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TOShok

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  1. Oh yeah, for now what i've done is basically copy the glock model and renamed it a load of times to fill in for semi automatic pistols, etc. Then as I get round to it, I'll replace those placeholder files that are already in the right place with the right name - thus avoiding needing to find and rewrite all of the entries later. Does make the mod bigger for now, but no bigger than it will be when it's done.
  2. I have icons and such for them, not the models and textures - I intended to get them in and working, rip out any that just don't work with the mod if there are any, then look at how many will effectively be the same model. Once I know what models to get/make, then I'll start on that - most likely, I'll get the mod working with them all while just using existing models as fill ins for everything first - no point collating all the models if some will be unnecessary and others will be excessively similar to ones that will already be in. (Aside from this, the mod as of ORMtnMan's last update still was missing models for most current weapons, so it's something that would have to be a concerted effort to fill regardless.) TL;DR - no, I just don't want to do waves of additions because that can get messy and inconsistent, appearance after function is my current direction.
  3. Ah I see. I just got a little confused about the difference between the two - I saw both are possible to be manually operated, and Double automatically cocks. Got that now. Going through doing the ammo variants now, I haven't seemed to find anything troublesome yet. If it is of interest, I've put in the list of weapons I had collated to the ORGM list, that was an easy bit. If you want to look it over, I'll attach it, but I don't think there'll be problems with that bit. (I am aware that its one entry per line, I will remove the line breaks later but it was easier for me to be writing in entries line by line - less confusing to look at if I lost where I was.) ORGM.lua
  4. Yeah, that was my reasoning - good that I'm not being dumb. Also starting to dig into WeaponData - am I right in thinking that Auto action type is for weapons that eject and load from firing? If so, I can't think of any weapons that would be Auto and Single Action - cocking the weapon happens automatically during the cycling... but then I'm sure there's one somewhere. (Though quite a few would be Double Action, with the ability to lower and cock manually, I suppose.) Just asking because it's listed in the start of the file as a setting.
  5. So as I have it with the not duplicating items, the only things being listed twice are shotguns available in both full barrelled and sawed off states - as this shouldn't be changed at any point currently and is just the way the gun is, I'm listing them as separate weapons. Do you suggest I do it differently, or is this a good (enough) way to handle this? The option could always be looked into later as to if you could saw off those weapons with a hacksaw or something.
  6. Nice, my self made instruction/template sheet was pretty long haha.
  7. What I will likely do when given time then is grab your github copy and tear it apart looking at where everything is, then start plugging in piles of weapons and see if it works. I haven't grabbed any icons for weapons ammo etc not already in the mod though, that will be a project to come.
  8. Is it now ready for me to start pulling the weapon files you've got out to start making my set of them, or is it still subject to change? It reminds me I was going to look up some other ammo types too, things like flechettes for shotguns, AP and the like. (Think I'd get away with adding DU rounds as military only? ;p)
  9. Nice. I wonder how much I'll screw it up before I get adding stuff to it right though. XD
  10. That's great, so the problem of forced loading ammo you don't want is circumvented. This was my concern with lots of ammo types - that after depleting the standard ammo, it would have an issue picking which secondary ammo to select.
  11. Hmmm. I think you might be right. I would say change the cone of fire to be a straight line but then it'd never miss. Out of curiosity, does your way of loading etc allow for more than 2 ammo types? No problem if not, just wondering about the idea of multiple shotshell sizes (maybe 00, 2 and 4). Though again, these would need to change projectile count so...
  12. Nice, I'll keep them all separate on my spreadsheet so I can see which stats I have changing, but use it the way you're making it down the line.
  13. We'd consider it useful... I don't think mine was useful to anyone but my amusement. In fairness though, I know little to nothing about code so my part will largely be after you're mostly finished - adding new weapons in using what you've already made.
  14. Looking at your status effects in those, shooting yourself did indeed cure your boredom. I really ought to be doing something useful, but I spent all of yesterday digital bowling. Please don't judge.
  15. All I can think when reading this is "ooooo nice fancy things". I think this ammo mixing could become a bit cumbersome from a gameplay perspective too - aspects such as what if you want to keep preferred ammo for a weapon that is non interchangeable, or if you don't notice the ammo switch mid-magazine and find it doing less damage suddenly. Also, with my dire lack of knowledge, this is just an assumption - I would expect that while many things can fire both 7.62 and .308 for example, I would expect feeding and other reliability issues if a magazine was mixed ammo, especially in full auto. Might be wrong. That said, auto selecting magazines based on what they're filled with and their capacities would be pretty nice. Another "ooooo, fancy" from me - though I can only imagine what's going to be involved regarding tools, powders and such for that. :s
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