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TOShok

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Everything posted by TOShok

  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
  16. In that case I'll keep everything else as is, and when you've got what you want to do how you want it, I'll pick it up and add the rest into yours, taking what you've got already as templates. I can't remember if it was just me, but I think the FSL LSR is in Rifles.txt as FNFAL, then the actual FAL below is FNFALSA and FNFALA or something like that.
  17. Okay, as I go through the weapons I'll put next to each what they should be in regards to actionType and slideType. If the weapons will work considerably differently, will weapons be using different sets of stats to make them work, or are the values otherwise pretty much the same? (for example, currently I'm looking to plot out what sort of SwingTime numbers will be needed, what SoundVolume should be, etc.) If yours are going to use different values, I may as well also put those sorts of things on here too, so that the other weapons to be added can be added to yours later. (if you want them to be) Also, it might be useful for reference to keep the weaponType on the spreadsheet, just because for example there are break-action rifles, shotguns and if I recall, there's a break-action pistol too (and derringers would fall under break action pistols I suppose) - having it on there helps to remember what exactly they are if the name isn't enough.
  18. Swing Time mostly seems to be set currently to either below 0.5 for automatics or somewhere around 0.7 for semi autos. Recoil Delay seems to be set to 1 for automatics, and 12 for semi autos. Other than those two I didn't notice any on a very brief sweepthrough of the SMGs and Rifles txts, but it was only a very quick look.
  19. I'm assuming if I make a Util3 (and possibly longer), I'll need to add in some section to get the mod to read that file somewhere. I'm out and about so I'll take a look later. I was going to just take it the way it is - if that's how it worked, that's how I'll have it work. So Weight is how encumbering it is stowed and Weapon Weight is how encumbering it is equipped. Makes sense, though likely I'll just put them both the same, make up a "first run" version and see how it feels, then fine tune stats as required. I am currently working through the current stats for weapons and trying to create some sort of arbitrary statistical basis to properly balance (or rebalance) all weapons by - the stats before worked well but I expect that they'd be less ideal when the number of weapons is quadrupled and the weapons need to be more tuned to be unique - there are for example a lot more calibers of ammunition so .22s are no longer the only really small pistols etc. As for what Fenris is doing, I'm not messing with the way code works - what I'll do is finish my spreadsheet of stats for weapons, ammos etc. and put it up here, so it can be used by whoever wants just a long list of guns, and then fill out the mod in it's current form - can't hurt to have them both, and if anything it gives me something to waste away days on. I do like the sound of that logical order way though. If you want me to add columns in it with slide types and whatnot, stick up a list of classes you use so I can use the right terms. I do know that the fire rate on weapons is the SwingTime - I did find that at swing time set to 1, automatic weapons fire at about 3 rounds per second. Seems a bit odd but hey, whatever. A real life interesting thing I also found is that shotguns are quieter than some handguns, decibel wise.
  20. I don't know whether that should make me excited or scared Does this mean I'll hit problems if I'm broadly angling at getting in most of the OP list of weapons? Presumably that'll also cap out Util2 as well... I'll have to see if I have a Conversions cap problem as well I suppose. Oh okay, so bigger bang equals bigger splat. (So tempted to set it to maximum on the bb guns in case anyone ever kills a zombie with one xD) Edit; after experimenting with a magically shape-shifting SIG550/SR25/HKG3/VEPR12 magazine (I'm a mad genius, the military's weapon designers should hire me), I've found that as the way it currently works, for the speedloader plan I had I'll have to have it like a toggle chain; Hopefully I got the Reload Classes right, I have them in my data sheet now - just doing some ammo stuff. Just discovered there are now (and I even killed off a few from the original list by merging them into alternatives) 52 different ammunition types. Wow. The other thing I'm confused about in the .txts for now is the weight thing going on. Some weapons have a matching Weight and Weapon Weight (like the Bren Ten where both are 1.1), others don't match, and initially I assumed one was loaded and the other unloaded, except that the weight of the weapon and magazine don't add up (like the Beretta 92, with Weight 0.9, Weapon Weight 0.8 and magazine Weight 0.2). To make sure I set this right, what exactly determines these (and what's the difference between the two).
  21. They are now I suppose, yes - I guess I'm still thinking in terms of the time it was made for service rather than modern day. So in that case, I suppose WeaponManualMF is going to be the answer. As for the ammo, I think it's because initially the mod wasn't accepting obscure or rare ammunition types - as the Lee-Enfield was the only weapon chambered for .303, it was just put down as 7.62/.308 because that already was in the mod for numerous weapons, instead of having .303 just for that one weapon - because my intent is to no-life my way through this for 2 months, I might well add a substantial number of weapons to this and some of the listed to-comes are also in .303, and it's even listed to change the LENo4 to .303 - this will be done in whatever abomination I manage to create. If this is the case, I may well use Util for all the normal guns and just put the less normal ones like slugs, the .410 Bore pistols, BB guns, etc. in Util2. If I'm honest I don't really know the scale relevance of much on the .txt files - my intent was to fill out the existing weapons on my spreadsheet, so I have the AKs and ARs and handguns next to each other for things like range and damage - that can give me a set of comparative points to try and fill out the rest - I'll get to that later. Also, appreciative of an opinion on ammo; a) I've for now named shotgun cartridges 12ga Buck, 12ga Slug, 20ga Buck and 20ga Slug. I feel this helps to differentiate the different sizes, and there aren't multiple sizes of buckshot used at the moment. b) I've elected to limit down the number of speedloaders from one per weapon, but not to use actual speedloaders as they aren't clear as to what they fit. I'll be using a two-part form of speedloaders - all speedloaders will specify if they are for 5, 6, 7 or 8 round revolvers, and will specify a size range of either .100-99, .200-99, .300-99, .400-99 or .500-99 - these will be swappable (like the guns themselves) to fit any suitable ammunition for their capacity and size range that you might need.
  22. I see that there now, I will admit I'd basically looked at the first 15 lines or so and the last few and not seen the few differences in there. So I need to make sure for every non-magazine weapon (e.g. tube fed or break action shotguns) I include an empty line. I can't remember if/where else I saw it, but I do know the Lee Enfield No 4 is currently set to WeaponAutoMF - that's a bolt action rifle usually fed with stripper clips or individual rounds - by this reasoning should it not be set to WeaponManualIM... or WeaponAutoIMSL (there isn't a WeaponManualIMSL)? I mean the magazines are technically detachable though they aren't intended to be reloaded that way. Yeah same. I know each weapon in the script .txt files has an individual reload time for each weapon - so all I can assume is that the weapon reload time is the time to swap magazines, and the magazine reload time is how long it takes to refill. That said, not knowing what "30" is (1/100 of a second, 1/60 of a second, 1 frame) I don't know how I would put more appropriate numbers on that - I guess I'd just leave it as 10 and 30 for any new things. I'd still ideally need to know this for setting weapon reload times. The weapon types broadly seem to be different but similar to above, I don't think that either is exclusively for specific prefixes. Also what confuses me more is that some weapons are split across both (most buck shotguns are listed in standard and their slug counterparts are listed in 2) but some regulars are listed in 2 as well, and a lot of switch-calibre weapons have both calibres listed in either standard or 2, but not split. Thanks for that, for today I'll probably be sitting on Excel listing everything on the front page along with what goes with what and working out what the names for everything will be. EDIT - Also I'm looking at the .txt files and some things make sense, others make sense but I'm not sure what the scales are, and others I have no idea. SplatNumber?
  23. Well my job has ended for this year now, so given that I haven't heard much about this I was going to have my usual heavy-handed play with it and see what happens. (Disclaimer - I take no responsibility if I create the real life Phantom Virus by accident). I actually finished a couple more models but then kind of stopped between work and that this seemed to go very quiet for a while. That said it's worth noting as before that I basically don't know how any of the stuff works, and I usually just operate off changing numbers and seeing how badly my laptop combusts as a result - so there are a few some a lot of things I don't really know as to why they are as they are - these are just a couple of things that I can immediately see that I don't know about. 1) In ORGMDistribution.lua; a) why there are some tables that appear to be identical (e.g. CWCBoxTable and CWCBoxTable2) b) why some tables have empty entries that are just "" (e.g. CWCMagTable) 2) In ORGMReloadUtil.lua and ORGMReloadUtil2.lua; a) what determines which reload classes are used for which weapons - I thought I got it at first until I started seeing Autos on bolt actions and IM and IMNCs and realised I'm not sure at all b) what "rackTime" and "reloadTime" are measured in, and if there's a specific reason they are all the same at 10 and 30 respectively (is this in frames) c) what determines if a weapon should go in ORGMReloadUtil.lua or ORGMReloadUtil2.lua Apologies it's probably really simple stuff - you're talking to someone who's understanding of code is how to do a tiny html thing to make a message marquee across a blank page. If you're busy (as you probably should be with a young child!) and don't know the answers easily enough, don't worry about it, I'll just keep messing - that's pretty much my plan for the .txt files of weapons, as that's probably going to be too much to try and explain. Hope it's all going well with the usually-joy.
  24. Good luck with family life And thanks for the work to now, it's already a good mod and hopefully will be a great Base to continue with.
  25. I usually play on easy, and it just reloads from the pile of bullets or shells in your inventory, without any magazines.
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