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ORMtnMan's Real Guns Mod 1.242 [32.30]


ORMtnMan

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I just started playing with this mod again and I am getting this stack trace:

 

-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
ERROR: ItemContainer.AddItem: can't find 
-------------------------------------------------------------
attempted index: getModData of non-table: null
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
java.lang.RuntimeException: attempted index: getModData of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
at zombie.Lua.Event.trigger(Event.java:37)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:141)
at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:150)
at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:1685)
at sun.reflect.GeneratedMethodAccessor258.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:55)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63)
at zombie.LoadGridsquarePerformanceWorkaround$ItemPicker.checkObject(LoadGridsquarePerformanceWorkaround.java:438)
at zombie.LoadGridsquarePerformanceWorkaround.LoadGridsquare(LoadGridsquarePerformanceWorkaround.java:48)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:1052)
at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:175)
at zombie.iso.IsoCell.update(IsoCell.java:5147)
at zombie.iso.IsoWorld.update(IsoWorld.java:2354)
at zombie.gameStates.IngameState.update(IngameState.java:1216)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:636)
at zombie.GameWindow.run(GameWindow.java:1187)
at zombie.GameWindow.maina(GameWindow.java:991)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:168)
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98

 
AFAIK, I have both, the latest versions of the mod and Jabs model loader. I'm also using the Hydrocraft compatibility patch and the Necroforge plug.
 
Though this may be caused by another mod.
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I just started playing with this mod again and I am getting this stack trace:

 

-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
ERROR: ItemContainer.AddItem: can't find 
-------------------------------------------------------------
attempted index: getModData of non-table: null
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
java.lang.RuntimeException: attempted index: getModData of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
at zombie.Lua.Event.trigger(Event.java:37)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:141)
at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:150)
at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:1685)
at sun.reflect.GeneratedMethodAccessor258.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:55)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63)
at zombie.LoadGridsquarePerformanceWorkaround$ItemPicker.checkObject(LoadGridsquarePerformanceWorkaround.java:438)
at zombie.LoadGridsquarePerformanceWorkaround.LoadGridsquare(LoadGridsquarePerformanceWorkaround.java:48)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:1052)
at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:175)
at zombie.iso.IsoCell.update(IsoCell.java:5147)
at zombie.iso.IsoWorld.update(IsoWorld.java:2354)
at zombie.gameStates.IngameState.update(IngameState.java:1216)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:636)
at zombie.GameWindow.run(GameWindow.java:1187)
at zombie.GameWindow.maina(GameWindow.java:991)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:168)
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98

 
AFAIK, I have both, the latest versions of the mod and Jabs model loader. I'm also using the Hydrocraft compatibility patch and the Necroforge plug.
 
Though this may be caused by another mod.

 

 

What version are you using? This call 'getModData()' changed in 32.30, as a result breaking compatibility behind it. 

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I just started playing with this mod again and I am getting this stack trace:

 

-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
ERROR: ItemContainer.AddItem: can't find 
-------------------------------------------------------------
attempted index: getModData of non-table: null
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98
java.lang.RuntimeException: attempted index: getModData of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
at zombie.Lua.Event.trigger(Event.java:37)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:141)
at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:150)
at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:1685)
at sun.reflect.GeneratedMethodAccessor258.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:606)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:55)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63)
at zombie.LoadGridsquarePerformanceWorkaround$ItemPicker.checkObject(LoadGridsquarePerformanceWorkaround.java:438)
at zombie.LoadGridsquarePerformanceWorkaround.LoadGridsquare(LoadGridsquarePerformanceWorkaround.java:48)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:1052)
at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:175)
at zombie.iso.IsoCell.update(IsoCell.java:5147)
at zombie.iso.IsoWorld.update(IsoWorld.java:2354)
at zombie.gameStates.IngameState.update(IngameState.java:1216)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:636)
at zombie.GameWindow.run(GameWindow.java:1187)
at zombie.GameWindow.maina(GameWindow.java:991)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:168)
-----------------------------------------
STACK TRACE
-----------------------------------------
function: GenerateItem -- file: ORGMItemGen.lua line # 9
function: ORGMDistr -- file: ORGMDistribution.lua line # 852
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@775fe23
function: fillContainer -- file: ItemPicker.lua line # 98

 
AFAIK, I have both, the latest versions of the mod and Jabs model loader. I'm also using the Hydrocraft compatibility patch and the Necroforge plug.
 
Though this may be caused by another mod.

 

 

What version are you using? This call 'getModData()' changed in 32.30, as a result breaking compatibility behind it. 

 

I'm using v1.11 of the model loader and v1.242 of the mod. Oh... and 32.30 of the main game.

 

My mods list:

ItemSpawnMod
BedfordFalls
RMBetterShouts
BuryCorpses
cheatmenu
waterPipes
Hydrocraft
JPM-ExtendedBuildingOptions
SVGLittering
My Base Edits
Marijuana
MindMod
ardmanskinmods
gorierzombies
NecroForge
ORGM
bcUtils
hotbar
inSayneElectrics
Edited by RickL
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I'm not sure if this has been mentioned yet but the AR-15 and 10 are not assault rifles, they're semi automatic rifles. Granted, with a tax stamp ($200), knowledge on how to modify them, and the parts ($10,000 to $20,000+) you could potentially make them fully automatic, but the same could be said for any semi automatic rifle on the list.

 

Also, have you considered adding the M14 or the M1A civilian counterpart? 

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I'm not sure if this has been mentioned yet but the AR-15 and 10 are not assault rifles, they're semi automatic rifles. Granted, with a tax stamp ($200), knowledge on how to modify them, and the parts ($10,000 to $20,000+) you could potentially make them fully automatic, but the same could be said for any semi automatic rifle on the list.

 

Also, have you considered adding the M14 or the M1A civilian counterpart? 

 

M21 SWS is already in the game, Mk14 EBR and Springfield M1A are in the pipeline.

 

The AR-15 is a semi-automatic only rifle in game.  It is merely categorized under assault rifles.

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I'm not sure if this has been mentioned yet but the AR-15 and 10 are not assault rifles, they're semi automatic rifles. Granted, with a tax stamp ($200), knowledge on how to modify them, and the parts ($10,000 to $20,000+) you could potentially make them fully automatic, but the same could be said for any semi automatic rifle on the list.

 

Also, have you considered adding the M14 or the M1A civilian counterpart? 

 

M21 SWS is already in the game, Mk14 EBR and Springfield M1A are in the pipeline.

 

The AR-15 is a semi-automatic only rifle in game.  It is merely categorized under assault rifles.

 

 

^^^^ This guy's got it.

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I've noticed the Uzi/Mac10/Mac11 model looks huuuuuge in game, way over-sized. I don't believe you work on the models but if you do, you might want to shrink it down a bit.

Great work as always though, still my favorite mod.

Send me a pic of it, I don't remember if I made that one

Edit: So that is one of mine. I checked out the model and its sized correctly compared to the base game pistol. It's large for a Mac10/11 standin, but keep in mind both that all the guns are scaled up slightly for visibility, and the Uzi in question is a full size carbine similar in size to an MP5K, not the Micro/Mini-Uzi machine pistol.

But send a pic anyway, something could have still gone wrong somewhere.

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i like your mod sir but i have a problem w/ your mod.... i install properly the mod and the modelLoader but there is no gun models... my computer support 3d model too... please help  :(  :(  :( my project zomboid version is 31.13

 

Where did you install the ModelLoader?

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I want to be able to have a colt commander in 45acp or 9mm as they were chambered in such. Also i found it weird that the 45acp cartridges dont work with the m1911 and it takes only regular .45, 45acp stands for colt automatic pistol and from what ive seen is only used in the one rifle and not the pistol the cartridge it was literally designed for.

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i like your mod sir but i have a problem w/ your mod.... i install properly the mod and the modelLoader but there is no gun models... my computer support 3d model too... please help  :(  :(  :( my project zomboid version is 31.13

 

31.13 is too old for the update to 32.30, due to API changes.

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Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

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Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

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Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

Actualy i never even used it on zeds only other players on zeeks haven server with a police officer character and shot some of my friends which is how i came to this conclusion. Compared to a berreta or a glock it takes almost the same about of shots unless they are critical but the berreta fires faster and has better dps overall just want a .44 to mess up someones day like it should.
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Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

Can change the min/max damage per shot fired directly in item scripts? Pretty simple to have zombies say their health to test it out if it needs balancing . . .

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I want to be able to have a colt commander in 45acp or 9mm as they were chambered in such. Also i found it weird that the 45acp cartridges dont work with the m1911 and it takes only regular .45, 45acp stands for colt automatic pistol and from what ive seen is only used in the one rifle and not the pistol the cartridge it was literally designed for.

 

I'll have to look into that, the 1911 should be loading the .45 ACP rounds and not the .45 Colt.

 

As for the Colt Commander, it is a bit too similar to the 1911 to make much difference. There is a .38 super version already in there.

 

What kind of compelling case would you have for the .45 Commander? or the 9

 

 

 

Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

Actualy i never even used it on zeds only other players on zeeks haven server with a police officer character and shot some of my friends which is how i came to this conclusion. Compared to a berreta or a glock it takes almost the same about of shots unless they are critical but the berreta fires faster and has better dps overall just want a .44 to mess up someones day like it should.

 

 

The damage ranges for the game don't really allow for much difference damage wise, but I assure you that the damage of the .44 is quite a bit higher than the 9mm pistols. When using the .44 I have been able to gun down zombies in one shot (when I hit)

 

As Fuji said, revolvers are easier to deal with as you don't need to load mags.

 

 

 

Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

 

Can change the min/max damage per shot fired directly in item scripts? Pretty simple to have zombies say their health to test it out if it needs balancing . . .

 

 

I might need to do some rebalancing later but as I said above, the base game damage range is not very wide...

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For the colt commander here is an exerpt from wikipedia but its the same thing on other sites. "The Colt Commander is a single-action, semi-automatic, magazine-fed, and recoil-operated handgun based on the John M. Browning designed M1911. It was the first mass-produced pistol with an aluminium alloy frame and the first Colt pistol to be chambered in 9mm Parabellum.[1]

Colt made several variations of the Commander and offered it in .45 ACP and .38 Super chamberings. Other variants followed with different degrees of factory accurizing and materials." Key words being massed produced and 9mm as well make more sense for the 9mm version but the 45acp was very common and can be found relatively easily as its a derivative of the 1911 that found alota popularity in target shooting. Also finding the .380 ammo is a usual pain and not as common a variant as the 9mm and 45 where. Allowing it to be converted would be nice.

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I want to be able to have a colt commander in 45acp or 9mm as they were chambered in such. Also i found it weird that the 45acp cartridges dont work with the m1911 and it takes only regular .45, 45acp stands for colt automatic pistol and from what ive seen is only used in the one rifle and not the pistol the cartridge it was literally designed for.

I'll have to look into that, the 1911 should be loading the .45 ACP rounds and not the .45 Colt.

As for the Colt Commander, it is a bit too similar to the 1911 to make much difference. There is a .38 super version already in there.

What kind of compelling case would you have for the .45 Commander? or the 9

Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

Actualy i never even used it on zeds only other players on zeeks haven server with a police officer character and shot some of my friends which is how i came to this conclusion. Compared to a berreta or a glock it takes almost the same about of shots unless they are critical but the berreta fires faster and has better dps overall just want a .44 to mess up someones day like it should.

The damage ranges for the game don't really allow for much difference damage wise, but I assure you that the damage of the .44 is quite a bit higher than the 9mm pistols. When using the .44 I have been able to gun down zombies in one shot (when I hit)

As Fuji said, revolvers are easier to deal with as you don't need to load mags.

Also i have not really seen a difference in calibers or guns? A 44magnum feels as powerful as a 9mm pistol. Was kind of hoping there would be a reqson to use the other guns besides the rapid fire ones like a tradeoff between firepower and fireate.

I think that has most to do with how Zomboid handles damage. In regards to zeds, only headshots are effective and are instantly fatal always. So no matter what gun you have the caliber is insignificant to killing power. Larger rounds should, however, have a larger knockback effect on non-fatal hits, but I haven't looked at it.

It might have a larger difference against players, so try shooting your friends and see which hurts more. :P

Edit, I also personally use revolvers over semi-pistols so I don't have to deal with reloading magazines all the time.

Can change the min/max damage per shot fired directly in item scripts? Pretty simple to have zombies say their health to test it out if it needs balancing . . .

I might need to do some rebalancing later but as I said above, the base game damage range is not very wide...

Might be better to give the 44 mag and the 454 casul round to have the damage of a rifle so it acts like a close range hand cannon like it should. Also noticed the 50 cal deagle has the same damage as the revolvers which could have a buff.
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