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carmakazi

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    Man
  • Interests
    Firearms, Camping, Hunting, Metalwork, Machining

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  1. On the upside, its my first time back in a while and I'm glad to see this mod has improved, and I applaud you for keeping it alive. Especially glad that switching fire modes or ammo types is much more seamless and doesn't eat your attachments and ammo. Been playing with tweaked spawn rates to test out how much different guns and ammo spawn (and have some fun with them as well) and I have noticed a few things. 1. The Glock 22 has a magazine capacity of 10, when the IRL standard for it is 15. Is it meant to be a state-restricted model or something? 2. Weapons dropped on bodies are very frequently fully kitted out with attachments. I don't know if it's some setting I have, but it almost seems gratuitous at times. On an AR-15 or similar rifle it might make sense, but I've seen more than one M1 Garand with 4x scopes/tactical lights/lasers. Every other pistol has a red dot sight and a light/laser. I don't know, it's just an observation. 3. I feel like 7.62x39 and 7.62x54r ammunition doesn't spawn quite enough compared to other ammo types like .223 or .308. Though 5.56 and .308 see a lot of both civilian and professional use, the Russian calibers are still widely available here. It's just kind of disappointing that I've found two AKMs and three SKSs and only one box of x39. Something I would like to see besides more standard content are different types and sizes of magazines for different guns. For example, an AR-15 only uses 30-round magazines right now, but perhaps you'd be able to find both smaller magazines like 10's or 20's, and larger mags and high-capacity drums? Perhaps the Glock 9mm line could get the 33-round stick, and have the smaller guns be able to take the larger models' magazines like in real life? I don't even know if this would be possible as it seems like the capacity is tied to the gun and not the magazines, but I think it would be a good way to flesh things out a little more and make better use of some guns like the Glock 18 and Vector. Also, is there a current list of guns in this game that people can look at?
  2. Had a strange thing happen just now. Was clearing out the prison with a Super 90, and found a nice shiny Ruger Redhawk (so to speak, it was pretty beat up) on a body that I wanted to try. So I opened a box of .44 and tried it out, to little success since I only have 1 aiming and it had a 2x scope; not ideal for close range. I tried a couple cylinders and loaded it a third time, then went back to the Super 90. It wasn't until I returned to the armory that I saw that something was wrong: Somehow I had stuffed 12 gauge shells in it, AND a +1 to boot. I thought maybe it was something wonky with the menu since I was using the shotgun before, but I unloaded it and sure enough: Seven 12 gauge shells spit out of it. So far I have not been able to recreate this. I am positive the previous reloads used .44 Magnum, as it spit out .44 cases and there are 9 rounds missing from my box (I found it loaded with 3.)
  3. AFAIK there is and was never a Hi-Power in .357 SIG from the factory. Everything I get is drop-in barrels to convert .40 S&W models, and they are discontinued due to reliability and wear issues like many similar conversions for other guns. There are a couple single-stack guns that come in .357 SIG. The SIG P239, off the top of my head. 7 rounds.
  4. As of the current build I have acquired both the base game's generic guns and ammo as well as ORGM guns and ammo. Something needs to be changed with the removal script, likely something minor.
  5. Any chance we can get a status update? Also, how would I go about accessing and editing the code of this mod? It'd be strictly for my own tinkering, mostly with spawn frequencies and such, but I'd like to start making heads and tails of Lua. If I ever get to a point where I'm comfortable with it maybe I'll get more ambitious and try to lend you a hand.
  6. Generally the rule is you never load a gun before you are ready to use it, and you only load the amount of ammunition you need or are going to shoot. I only load one round in my shotgun at a time for just clay shooting, despite being a pump action with a 4 round magazine. For semi-automatic weapons with detachable magazines, it's usually just easier to put a loaded magazine in for practice instead of worrying about the one round. The only time I'd really consider doing it is for self or home defense to get the extra round. For example, my home defense shotgun in real life is stored with full tube and a round in the chamber, for 7+1 rounds. A lot of people carry their handguns this way as well. For hunting, a lot of places have limits on how much ammunition your gun may hold. For most hunts, my shotgun's tube needs to be blocked to hold two rounds, plus one in the chamber for a total of 3. It must be physically blocked, you can't just load that many shells. This is strictly enforced by game wardens. Note that some guns, namely a lot of bolt-action rifles with fixed magazines, cannot load an extra round on top of a full magazine.
  7. M21 SWS is already in the game, Mk14 EBR and Springfield M1A are in the pipeline. The AR-15 is a semi-automatic only rifle in game. It is merely categorized under assault rifles.
  8. They're all roughly the same to me, so probably the one that weighs the least, which is likely the M4. Later on, though, I imagine there are some guns that are going to be more prone to malfunction, and/or need to be cleaned more often.
  9. Beretta 1935 (Semiautomatic pistol, .32 ACP, 8 round magazine) --Not a real common piece these days, but a large number were brought back as trophies from WWII. Fairly small and concealable for a military gun. Beretta Tomcat (Semi-auto pistol, .32 ACP, 7 round magazine) --Very small and easy to conceal. Out of production but they're still floating around. Beretta 21A Bobcat (Semi-auto pistol, .22LR, 7 round magazine) --Same basic design as the above, but in .22LR. Still in production, but not real popular. I wanted to give .32 ACP some more love.
  10. Out of curiosity, how is the weapon spawn rarity coded? Is it a numerical value or do you group each gun under a certain class, like "common" or "very rare?"
  11. .22 Magnum -Kel-Tec PMR-30 (semi-auto pistol, 30 round magazine) -NAA (North American Arms) Sidewinder (single-action pocket revolver, 5 round cylinder) -Marlin XT-22 (bolt action rifle, offered with either a small detachable magazine or a larger tube magazine) -Henry Pump Octagon (pump-action rifle, 12 round tube magazine) .17 HMR -Savage A-17 (semi-auto rifle, 10 round magazine) -Ruger 77/17 (bolt-action rifle, 9 round magazine) -Taurus Tracker 17 (double-action revolver, 7 round cylinder) -Henry Varmint Express (lever-action rifle, 12 round tube magazine) Made the trip from Muldraugh over to the gun store in West Point, got some neat stuff, including a 500 round can of 10mm and an American 180. Found a 1000 round can of .22LR earlier breaking down storage units, so I'll be having fun later. On another note I'm beginning to look like Morgan from The Walking Dead while he was raving mad. I'm just living in the warehouse at the edge of Muldraugh with a camp and my big arsenal set up on the roof.
  12. Good suggestions, I'll add them to the lists! The rare guns will be fun to find, but probably not very effective to use for the exact reasons you state. You are much more likely to be using a shotgun or a beretta/glock than an StG on a regular zombie killing basis. I want to provide that realistic feeling of diversity (though some guns people may never be seen in the RL lifetime). Plus some people like collecting guns, and it provides a platform with which to teach people more about various guns. If it were not for the extraordinary amount of guns available in Jagged Alliance 2 1.13 I would not know nearly as much as I do about guns because it sparked my curiosity. I already put in a bunch of common guns for players to play with, so I have just been adding guns now as they get suggested or hit my fancy. Also, adding guns is not that difficult, the mechanics behind guns (which is the more important part of my mod in my opinion) is the more time consuming and difficult part of the mod. I do appreciate and understand your concern, are there any more common guns I should move up the list and rarer guns down? I understand. From what I read it seemed like you had half a mind to keep rarer and functional duplicate guns out early on, but started adding them later. Now it makes sense to me. Catches of the day: -The Mosin Nagant appears to be functioning semi-automatically. I tested out my Remington 700 to make sure it wasn't all boltguns. -The Glock 22 has a 10 round magazine instead of the usual 15. Was this purposely done as a restricted magazine? -The M24 in your weapon pipeline is not typically chambered in .300 Win Mag. A more appropriate rifle in the caliber would be the XM2010, which is the same action in a neat looking chassis, and is US Army-issued. The M24 as issued in the Army is a .308/7.62 rifle. Weapon suggestions: -GSG 522 (.22LR MP5-style semi-auto rifle, 22 round magazine) -Weatherby Mark V (as a .300 Winchester Magnum bolt action rifle, 3 round magazine) -AR-7 Survival Rifle (.22LR semi-auto rifle, 7 round magazine) -Springfield M6 Scout (.22LR/.410 combination gun, should be interesting to code) -Take a look at the Calico series of weapons. Pretty interesting design that allows 50 or 100 rounds in one magazine. They come in 9mm and .22LR, pistol and rifle. -Springfield M1A (.308/7.62 semi-auto rifle, 10 or 20 round magazine) -Marlin 1895GBL (.45-70 lever-action rifle, 6 round tube magazine) Would you consider adding .22 Magnum or .17 HMR?
  13. Some other guns I thought of to diversify existing calibers: 7.62x39 -VZ-2008 (Semi-auto rifle, 30 round magazine) -CZ 527 (Bolt-action rifle, 5 round magazine, of DayZ fame) -Ruger Mini-30 (Semi-auto rifle, 20 round magazine) -SIG 556xi Russian (Select fire or semi-auto only rifle, AK-pattern magazines, possibility for caliber conversion to STANAG 5.56) 7.62x54r -PSL (Semi-auto rifle, 10 round magazine, would almost be a carbon copy of the SVD ingame, but it's much more available in the states) -VEPR Hunter (Semi-auto rifle, 5 round magazine) -Winchester Model 1895 Russian (Lever-action rifle, 5 round internal magazine) 7.92x57 -Hakim (Semi auto rifle, 10 round magazine) 5.7x28 -Savage Model 25 Walking Varminter (Bolt Action rifle, 4 round magazine, out of production and probably pretty rare) -AR-57 (Semi-auto rifle, 10, 30, or 50 round P90-pattern magazine) 7.62x25 -PPS-43C (Semi-auto "pistol", 35 round magazine) -CZ-52 (Semi auto pistol, 8 round magazine, carbon copy of TT33 gameplay wise, thought I'd throw it out anyway) -Dominion Arms P762 (SIG P22x knockoff, 10 round Canada-restricted magazine, unavailable in the states, but that hasn't stopped you so far) .500 S&W -Big Horn Armory Model 89 (lever-action rifle, 7 round tube magazine, semi-custom, pretty rare) Honestly, even as I'm typing some of the more obscure guns on my list I have to ask: is this really what you want? When you roll out your planned magazine system, it's going to be a nightmare finding extra magazines, let alone more ammo, for your STG-44 or your VSS Vintorez, if you ever find the guns in the first place. Is it really worth going through all the paces just to make 100 guns that most players will never see in a casual game, and would be of almost no use if they did? Maybe at least put some of the rarer guns on the backburner in favor of more common ones?
  14. Made an account just to comment on this. -I bet someone has said it already, but converting your gun between semi-auto and full auto, and presumably between ammo types, eats the weapon mods on the gun. -.30-30 Winchester is erroneously called ".30-30 Springfield," at least on the 20 round box. -I have problems with using cleaning items on some guns. I can clean my Beretta 92, but not my M1014 or P90. EDIT: It seems that some guns have the "repaired" value in the little info box and some do not. So far I am seeing that the Benelli M1014, Glock 20, Walther PPK, Beretta 471 Sawn off, and P90 do not have it. -Shotguns with 00 buck generally seem...lacking in authority. They seem to do a lot of pushing back, with only an occasional kill, even with decent aiming skill. -I tried using an M4 in semi auto...I couldn't hit anything. I maybe killed 6 or 7 zombies and expended 100 rounds of ammo. Is the low accuracy of full auto carrying over to semi-auto? -EDIT: I am of the opinion that the AMT Automag spawns a little too much. I've found three of them so far, compared to only one example of common pistols like the Glock 17 or SIG P226 I'm also looking through your weapon pipeline and I have some concerns with the rarity of a couple items. I know you have some exotic weapons that pop up extremely rarely, but I think these might be a bit too much. -Pancor Jackhammer. There is literally one working model, and it's a tool room prototype, i.e. an ergonomic nightmare. You need to almost completely disassemble it to reload it. -The HK UCP never left prototype stage. Nobody but HK knows for sure, but it's likely I could count the number of prototypes on one hand, and they're all under lock and key at HK. The MP7 would be reasonable as some US police issue it to SWAT and motorcycle units. Finally, I would like to suggest the Beretta Cx4 as a 9mm, .40, or .45 semi-auto carbine as you see fit. I would disagree, because of three things: 1. People don't just buy and keep ammo if they don't have a gun. People who own ammo will 99% likely own a corresponding gun. 2. Production of ammo will have stopped. 3. People will have expended large amounts of ammunition fighting off zombies and looters in the early days of the outbreak. I think you would have exponentially more guns than ammo the longer the outbreak lasted. Though I will agree that it wouldn't be unreasonable to have zombies that were only able to grab some ammo from somewhere while they were among the living.
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