let me know if you notice anything Odd going on with the HK pack if you use them in conjunction.
Keep in mind neither are feature complete, so please read the version numbers on each of them! And if you have any questions please: Ask them here!
PLEASE DO NOT FORGET TO CREDIT ME WHEN USING THESE, I WOULD REALLY APPRECIATE IT.Also: Check out the
HK Topic to see very early versions of the weaponset, as well as a more recent alpha build!
And if anyone wants to do me a solid and make this topic look much prettier, that would be awesome! I'm not very good at being artsy fartsy.