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Found 6 results

  1. ORGM Rechambered

    As some of you know, ORMtnMan stopped development of the Real Guns Mod some time ago, but didn't want his work to go to waste. After much hammering away on the keyboard, and testing on poor defenseless zombies I feel its now safe to officially present the results. This brings a number of new features and fixes to ORGM. Current Version: 3.06 Stable Tested PZ Versions: 37.14, 38.28, 38.30 Current Compatibility: PZ IWBUMS Versions: Unknown, I got my PZ from GOG not Steam. If something breaks, It will probably remain broken til the next stable release Necroforge & Survivors Mod: Compatible (built-in patch, as of v2.02-stable) Nolan's ORGM Silencer Mod: Compatible (built-in patch, as of v2.03-stable) Nolan's SuperSurvivors Mod: Compatible (built-in patch, as of v3.04-stable) Any other mods/addons for the legacy ORGM version are not considered compatible. Expect errors if you use them. Changelog can be found here: Downloads: Current Release 3.06 Stable: Old Stable (2.03-stable): Github Development Version: Steam Workshop (thanks to Khaos & ORMntMan): * steam version may not be up-to-date with latest release. Current steam version is 3.04-stable You MUST delete the old ORGM from your mods directory before installing or you'll probably run into some serious issues.
  2. Greetings fellow PZ Community I know firearms are supposed to be loud AF, and Zeds should be attracted to sound. But I would like to be able to use firearms without aggroing half of the town ! Until now I have always used firearms to relocate zombies from one place to another, but never in the purpose of killing zombies. That's something that lacks to the game IMHO, especially with such an awesome mod as ORGM. I have read topics regarding gun suppressors, and players as much as devs were vehemently against implementing suppressors. That's all right by me. But some people enjoy games differently than others ; while I love traveling through the land of Skyrim with tons of lore-friendly mods, adding realistic features, realistic combat system etc... some other people enjoy it by replacing dragons with cute pink flying pegasus ponies, replacing mighty Thu'um shouts with deadly farts, and many more. To each their own, heh ? So my request is the following : could someone make a small mod to nerf zombies' hearing when it comes to gunshots ? Or maybe with the game's words : greatly reduce weapons' noise ? Thank you very much in advance
  3. Two handed vs one handed firearms

    There is a difference between bladed weapons and blunt weapons when it comes to aim in-game. IMO there should be a difference between two handed firearms and one handed firearms (I am using those two terms to encompass shotguns, i.e. not rifles vs pistols). Not only are two handed weapons much easier to aim IRL, but this would stop KOSers who level up "Aiming" quickly with a shotgun and then switch to a pistol. Ability to shoot a rifle accurately ~= ability to shoot a pistol accurately Just a thought.
  4. ORMtnMan's Real Guns Mod 1.242 [32.30]

    Hello All, Here is the link to the most recent version of my mod, which is currently considered to be stable! Installation instructions are included in the folder Going Forward this mod will require Jabs ModelLoader which is included in the download file for your convenience (much thanks to Jab!) Forum Topic here. Also, please be aware that this will require you to be on build 32.30 Patches/Expansion mods I know there are those that say "Don't change guns it will destroy the feeling of PZ". Trust me, I know. Two things. First, I will try my hardest to implement them in game without really upsetting the balance of the game. Second, if you don't like it don't download it. No need to bash the mod unless you want it and it doesn't work right... What the mod currently includes as of version 1.24: - 102 guns (not including sawn-off versions, fire mode changes and muticaliber gun conversions like .357 to .38) - see list below - 16 gun modifications - see list below - 3 gun repair items - Custom inventory icons for all items - Custom models for guns - Custom firing sounds for most guns - Custom gun Reloading/Racking/Manual Action sounds for every caliber - Fire mode conversions (for guns with multiple fire modes) - Guns can use substantially similar caliber rounds (however, be aware some rounds will change how fast or slow a gun degrades) - Slug rounds for shotguns have a chance of spawning (shotguns require a conversion to use however) - Weapon conversion recipes that transfer (or remove) ammo - Ability to unload ammo from guns/mags - Custom reloading scripts for various gun setups including magazines and speed loaders - Full distribution of guns, magazines, mods and repair items in containers and possibly on dead bodies - Guns will spawn with possible damage, a possibility of having loaded ammo and a possibility of having mods attached I am also accepting suggestions for gun additions. Here are the parameters for suggestions: Here is an awesome link that has a full listing of items included in the mod: Here is the list of included guns (101 in total not including sawn off or multi-caliber differences) and Gun Mods Revolvers - 15 added by this mod Shotguns - 12 added by this mod (and 6 sawn-off versions) Assault Rifles/LMGs - 15 added by this mod Rifles - 15 added by this mod Sniper Rifles - 6 added by this mod SMGs - 14 added by this mod Gun Mods Here is a list of guns I have had suggestions for (or I thought of) and will add: Here is a list of guns (or functions) I have had suggestions for and will not add at least for now: Current Mod To-Do list Hall of Scholars and Gentlemen; Without whom, this mod would not be possible. (In no particular order) Obvious Ollie - for helping with some scripting, creating the original poster, testing, being a constant companion in this process, reminding me that I have this project to finish, working on some models, AAAAAAAAAND doing some awesome free advertising for the mod. PZ-NOOB - Testing, ideas and promotion of the mod! (Most awesome of all!) Fluffe9911 - for being the Doge master and for being one of the wonderful promoters of the mod! WolfeClaw - Providing his awesome gun models! Jopo80 - Great ideas for weapons and new functions Jab - For creating the ModelLoader which has made the mod compatible with other custom model mods ( and made my life immensely easier, no more having to edit the java every time I put in a new model) Fuji - Helping with an incredible amount of coding, providing gun models , making an awesome new poster and an incredible mod page title picture!, and being the awesome person who figured out how to unlock custom models for guns! Also, for being generally awesome! FLAKT - For providing more sound files for the mod. nolanritchie - creating a full item list, see the link above Khaos - Creating the wiki for ORGM, bug testing and possibly some models! Eddy-baby - For bugtesting and helping with the streamlining of the mod ExitiumRock - for breaking me through some coding walls and doing extensive (and helpful) testing. Archadeas - EXTENSIVE testing, an insurmountable number of ideas and providing fixes for my stupid mistakes! Reblar - Tracking down some coding errors and advocating for inclusion of my mod in his server. the_fallguy - Constructive criticism that is leading to some fixes, and a hoard of good gun suggestions turbotutone - Helping me through my contex menu issues. Pravus - For making the RKF mod for which I drew inspiration, and learned how to do distributions from scouring his code. Supporters on this thread - For sending good vibes and egging me on. Also good gun suggestions. Some examples: carmakazi 956Texas Tech-Com Lamrett KingKickass1552 Usage of my material If you are so inspired by my mod, or things in my mod and you use some of my coding, or items, or whatever, please at least let me know and give some attribution... some of the coding I have done took a lot of trial and error. I am not going to say you can't use my material because: 1) I do not have the means to really enforce or prove it 2) If you can make a better mod than I, I would rather improve the overall community than force my mod to be the only one. This hasn't happened yet, I am just going to get ahead of the ball here.
  5. Disclaimer: I've only played a couple hours since 2012 so I'm not entirely sure if some of the mechanics and additions I describe would fit in with the game, or be possible in the engine, but here goes. Suppressors I think firearm suppressors would be a great addition to the game because right now, firearms are very rarely a viable option, and can turn an emergency situation into an even worse one by attracting more zombies. Crafting: This would necessitate the existence of a mechanics/physics skill, or maybe a firearms knowledge skill? Anyway, the player would need several materials, tools and the correct level of said skill/knowledge. This would make it difficult to acquire quickly. There could be several levels of crafted suppressors, each being more effective than the last, but likewise requiring more materials, time and knowledge. Looting: Pre-apocalypse manufactured suppressors would be extremely rare (There'd be a good chance of none spawning) but to make up for this they would be more effective than a DIY one. However, they would only work for a certain class of firearm and no others, whereas crafted ones can be made for any firearm. Gameplay: When attached to a firearm, a suppressor would nullify the report. However, the volume of the shot in the direction of fire would remain similar to that of an unsuppressed gunshot. This means that if there are zombies between you and your target, they will also hear the shot, however the radius the noise travels from the shooter would be reduced. At longer distances though, it would be practically silent. Ammunition crafting: Now this one is a bit complicated and probably won't be added, but with advanced firearms knowledge the player would basically be able to craft different loads, IE high-velocity, or sub-sonic ammuntion. Sub-sonic ammunition would reduce the volume in the direction of fire at a cost of decreased penetration and damage, and would be practically useless without a suppressor. High-velocity ammunition would be the opposite, it would make the firearm have a louder report in exchange for increased damage and penetration. It would also degrade the firearm and the suppressor faster than regular or subsonic ammunition. The player could also manufacture hollowpoint rounds which have increased damage against a single target but virtually no penetration. This doesn't yet seem necessary since zombies will die to one shot anyway, but if there are any changes to that it would be a welcome addition. Weapon Modification: With advanced knowledge in firearms, survivors would be able to make minor modifications to their weapons provided they have the materials. These would include magazine size (In the two higher reloading difficulties, these modifications would be made to the magazines themselves where applicable), stability/accuracy (Stocks and grips [Though they seem 100% accurate at the moment]) and view distance (Improvised/looted optics). With a scope attached, when in aiming mode your field of view would be very narrow, but very long and increase the distance you can scroll off-screen. If you've played Jagged Alliance 2, you have some idea of how I imagine it in my head. Firemodes would also be another possible modification, in other words making a semi-auto weapon full-auto. The rate of fire of shotguns could also be increased by converting it from pump-action to semi auto (I'm not sure how possible this would be IRL but I'm sure it would be, given enough patience and knoweldge) The main suggestion here is suppressors. The other two are ballpark, but I included them anyway.
  6. Firearms

    So I was thinking for some time how the weapons could be made slightly more effective with more of a downside. Such as a few more weapons to the game, or allowing certain levels of accuracy to change the effect on zombies. Such as crit. hits on the head, making zombies going into crawlers, that sort of stuff. So what I would out up for discussion would be slight more additions to the firearms. Only a few, and nothing overpowered. I'd suggest the addition of an Sub-machine gun (Semi-automatic only) It'd be an improvement over the pistol in most ways, and use the exact same 9mm ammo. For instance, range could be increased, the magazine could be increased to 30 although the accuracy would be exactly the same. However, there would be a few downsides to this. It would be louder than the pistol, causing more zombies to hear it. Level 2/3 accuracy (Or reload) would be needed. I assume a sub-machine gun would be harder to aim than a pistol and so without the correct accuracy/reload level then the player would just not be able to use it 'stating something along the lines of I don't trust myself with this' or something. Also, it could not be equipped with a silencer. Which brings me to my next point. Silencers. Silencers could be extremely rare, accuracy level one and to of read a book on equipping silencers. This would mean that people who use handguns (As it'd be for handguns only) could use it to be more silent. It'd be as loud as a melee weapon then, or a little louder. The downside could be that accuracy is reduced, and the handgun's 'life' is reduced from 1/60 to 1/20 or 1/15. Lastly, what about skill books for guns, only causing a slight xp boost. Sorry about the rant about guns, I really enjoy using the guns in PZ, and I find having the sandbox settings of Zombies - Insane, high health and extremely strong with loot abundant to be quite fun!