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Found 6 results

  1. v41 IWBUMS PTB. I'm not sure if Ive done something wrong but I cannot ever find a magazine for a rifle. I've been to the gun store, cleared it, no magazines for the 7 rifles I found there. I've been to the shooting range cleared it, same thing no rifle magazines. Is there a setting I'm missing in regards to them spawning? Is there a way for me to spawn in a magazine for the rifles so I can at least test them out for myself? PLease help
  2. Hi, I think put bullets in campfire will be a cool feature for make distration. Thanks
  3. I'll try to keep this relatively 'simple'. Aiming and Firing The aiming system we have in-game right now isn't all that great; You look in the general direction and hit a target without really aiming at all. I haven't played multiplayer yet but I don't really think that the current aiming system will work very well with it at all. I think hand-to-hand weapons are okay, but guns aren't. First of all, with the 3D system, when aiming, arms should be slightly detached from look direction, so it's a sort of keyhole aiming style. So if I'm facing forward, I can move my character's arms still to aim within that 45 degree forward direction. Bullets would be fired towards the mouse cursor, however would take height into account too. Say you're got a zombie next to a wall, he's standing still, so it's purely a target to shoot at. If you howver the cursor over the grass in front of the zombie, the gun will be 'aiming' at the ground, so the bullet will hit the dirt. If you hover the cursor over the zombie's legs, it's aiming at that height, and will hit the legs. If you hover the cursor a little above his head on the wall behind him, the bullet will hit above him. This would work by having an invisible 'aim target' attached to the cursor, which would move across the space in 3D, up and down walls, along the ground, etc, kind of like a laser pointer from the gun to the mouse. The gun would then trace a ray from the gun's 3D position (even from rooftops or balconies) towards that point in space, and if it intersects with something along the way then that is what it will hit. For example, you're on a three-story building rooftop, in front of you is two-story building with one zombie on the roof. You aim your mouse cursor at the road behind that building, so although you've aimed at the road, if the 3D ray passes through the zombie, it would hit him. This ray would be invisible, and the aiming would not be 100% accurate (skills would play a larger role here), but I think this would work really well for making sure PVP gunfights aren't a "I can click faster than you" affair. Gunshot Wounds So to combat the DayZ style bloodlust that some players may have, gunshot wounds should be dangerous, but not instakill dangerous. Basically, the player body model is already in-game, you've got your body parts which can be damaged, etc. So depending on where the raycast hit point is on player's avater, that part of the body would be damaged with a gunshot wound. A gunshot wound would cause bleeding and agony, and the 'Needs medical attention' moodle would linger until the bullet is removed. You could get lucky and the bullet may pass through you entirely, but if not, then you could risk trying to pull it out yourself (and likely infect your wound), or try to find a doctor. Depending on where the bullet hits, you would have effects to your character: Head = Instant kill Neck = Death in under 5 seconds, slow movement, heavy bleeding Chest = Death in under 10 seconds, slow movement, crawling, heavy bleeding Stomach = Slow movement, crawling, heavy bleeding, possible passing out (Likely needs someone to drag you to safety and carry you back to camp) Legs = Limping or crawling, bleeding Arms = Decreased melee damage, decreased pushback force, bleeding And also, all gunshot wounds should be treated properly, and I believe the devs plan to overhaul the medical system which would definitely play into this to ensure the wound doesn't become infected. Having these effects for getting shot would make it more of a risk to try and shoot someone. These factors would come into play: -You may miss. Result = DEAD -You may hit them and they may shoot you back. Result = INJURED -You may kill them and their buddy shoots you. Result = INJURED OR DEAD -You may kill them and steal their supplies. Result = ALIVE So you'd need to be a good shot, you'd need to be quick enough to pull your gun, aim accurately (+ have good aiming skill), and shoot them before they can react and run/start shooting, and even if you down them, they could still shoot you before they bleed out. Taking Cover This one isn't so big, but I believe sneaking will make players crouch low in future versions, so having more low objects like cars and what-not would allow for some really intenses gunfights. Well, those were my ideas as simple as I could get them, still pretty long, but let me know what you think. This would be a lot of work for the devs but I personally think that in order to have PvP being fun and giving players a chance to defend against griefers and bandits, this is the way it should be done. Thanks for taking the time to read through. -Ben
  4. With the addition of build 32 we can remove gunpowder from bullets. I believe that the bullets disappear after the powder is removed leaving out a very good method of recieving metal. In the future thist will be a valuable resource in creating nails and such. Could you consider letting us keep the empty bullets after the gunpowder was removed?
  5. I apologize firstly for the small book below, and if this has been suggested previously, as I am new to the forum. I've been playing PZ for a while, and have thought that a reloading system (similar to "Fallout: New Vegas") would be a major addition to the game. As an avid shooter in real life, I understand the advantage of having the tools required to reuse my spent shell casings. It isn't a hobby EVERY shooter does, but I'm sure every shooter appreciates. In the game, I understand that we are trying to survive, and not scrounge on mall parking lots looking for little brass shell casings (hard enough to find when you aren't looking over your shoulder for zombies) but if the player were able to find occasional small and rarely large caches of used, empty brass (or hulls, for shotgun...of course) and able to find lead fishing weights or tire weights, BBs or anything that could be melted and poured into a mold (nails for a shotgun shell...picture it...you know you want to), it would add to the atmospheric realism, as in a war-torn suburban region (especially in Kentucky) these would be fairly common. Regular smokeless gunpowder would have to be scavenged, but blackpowder can be made from natural materials (no, I'm not familiar with what exactly they are, but it is something a lot of preppers talk about doing). The only other element would be finding primers (the part of the cartridge that ignites the powder...makes it go boom). These come in sleeves of 100 in real life, and if a cache of reloading supplies were found, they would likely be in the mix. The best example i can give is to check out "Fallout: New Vegas's" reloading system. You can find the brass and hulls in the world, and for every round fired, theres a percent chance (i don't know what, maybe 20%) that you will recieve an empty case. The powder is found in jars, and cannot be crafted. The bullets are constructed from a parent materieal simply referred to as "lead." Primers are also found in the world...there are different sizes but i wont go into that for the purpose of this post. An example cartridge would require 1 case (of respective cartridge, since PZ doesnt deal with cartridge, it would simply be 'pistol' or 'shotgun shell'), lets say 5 powder, 1 primer, and 7 lead. Bigger cartridges would take more powder and more lead and so on. In F:NV the player must use reloading stations that cannot be moved...however in PZ, the use of single-stage, hand presses could be used to allow hauling back to base camp. The other advantage this could allow...again pointing at Fallout...is the ability to craft different types of rounds. Although armor piercing (until you have the military to deal with) wouldnt be practical, the use of hollow-point (HP) and jacketed-soft-point (JSP) would grant some combat bonuses. Maybe I'm getting too deep with this, I just know it's a valid skill. I'm aware it would really take some doing to do it right, but it would give an extra dynamic to the shooting element of the game. The use of smokeless vs blackpowder would cause some grief in real life, and would demand constant cleaning of guns...so it would be a matter of where do we draw the line. It would also possibly open up a new 'profession' for participants in a role-playing server. Someone who can keep you in ammo is as important as your botanist and your doctor.
  6. The zombie apocolypse. A very rough senario that can be difficult to go through, and you have to try your best to survive. But let's be honest, you can't always be looking for bullets, and your gun isn't always going to be at tip-top shape. Ammunition Crafting and Gun Maintenance: Weapons are crucial in the zombie breakout. They protect you and make the scary things go away with a bang. The bang being your gun. However, guns aren't the same as a baseball bat. You can't just cover it in duct tape and say it's good. You need to use bullets and take care of it. This being you: -Getting shells, gunpowder, and components to make the bullets and -Knowing your gun's problems, fixing them, and maintaining them The problem thou, is not everyone is a gun nut or gun smith. This is where a learning tree comes in. Overtime, you learn, adapt, understand, maybe even find a book to inform you more. Not to say this is how you will always find bullets, but you it's unreliable to rely on luck. And no, this doesn't mean you have to start mining for lead and steel to make bullets. I'm sure you'll figure a way to get the metal and powder. Maybe illegal fireworks and smelted down scrap metal, who know's?; and at least know what your shooting so that it doesn't blow up in your face due to lack of oiling. It's hell out there, and you want to live as long as you can. Every second counts, so make sure you know your safe for at least another night.
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