Sooner535 Posted October 18, 2015 Share Posted October 18, 2015 Quick Q Ortman So I was looking at the code for the Glock 20 (actually all weapons but, more specifically the Glock as I own one IRL and it seems like a good one to start out with at lvl4 aiming. So base hit chance is 50 (I assume percent?) now it says the aiming perk addition is 15 is this per skill point? And if so that means I have a 110% chance of a hit with beta blockers? (starting to not need them as char doesnt get scared with hordes of 100+) how does this all factor in? Also the crit chance (which I assume is the chance of a 1-shot) is 20 (yet again percent?) plus my 4 aiming 4x20=100 so I have a 120% chance at a crit? If this is the case then I should never ever miss a shot correct? I am just looking into this before I waist all my ammo (I used about 2k 00 buck shot to raise my aim skill to current its half to 5) Any response will be greatly appreciate. Also noticed you said your kinda losing a bit of umph for this mod, anything we (your loyal fans) can do? I would be glad to assist in any way possible Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 19, 2015 Author Share Posted October 19, 2015 Like holding the barrel of a gun to use it as a club :3!!! Hah, maybe, though, that would mean a LOAD of items, and a modification of the gun models for placement in the hands. Don't hold your breath Link to comment Share on other sites More sharing options...
TokamakRaven Posted October 20, 2015 Share Posted October 20, 2015 Like holding the barrel of a gun to use it as a club :3!!! Hah, maybe, though, that would mean a LOAD of items, and a modification of the gun models for placement in the hands. Don't hold your breath Hah that would probably mean that there need to be two different durability settings, one for the bayonet and the other for gun. Probably not possible lol, or else swinging gun around hurts the barrels lol Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 20, 2015 Author Share Posted October 20, 2015 Like holding the barrel of a gun to use it as a club :3!!! Hah, maybe, though, that would mean a LOAD of items, and a modification of the gun models for placement in the hands. Don't hold your breath Hah that would probably mean that there need to be two different durability settings, one for the bayonet and the other for gun. Probably not possible lol, or else swinging gun around hurts the barrels lol There are many terrible considerations here. Link to comment Share on other sites More sharing options...
BetaSpectre Posted October 20, 2015 Share Posted October 20, 2015 I wouldn't mind if bayonets, or clubbing with a gun lowered the durability as if you shot the gun. Melee with guns was never a main feature xD!!! It'd just be fun to see. Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 20, 2015 Author Share Posted October 20, 2015 I wouldn't mind if bayonets, or clubbing with a gun lowered the durability as if you shot the gun. Melee with guns was never a main feature xD!!! It'd just be fun to see. It is on the docket to see if I can do it. Link to comment Share on other sites More sharing options...
Sooner535 Posted October 20, 2015 Share Posted October 20, 2015 Quick Q OrtmanSo I was looking at the code for the Glock 20 (actually all weapons but, more specifically the Glock as I own one IRL and it seems like a good one to start out with at lvl4 aiming.So base hit chance is 50 (I assume percent?) now it says the aiming perk addition is 15 is this per skill point? And if so that means I have a 110% chance of a hit with beta blockers? (starting to not need them as char doesnt get scared with hordes of 100+) how does this all factor in? Also the crit chance (which I assume is the chance of a 1-shot) is 20 (yet again percent?) plus my 4 aiming 4x20=100 so I have a 120% chance at a crit? If this is the case then I should never ever miss a shot correct? I am just looking into this before I waist all my ammo (I used about 2k 00 buck shot to raise my aim skill to current its half to 5) Any response will be greatly appreciate. Link to comment Share on other sites More sharing options...
Sykriss Posted October 20, 2015 Share Posted October 20, 2015 Quick Q OrtmanSo I was looking at the code for the Glock 20 (actually all weapons but, more specifically the Glock as I own one IRL and it seems like a good one to start out with at lvl4 aiming.So base hit chance is 50 (I assume percent?) now it says the aiming perk addition is 15 is this per skill point? And if so that means I have a 110% chance of a hit with beta blockers? (starting to not need them as char doesnt get scared with hordes of 100+) how does this all factor in? Also the crit chance (which I assume is the chance of a 1-shot) is 20 (yet again percent?) plus my 4 aiming 4x20=100 so I have a 120% chance at a crit? If this is the case then I should never ever miss a shot correct? I am just looking into this before I waist all my ammo (I used about 2k 00 buck shot to raise my aim skill to current its half to 5)Any response will be greatly appreciate. I don't know for sure regarding the stats, but what I do know is that with aiming 5 you'll be very accurate with pistols, rarely missing a shot (given that you aren't panicked). Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted October 21, 2015 Share Posted October 21, 2015 Anybody found the Zombie folder on a Mac? Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 21, 2015 Author Share Posted October 21, 2015 Quick Q OrtmanSo I was looking at the code for the Glock 20 (actually all weapons but, more specifically the Glock as I own one IRL and it seems like a good one to start out with at lvl4 aiming.So base hit chance is 50 (I assume percent?) now it says the aiming perk addition is 15 is this per skill point? And if so that means I have a 110% chance of a hit with beta blockers? (starting to not need them as char doesnt get scared with hordes of 100+) how does this all factor in? Also the crit chance (which I assume is the chance of a 1-shot) is 20 (yet again percent?) plus my 4 aiming 4x20=100 so I have a 120% chance at a crit? If this is the case then I should never ever miss a shot correct? I am just looking into this before I waist all my ammo (I used about 2k 00 buck shot to raise my aim skill to current its half to 5)Any response will be greatly appreciate. Quick Q OrtmanSo I was looking at the code for the Glock 20 (actually all weapons but, more specifically the Glock as I own one IRL and it seems like a good one to start out with at lvl4 aiming.So base hit chance is 50 (I assume percent?) now it says the aiming perk addition is 15 is this per skill point? And if so that means I have a 110% chance of a hit with beta blockers? (starting to not need them as char doesnt get scared with hordes of 100+) how does this all factor in? Also the crit chance (which I assume is the chance of a 1-shot) is 20 (yet again percent?) plus my 4 aiming 4x20=100 so I have a 120% chance at a crit? If this is the case then I should never ever miss a shot correct? I am just looking into this before I waist all my ammo (I used about 2k 00 buck shot to raise my aim skill to current its half to 5)Any response will be greatly appreciate. I don't know for sure regarding the stats, but what I do know is that with aiming 5 you'll be very accurate with pistols, rarely missing a shot (given that you aren't panicked). From what I have gathered, there is the base + the increase per skill point. This is your base. Then it takes into account the aiming time. I don't know by what factor it reduces accuracy for snap shots, but it increases back up to 100% at the end of the aim-time stat. Then there is range and fear which both can reduce accuracy. If enemies are within the range min, you will lose a lot of accuracy and vise versa. Within the min and max, there is a gradation, but I don't know what it is off the top of my head because I have not delved into that part of the main game files. Anyway, I hope that kinda helps. Anybody found the Zombie folder on a Mac? I don't... but I am sure one of the awesome people here might know! Link to comment Share on other sites More sharing options...
Batsphinx Posted October 22, 2015 Share Posted October 22, 2015 http://projectzomboid.com/blog/2015/10/mod-spotlight-real-guns/ RickL, ORMtnMan, RicoUK and 7 others 10 Link to comment Share on other sites More sharing options...
PZ-NOOB Posted October 24, 2015 Share Posted October 24, 2015 Congrats on getting a mod spotlight. This mod deserves it. Zorak, ORMtnMan and Sykriss 3 Link to comment Share on other sites More sharing options...
fluffe9911 Posted October 24, 2015 Share Posted October 24, 2015 Yay congrats man ORMtnMan 1 Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 25, 2015 Author Share Posted October 25, 2015 Thanks! I was really honored! Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted October 26, 2015 Share Posted October 26, 2015 So about that zombie folder on a mac... Link to comment Share on other sites More sharing options...
EnigmaGrey Posted October 26, 2015 Share Posted October 26, 2015 So about that zombie folder on a mac...Right click the app and view its contents. Link to comment Share on other sites More sharing options...
EnigmaGrey Posted October 27, 2015 Share Posted October 27, 2015 Had to remove the mod from SpiffoSpace Proving Grounds due to the num lock + # / shift + # debug stuff being available to all. Link to comment Share on other sites More sharing options...
RicoUK Posted October 27, 2015 Share Posted October 27, 2015 Edit: Nevermind. Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted October 28, 2015 Share Posted October 28, 2015 Had to remove the mod from SpiffoSpace Proving Grounds due to the num lock + # / shift + # debug stuff being available to all.Shitty time to have a Macbook. Since the NUM lock no longer exists. Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted October 28, 2015 Share Posted October 28, 2015 So about that zombie folder on a mac...Right click the app and view its contents. You sir are a god damn genius! Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted October 28, 2015 Share Posted October 28, 2015 Now I can load the MOD LOADER but Zomboid won't start unless I go back to the OG files. Link to comment Share on other sites More sharing options...
UncleFubar Posted October 28, 2015 Share Posted October 28, 2015 Lately I've been seeing people on Zeek's Haven and the SpiffoSpace modded server using the test cheat key. Dunno how they found out, one person said they use the arrow keys and shift to run and it was accidental. I'm not going to repeat the specific keys here, but it's being talked about openly in global chats and basically breaking servers. Piles of guns n ammo just dumped everywhere for anyone to pick up.Would it be possible to add the option for admins to change it or remove it entirely for public servers? Thanks Link to comment Share on other sites More sharing options...
Sykriss Posted October 28, 2015 Share Posted October 28, 2015 As a temporary fix, you could go to Zomboid\mods\ORGM\media\lua\client and remove the ORGMTest.lua file which contains the definition for that debug key and what it does. I'm not sure if clients will have to remove it as well or if the file will simply be ignored as it isn't part of the server files. Link to comment Share on other sites More sharing options...
justinpatrick1011 Posted October 28, 2015 Share Posted October 28, 2015 What about if we add Mk14 or M39 EMR? Link to comment Share on other sites More sharing options...
ORMtnMan Posted October 28, 2015 Author Share Posted October 28, 2015 Lately I've been seeing people on Zeek's Haven and the SpiffoSpace modded server using the test cheat key. Dunno how they found out, one person said they use the arrow keys and shift to run and it was accidental. I'm not going to repeat the specific keys here, but it's being talked about openly in global chats and basically breaking servers. Piles of guns n ammo just dumped everywhere for anyone to pick up.Would it be possible to add the option for admins to change it or remove it entirely for public servers? Thanks Yeah, in the client folder you just need to remove the ORGMTest.lua. The code had nothing to do with the arrow or shift keys Edit: Whoops, should have read further, someone already told you that. Link to comment Share on other sites More sharing options...
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