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Bourbon

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Posts posted by Bourbon

  1. Do you consider "hardcore" Reloading Options with your animations? I see the Character changeing the magazines and racking the slide in one animation. But with hardcore reloading Options there would have to be three seperate animations: Ejecting Magazine, Loading Magazine, and charging weapon.

    Also I dont see a racking- animation for the pump shotgun. (Also the sounds for the M16 dont sound so good, but I belive they are WIP?)

     

    Everything else looks quite good.

  2. @Fenris_WolfI would like to make a dummed down version of ORGM to play with my friends on a server. I just want to take a few guns out and rename others into generic names, so my non-gun-guy friends can understand it better.

     

    For easy accsess I would like to release it on the workshop, is that ok for you?

     

    P.S. Love your work :)

     

    Edit: Well this is another case of "I should have read first, asked later" Just found your instructions in the mod data. So I will just do a patch mod.

  3. 2 hours ago, sumdood said:

    It would be pretty neat if they could give us an update on the NPC development progress.  It's been a couple of years since the community has heard anything about it.

    This is intentional. The devs made the mistake of showing animations too early, and the hype train began rolling. When they couldn´t/wouldn´t deliver in time the hype train derailed and community was outraged. They don´t want something like this happening again.

  4. 23 hours ago, Fenris_Wolf said:

    until reloading casings is implemented

    I worked on a mod called "Handloading Mod" It was a rework of Rausheims Handloading mod. Its on the Steam Workshop. If you want I can send you the files so you can use it for reference when working on your handloading stuff. If you think that my shitty script would be of any use to you.

  5. I LOVE this Mod! You really knocked it out of the Park @Fenris_Wolf I just tested it and everything seems to work perfectly. I can only imagine how much time this took you to make. I honestly thank you for your work. This is great! Someone should tell the Devs so they feature this mod in the next Thoursdoid. If I had anything to say in the development of PZ I would integrate your mod into the main game (just change weapons names for legal reasons).
    THANK YOU!

     


    I have some ideas for improving this mod:
    -Let the Player Charakter say what he/she is doing like "racking a round in" when the player presses x to chamber a round

    -give us a keyboard button for a manual saftey if the gun has one

    -add a keyboard button for checking if there is a round in the chamber and then let the player charakter say if the gun is ready. I know you can check this by looking in the menu, but a button push would be faster and cooler

    -add new hotkeys for "equip sidearm" and "equip longarm" like the ones we already have for equipping blunt/or blade weapons

    -"click" sound for playing russian roullette

  6. 2 hours ago, ORMtnMan said:

     

    You can do that sure. The effects of the ammo eg damage changes and such will not be changed in the xmls. There will be a lua library with those values. When it is done that is... Once the new system is ready, I can work with you on adding the values to the lua library.

    Sounds great. I will get cracking. I´ll tell you when i´m done.

  7. 2 hours ago, ORMtnMan said:

     

    Well I'm not sure how the code would apply to your mod at the moment. All I have completely working is the guns reference a table of ammo, which are only string name references. The assigning of ammo effects and values hasn't been finalized.(I am curently working on the racking change)

     

    If there is some coding you would like help with or you would like to preemptively know how code your ammo, let me know...

     

    Unfortunatly i suck at coding :/ otherwise i really would like to help you. I overthougth my priorityes about the roadmap for my mod, as many people request ORGM-compatabilty, I am going to make our mods compatible. (From my side this only needs scripting the ammo + recipes from your mod in, but is alot of work). Do you think this makes sense, or would it be rendered obsolete when your new update rolls out?

  8. 8 hours ago, ORMtnMan said:

     

    That part I already have working, it works by assigning an ammo table to a weapon instead of a single ammo type value. The parts I still need to work on are the racking scripts, detection of the ammo type and adjusting stats if needed and some other things. Right now trying to make my rack scrit trigger without triggering the base game one is difficult. It took me a while to work around the vanilla reload code...

    Can I use the code in my Handloading Mod, of course with giving you credit? I would really like to add a bit of risk to handloading at low skill and with using handmade materials.

  9. @ORMtnMan How are you getting along with making guns aceppt different kinds of ammo without having to "convert" them via a recipe.

     

    I thought about adding multiple homemade and factory kinds of ammo like, wax slugs, and hollow points, etc. to my handloading mod.

     

    But making many bullet types is kinda stupid if the player would have to "convert" the gun for every one of them.

     

    BTW: I decided to get more content into my mod before making it compatible to ORGM to avoid having to do work twice.

  10. I am a total Gun Nut.

     

    I used pretty much all of my vacation time this christmas to update Rausheims old Reloading mod. And here it is!

     

    handloading.png

     

    ATTENTION! Ejecting empty cases works only if you play on english! ; "P" is a debug button for spawning every item in the mod, to test it!

     

    Contents!

     

    New Items!

    -empty gun cases, primers, bullets, and powder for all four vanilla calibers (.223, .308, 9mm, ShotgunShells)

    -Reloading Press for Shot and one for bullets

    -Handloading Manual, neccessary to know the recipes

    -New tool to dismantle cartriges: Pliers

    -Bullets molds for all calibers

    -Maintanance Kit and Lubricant for fixing guns!

     

    New Recipies!

    -Use a reloading press, empty gun cases, primers, bullets, and powder to create ammo. (Must be learned from manual)

    -Improvise Shotshell Wads from Magazines and Newspapers

    -Melt scrap lead in a pot, put it into bullet molds and manufacture projectiles and shot

     

    New Mechanics!

    -Your gun ejects empty cases when firing!

     

    Downloads:

    Steam Workshop:

    https://steamcommunity.com/sharedfiles/filedetails/?id=838799167&searchtext=handloading

     

    Direct: (install in mod folder in C:/user/zomboid/mods)

    http://www.mediafire.com/file/agykg8tt6408926/HandloadingMod_V._0.1.zip

     

    Usage of my material:

    MODS_02.png.56ba655b519d5823efe413223f383cb0.png

     

    Please credit the people involved in creating this mod!

     

    Roadmap (no particular order):

    -I didn´t get it to work and gave up.

     

    Changelog:

    V.0.1.1
    -You now need to set up the Reloadingpress with a die set
    -Debug button disabled by default. Can be reenabled in the lua files.

     

     

    Credits!

    Thanks to:

    - Rausheim! For creating the original Mod, which I updated

    - tommysticks! For helping with the clusterfuck with spawning empty brass (cases)

    - Everyone who playes my mod and gives me feedback on it. I will try to improve it as best as I can!

  11. @tommysticks

     

    I GOT IT WORKING! OMG I AM SO HAPPY!

     

    Prepare for some weird error report!

     

    So i got my game on German because I played it with my girlfriend. THAT was the mistake! The Code you´ve written gets the Weapons name, which is different in German! So it could never have worked in German!

     

    So now everything is kinda working as it should, i will be working on getting the first release version of the mod out.

     

    HUGE Thanks again for your help. You will be mentioned in the Mod´s code and also in the Mod Post!

  12. Didnt work again. :( Something is wrong on my end. Debug button didnt work either. I am going to check everything and will get to you when I know more.

     

    Thanks for your help, you will hear from me when i got it working. I will get back to my usual computer on monday and will try it there again, reinstall PZ etc.

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