Poll

Ammo mod?

yes
no

Author Topic: Ammo mod?  (Read 2117 times)

I was wondering if people will like weapons that fire a certain amount of shots then reloads but it has unlimited ammo. I consider this the answer to Space Guy's Weapons thread and because the blockland community is use to having unlimited ammo/no reloads. Please consider this because sometimes if it looks good on paper, doesn't work good when put to the test.
« Last Edit: June 28, 2009, 08:53:31 PM by Stratofortress »

sounds more like reload mod, not ammo mod. If you have unlimited ammo it isn't an ammo mod :/

OFF TOPIC: Warning - while you were reading a new reply has been posted. You may wish to review your post.

ON TOPIC: There's that mod included in the zombie mod my Rotondo (?).

He means something that fires bursts of shots, or has an unlimited amount of reloads, but a limited clip size.

Plus that zombie mod only works if you are using survival player...

it Lags on your server when people are using it

I think an ammo system that could supliment currently-produced weapons would be useful. It would help DMs so that a person with a major trigger finger would actually have to slow down on the firing a bit and try to fire when it counted, instead of 'ohay, automatic weapon! *BULLET SPAM*' which is not fun for anyone.

Perhaps try and make ammo items to increase current weapon's ammo? Like a clip for a small amount (20 or so) and a box for the full ammo of the weapon?

Well, DMs in blockland are mostly abstract stuff. Dont think they like the idea of running out of ammo and looking for more ammo clips while also running from someone because your out of ammo...

Well, DMs in blockland are mostly abstract stuff. Dont think they like the idea of running out of ammo and looking for more ammo clips while also running from someone because your out of ammo...

Well there's already weapons that have to reload. Not sure if there's any machinegun ones, but there's the M9, for example. Know there's others, don't feel like finding em.


I got some of this fro mthe TGEA crossbow.

Code: [Select]
datablock ItemData(CrossbowAmmo)
{
   // Mission editor category
   category = "Ammo";

   // Add the Ammo namespace as a parent.  The ammo namespace provides
   // common ammo related functions and hooks into the inventory system.
   className = "Ammo";

   // Basic Item properties
   shapeFile = "~/data/shapes/weapons/crossbow/ammo.dts";
   mass = 1;
   elasticity = 0.2;
   friction = 0.6;

   // Dynamic properties defined by the scripts
   pickUpName = "crossbow bolts";
   maxInventory = 20;
};

Code: [Select]
//-----------------------------------------------------------------------------
// Weapon Image Class
//-----------------------------------------------------------------------------

function WeaponImage::onMount(%this,%obj,%slot)
{
   // Images assume a false ammo state on load.  We need to
   // set the state according to the current inventory.
   if (%obj.getInventory(%this.ammo))
      %obj.setImageAmmo(%slot,true);
}


//-----------------------------------------------------------------------------
// Ammmo Class
//-----------------------------------------------------------------------------

function Ammo::onPickup(%this, %obj, %shape, %amount)
{
   // The parent Item method performs the actual pickup.
   if (Parent::onPickup(%this, %obj, %shape, %amount)) {
      serverPlay3D(AmmoPickupSound,%obj.getTransform());
   }
}

function Ammo::onInventory(%this,%obj,%amount)
{
   // The ammo inventory state has changed, we need to update any
   // mounted images using this ammo to reflect the new state.
   for (%i = 0; %i < 8; %i++) {
      if ((%image = %obj.getMountedImage(%i)) > 0)
         if (isObject(%image.ammo) && %image.ammo.getId() == %this.getId())
            %obj.setImageAmmo(%i,%amount != 0);
   }
}

The Torque Game Engine demo's crossbow takes limited ammo in the form of separate clip items.

I made a very general system for a couple weapons I have on my server where weapons can take a certain amount of shots and then reload all of it or one shot at a time, but these haven't been released. (if you've been on my server, the Force-A-Nature takes two shots then reloads) It saves ammo between you putting it away and taking it out again, so you can reload around a corner then come and take it out and fire instantly, but you must do the reload after firing twice.

Well there's already weapons that have to reload. Not sure if there's any machinegun ones, but there's the M9, for example. Know there's others, don't feel like finding em.
They used states on those...
Ready-Ontriggerdown=Fire;
Fire-ontimeout=ready2;
ready2-ontriggerdown=fire;

Really crappy way of reloading a weapon

Considering how the current reload weapons we have are among players' favorites, this is fine.

The Torque Game Engine demo's crossbow takes limited ammo in the form of separate clip items.
That is a good thing in a way. Like in the zombie mod, there should be crate bricks for reloading, not just an unlimited feed of ammo.