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Yet Another Weapon Mod


NCrawler

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My Dog! Seeing this kinda shit in the modding section annoys the crap out of me.... If NCrawler likes the idea of a lego silencer then he'll implement lego silencers. How about a little respect for the mod author & leave his thread for comments/ideas/feedback....

If you wanna argue BS then take it on over to the suggestions forum :P

Wasn't trying to cause a fight, Mr. Cat. Just saying that LEGO's wouldn't work with firearms. :3

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Sorry that was a little harsh  :blush:

Don't want to come off like I'm backseat moderating (even though in this particular instance, i am) but fact remains that:

A: This thread is for a mod & therefore the realism of suggestions made here are irrelevant (no comment on weather it would work or not) leading to the next point

B: This thread is for comments/ideas/feedback on NCrawler's Yet Another Weapon Mod &

C: We're all (with the exception of kazenokizu's first post & myself included) bumping a thread for a mod written by someone who has been inactive since late last year

 

Meow.... Don't eat me :P

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once again your going into the leggo dont work on a 22 and u keep poking the bear. so please ether a learn how this crap works. or do not reply negatively trying to start a fight ! 

that is for you doctor wong 

... i don't see how i was being negative, i'm just saying it wouldn't work. And i'm basically not the type of person of tries to start a fight.

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--[Created from extra firearms with Gunsmith Toolkit]-

 

So if i want to repair my broken ruger 10-22 i will need another one? Or how it works? I don't get it. I actually wanna repair ruger mk3 pistol but it's super rare, found it once on zombie body

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Basically, yes. You need to break down another one to get the parts (using the gunsmith kit), then use them with, I think it's the gun cleaning kit to repair the current one.

 

For anyone else interested, there are no new models in characters' hands, though it does reuse some of the models from the shotgun/knife for various guns.

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  • 2 weeks later...
  • 2 months later...
  • 1 month later...

Well, since the cat's out of the bag, I'll go ahead and post this here. NC seems to have disappeared from the forums, but I was beta testing this mod before he left. He never released his latest version with new scripting, etc. I won't release everything, but here's the script.

 

require 'Items/SuburbsDistributions'-- Remove default pistol, shotgun and ammo spawnsfor i,v in pairs(SuburbsDistributions) do	if v.items ~= nil then		local k=1;		while k <= #v.items do			if v.items[k] == "Base.Pistol" then 				table.remove(v.items, k);				table.remove(v.items, k);			elseif v.items[k] == "Base.Shotgun" then				table.remove(v.items, k);				table.remove(v.items, k);			elseif v.items[k] == "Base.Bullets9mm" then				table.remove(v.items, k);				table.remove(v.items, k);			elseif v.items[k] == "Base.ShotgunShells" then				table.remove(v.items, k);				table.remove(v.items, k);			elseif v.items[k] == "Base.BulletsBox" then				table.remove(v.items, k);				table.remove(v.items, k);			elseif v.items[k] == "Base.ShotgunShellsBox" then				table.remove(v.items, k);				table.remove(v.items, k);			else				k = k + 1;			end		end	else		for i2, v2 in pairs(v) do			if v2.items ~= nil then				local k=1;				while k <= #v2.items do					if v2.items[k] == "Base.Pistol" then 						table.remove(v2.items, k);						table.remove(v2.items, k);					elseif v2.items[k] == "Base.Shotgun" then						table.remove(v2.items, k);						table.remove(v2.items, k);					elseif v2.items[k] == "Base.Bullets9mm" then						table.remove(v2.items, k);						table.remove(v2.items, k);					elseif v2.items[k] == "Base.ShotgunShells" then						table.remove(v2.items, k);						table.remove(v2.items, k);					elseif v2.items[k] == "Base.BulletsBox" then						table.remove(v2.items, k);						table.remove(v2.items, k);					elseif v2.items[k] == "Base.ShotgunShellsBox" then						table.remove(v2.items, k);						table.remove(v2.items, k);					else						k = k + 1;					end				end			end		end	endendfunction spawnNCStuff(_roomName, _containerType, _containerFilled)	if _containerType == "wardrobe" or _containerType == "inventorymale" or _containerType == "inventoryfemale" then		--Roll for firearm (1% chance)		if rnd(1000) >= 990 then			--Find which type of firearm to spawn (95% civilian, 5% police)			weaponType = rnd(100);			if weaponType <= 95 then --Civilian				civilianIndex = rnd(#civweaponsTable);				_containerFilled:AddItem(civweaponsTable[civilianIndex]);				if rnd(100) > 75 then --Ammo (25% chance)					_containerFilled:AddItem(civammoTable[civilianIndex]);				end			elseif weaponType > 95 then --Police				policeIndex = rnd(#polweaponsTable);				_containerFilled:AddItem(polweaponsTable[policeIndex]);				if rnd(100) > 75 then --Ammo (25% chance)					_containerFilled:AddItem(polammoTable[policeIndex]);				end			end		else			--No firearm, roll for misc ammo (1.5% chance)			if rnd(1000) >= 985 then				allammoIndex = rnd(#allammoTable);				_containerFilled:AddItem(allammoTable[allammoIndex]);			end		end				--Roll for misc weapon, container or misc items (2% chance)		if rnd(1000) >= 980 then			--Find which type of additional items to spawn (80% misc weapon, 5% container, 15% misc item)			additionalType = rnd(100);			if additionalType <= 80 then --Misc Weapon				miscweaponIndex = rnd(#miscweaponTable);				_containerFilled:AddItem(miscweaponTable[miscweaponIndex]);			elseif additionalType > 80 and additionalType <= 85 then --Container				containerIndex = rnd(#containerTable);				_containerFilled:AddItem(containerTable[containerIndex]);			elseif additionalType > 85 then --Misc Item				miscitemIndex = rnd(#miscitemTable);				_containerFilled:AddItem(miscitemTable[miscitemIndex]);			end		end	endendcivweaponsTable = {	"NCYawMod.RugerMarkIII",	"NCYawMod.RugerMarkIII",	"NCYawMod.RugerMarkIII",	"NCYawMod.Colt1911",	"NCYawMod.S&W686",	"NCYawMod.Ruger1022",	"NCYawMod.Ruger1022",	"NCYawMod.Winchester94",	"NCYawMod.Winchester94",	"NCYawMod.SKS45",	"NCYawMod.SKS45",};civammoTable = {	"NCYawMod.Bullets22LR",	"NCYawMod.Bullets22LR",	"NCYawMod.Bullets22LR",	"NCYawMod.Bullets45ACP",	"NCYawMod.Bullets357Magnum",	"NCYawMod.Bullets22LR",	"NCYawMod.Bullets22LR",	"NCYawMod.Bullets3030Win",	"NCYawMod.Bullets3030Win",	"NCYawMod.Bullets762x39mm",	"NCYawMod.Bullets762x39mm",};polweaponsTable = {	"NCYawMod.Beretta92FS",	"NCYawMod.Beretta92FS",	"NCYawMod.Beretta92FS",	"NCYawMod.BerettaPx4Storm",	"NCYawMod.BerettaPx4Storm",	"NCYawMod.BerettaPx4Storm",	"NCYawMod.ColtAR15A3",	"NCYawMod.ColtAR15A3",	"NCYawMod.Remington700SPS",	"NCYawMod.Mossberg500AT",	"NCYawMod.Mossberg500AT",	"NCYawMod.HKMP5A3",};polammoTable = {	"NCYawMod.Bullets9x19mmLuger",	"NCYawMod.Bullets9x19mmLuger",	"NCYawMod.Bullets9x19mmLuger",	"NCYawMod.Bullets40SW",	"NCYawMod.Bullets40SW",	"NCYawMod.Bullets40SW",	"NCYawMod.Bullets223Rem",	"NCYawMod.Bullets223Rem",	"NCYawMod.Bullets308Win",	"NCYawMod.Shells12Ga",	"NCYawMod.Shells12Ga",	"NCYawMod.Bullets9x19mmLuger",};allammoTable = {	"NCYawMod.Bullets22LR", 	"NCYawMod.Box22LR", 	"NCYawMod.Bullets9x19mmLuger", 	"NCYawMod.Box9x19mmLuger", 	"NCYawMod.Bullets40SW", 	"NCYawMod.Box40SW", 	"NCYawMod.Bullets45ACP", 	"NCYawMod.Box45ACP", 	"NCYawMod.Bullets357Magnum", 	"NCYawMod.Box357Magnum", 	"NCYawMod.Bullets3030Win", 	"NCYawMod.Box3030Win", 	"NCYawMod.Bullets223Rem", 	"NCYawMod.Box223Rem", 	"NCYawMod.Bullets308Win", 	"NCYawMod.Box308Win", 	"NCYawMod.Bullets762x39mm", 	"NCYawMod.Box762x39mm", 	"NCYawMod.Shells12Ga", 	"NCYawMod.Box12Ga"};miscweaponTable = {	"NCYawMod.MetalBaseballBat", 	"NCYawMod.MetalBaseballBat", 	"NCYawMod.MetalBaseballBat", 	"NCYawMod.TacticalAxe", 	"NCYawMod.TacticalMachete", 	"NCYawMod.CombatKnife", 	"NCYawMod.CombatKnife"};containerTable = {	"NCYawMod.MediumALICEPack", 	"NCYawMod.LargeALICEPack", 	"NCYawMod.ALICEPackFrame", 	"NCYawMod.ALICEPackTopPouch", 	"NCYawMod.ALICEPackLongPouch", 	"NCYawMod.ALICEPackShortPouch", 	"NCYawMod.ALICEPackEToolPouch", 	"NCYawMod.ALICEPackCombatKnifeSheath"};miscitemTable = {	"NCYawMod.GunsmithToolkit", 	"NCYawMod.GunCleaningKit", 	"NCYawMod.GunCleaningKit", 	"NCYawMod.ETool"};--From RoboMat's RMUtility Modfunction rnd(_value)	return ZombRand(_value) + 1;endEvents.OnFillContainer.Add(spawnNCStuff);
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Hello all, sorry for the rather long absence, IRL stuff had to be taken care of.  I am getting back into the game now, looking at all the new things added and will get back to this mod shortly.  I had a lot of ideas that I wanted to implement and it will take me a bit to 'catch back up'.

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OK, preliminary upgrade of the mod to Beta 27 is complete.  It should work in SP as well as MP.  I am just finishing some internal testing and going back over some of the code that I was working on 6 months ago.  New version incoming soon.

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Finally, after many months, this mod is finally Build 27 compliant.  This version of the mod introduces several new items but more importantly it utilizes my new distribution system.  The following new things have been added/updated with the mod:

vB27.001 - 07/29/2014	--Changed the distribution method for all items			--[Should be much rarer/realistic]--			--[Still in testing, currently items only spawn in wardrobes, dead zombies, lockers and crates]--	--Added a 'towel wring out' recipe for wet towels			--[Unfortunately I cannot remember where I got this from but when I do, all credit will be given]--	--Added Rain Poncho			--[Allows you to stay dry in the rain]--			--[Based off of the Rain Parka Mod by Pravus]--	--Added new Soldier profession			--[Marksman, Outdoorsman & Thick Skinned, he's perfect for the Apocalypse]				--Items below are preliminary or not yet fully implemented--		--Added Entrenching Tool and associated ALICE pouch			--[Makes a good portable farming implement]--	--Added ALICE Combat Knife sheath			--[Makes a good portable back-up weapon]--

You can download the latest version from the link in the first post of this topic.

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Ok, found and fixed a couple of bugs, one of them serious.  Here's the changelog:

vB27.002 - 08/01/2014	--Fixed a minor error with spawn distributions			--[Ensured the percentages are correct]--	--Fixed an error with the SKS reload sound			--[Savegame compatible with B27.001]--

As always, download is in the first post of this topic.

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Well, the Build 28 update is coming along nicely.  Just thought I would post and let you know what I will be adding with this update.  In addition to the various property changes with the weapons, the following weapon upgrades are being added:

 

Handguns:

  • 2x Handgun Scope - All handguns
  • 4x Handgun Scope - All handguns
  • 8x Handgun Scope - All handguns

Ruger Mk III

  1. Fiber Optic Sight
  2. Target Grips
  3. Reflex Sight (shared with Colt 1911)

Beretta 92FS

  1. High Cap Mag
  2. TruDot Sight
  3. Rubber Grips
  4. Reflex Sight
  5. Laser Sight

Beretta Px4 Storm

  1. High Cap Mag
  2. TruDot Sight
  3. Rubber Grips
  4. Reflex Sight
  5. Laser Sight

Colt 1911

  1. High Cap Mag
  2. TruDot Sight
  3. Rubber Grips
  4. Reflex Sight (shared with Ruger Mk III)
  5. Laser Sight

S&W 686

  1. Fiber optic Sight
  2. Rubber Grips

 

Rifles:

  • 2x Rifle Scope - All rifles
  • 4x Rifle Scope - All rifles
  • 8x Rifle Scope - All rifles
  • Standard Sling - All rifles except Colt AR15-A3

Ruger 10/22

  1. High Cap Mag
  2. Fiber Optic Sight
  3. Laser Sight
  4. Reflex Sight
  5. Target Stock

Winchester 94

  1. TruGlo Sight

Colt AR15-A3

  1. High Cap Mag
  2. Laser Sight
  3. M4 Stock
  4. Reflex Sight
  5. Tactical Sling
  6. Trijicon Sight

Remington 700 SPS

  1. Adjustable Stock

SKS 45

  1. High Cap Mag
  2. Reflex Sight
  3. Adjustable Stock

 

Shotguns:

 

Mossberg 500AT

  1. Adjustable Stock (shared with sawed-off version)
  2. Ammo Sling (shared with sawed-off version)
  3. Full Choke
  4. Improved Choke
  5. Laser Sight (shared with sawed-off version)
  6. Reflex Sight (shared with sawed-off version)
  7. Rubber Recoil Pad
  8. Tactical Sling (shared with sawed-off version)
  9. TruGlo Sight

 

SMGs:

 

HK MP5A3

  1. 3x Scope
  2. 4x Scope
  3. Fixed Stock
  4. High Cap Mag
  5. Laser Sight
  6. Reflex Sight
  7. Tactical Sling
  8. Trijicon Sight

 

All of these items are in my version already and I will be finishing the distributions in the next day or so and will release it.

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New Build 28 compatible update is now available.  The following have been changed/updated:

vB28.001 - 08/09/2014	--Removed new weapons from distributions			--[Varmint Rifle, Hunting Rifle and associated ammunition]--	--Removed new weapon addons from distributions			--[Replaced with many weapon specific addons]--	--Updated all weapons with new B28 properties			--[Five or six new variables]--	--Tweaked distribution code and added new weapon addons to lists			--[Gun stores are only places to find addons (temporarily)]--

You can download from the first post in this thread.

 

I will be tweaking some things in the next few days, mainly in regards to the firearms, but any update should remain savegame compatible.

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I have this mod installed and enabled, but when I play the game, the default pistol and such still spawn like the mod isn't enabled at all, or even works with the current version.

 

 

been running into the exact same issue as above.

 

Hmm, that's strange.  Ok, I'll look into this...

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  • 3 weeks later...
  • 4 weeks later...

Hi all, I haven't forgotten about the mod being broken, I just don't have a lot of time/energy when I get home in the evening.  I've just gotten a new job as a BI Developer for a mid-size company and sit around all day either programming or staring at MSSQL tables.  I'll look into fixing my mod and updating it to the latest PZ version this weekend.

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Hi, I had the same problem (spawning of original weapons) with the RKF mod. It was gone after I started a new game. Without any changes to the mod, in the new game the spawns are how they should be (no vanilla weapons).

 

I downloaded your mod for the melee weapons and will tweak it for my personal use. While doing this I found a typo in the distribution file: Line 186, 51, elseiif. Just wanted to let you know.

 

Thanks for the mod, and great idea with the ALICE Pack modules. BTW I don't think it's overpowerd... You need to scavange a lot to find all parts after all and a rucksack that's superior to the vanilla rucksacks should be the reward for that. I would even go up to 40 or 50 storage for the full system, but that's personal taste of course.

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