1. Post #1
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    WARNING: THIS IS STILL A WORK IN PROGRESS. RELEASE DATE IS S.T.B.A

    INTRODUCTION:
    Kombat Damage is aimed at being one of the most realistic weapons systems available. It allows complete customization of the weapon, as well as the ammunition. Hours of research was put into this project to provide the most accurate simulated representation available.
    Are you tired of the plain old set stock scopes on all of your models? Why dont you customise it and replace that 2X scope with a 4X/6X scope. Hell, why dont you put a Laser Sight on as well? I bet you would love to be the only one weilding an SG552 with a Grenade Launcher! Just think of the possibilities. Not all guns can fit the same attachments though, but with modern technology, almost everything is possible, so mount away.
    Ever wanted more than just a full metal jacket on your projectiles? Now you can specify the type of point the bullet has, its material, and even the propulsion for the bullet. Whether you wanted a Hollow Point round, or a Jacketed Ballistic round, the need is met. Choose the type of point to fit your needs, and the material and propulsion to match. Pick your combinations right, and you will have one hell of a bullet. Choose from Hollow Point, Soft Point, Round Point, Ballistic Point, or Spitzer Points to take down your enemy. If you think he is not going down quick enough, then add a jacket to it! Whether its a Full Metal Jacket, just a Metal Jacket, or even a plain Jacket, it will most likely help bring that guy down quicker. Just be carefull though, sometimes jackets actually weaken certain types of points' effectiveness, hindering how they are meant to perform whereas some bullets can't function well without them. Choose your point type wisely.
    Once you have your point decided, next thing you will have to do is pick your material. Lead Rounds, Incindiary Rounds, Tracer Rounds, Explosive Rounds, or just simple Copper Rounds are all at your disposal. Pick your material wisely, because each type has a different purpose.
    The next thing you need to pick is either the modern day Nitrocellulose gunpowder, or Blackpowder. Blackpowder is capeable of firing heavier bullets, but at a slower velocity, whereas the Nitrocellulose gunpowder is capeable of hurling lighter metals at 3 times the velocity of the traditional Blackpowder. Carefull though, because certian types metal/tip combinations are unable to hold up against the modern Nitrocellulose gunpowder. The bullets that are unable to hold up against the pressure start to disintergrate allong its trajectory, lessening the damage as well as interfereing with its trajectory.
    You always need protection! Just because you may have found a powerfull bullet combination doesn't mean you are unstoppable! Throw on some body armor and protect yourself from other enemies. Protect all of your body parts! Cover your arms, legs, chest, and most importantly your head!

    FEATURES:
    Attachements:
    Scopes - 2x, 4x, 2x/4x, ACOG, Red Dot
    Rifle Attachments - Grenade Launcher, Smoke Grenade Launcher, Laser Sight, Dart Gun

    Extended Clips:
    Ability to increase the max Clipsize

    Body Armor:
    Dynamic Body armor system to reduce damage. Dynamically affected through each possible combination. E.g. AP rounds damage Body Armor quicker, Hollow/Soft Pointed bullets damage Body Armor significantly less due to bullet intention/design. Body armor is on a Body Part Basis, meaning you can destroy individual parts of the armor rather than the entire armor. Aiming for the torso will decrease the torso's effectiveness, but not the legs, arms, or head.

    Different Ammo Types:
    Incendiary rounds - burn through your target creating significantly greater collateral damage
    Tracer rounds - see where you are shooting
    Explosive rounds - bullets that detonate the small charge inside the projectile's core, giving substantialy greater collateral damage
    Lead rounds - common lead rounds
    Copper rounds - common modern-day copper rounds
    Depleted Uranium rounds - This is not quite the "realistic" part of the system, but DU round were used as ammunition for artilery, so why not have them in firearms as well? Plus it sounds really kick-ass that youre shooting down your foes with Depleted Uranium Rounds doesn't it?!

    Clip System:
    Each player is given 4 default clips, and additional clips that the player can "unlock". Each clip holds a certain amount of ammo, but holds the type of ammo the user inserted. E.g. A clip with Hollow Point Jacketed Incendiary Rounds. The user can set up differnt types of ammo and load the clip he/she wants to use that best suits its intent. For instance, a player can have a clip of Armor Piercing rounds for armored foes and backup Exploding Rounds to fire once the armor has been depleted, or if the enemies were unarmored.
    Players must manually reload the clips with bullets before they can use them. Another thing that makes the clip system unique is that if a player reloads his gun with another clip, the ammuntion in that clip is kept. This allows the player to pull out that same clip that still had a few rounds in it for use later.

    (Originally, the intent was to have to worry about the clip physically fitting into other guns, forcing the player to make a clip for each specific gun. However, to avoid OVER complicating things, the Clip System is based on the Caliber. For example, a clip loaded with 5.56MM round will fit into any other weapon that uses the 5.56MM round. This still forces the player to shoot and reload wisely, but keeps the system fun and enjoyable.)
     
    MISC. NOTES:
    I take full credit in the creation of this system. Modification is welcomed, but please credit me as the original designer. I spent days working on this system for everyone to enjoy, so please do not be greedy and upload this to some website with a different name claiming it as your own.
    I am not going to give away the inner workings of thise code on the forum. You need to figure out what does what on your own. This means I am not going to tell you the "Best" combination for the bullets, primarily because there are none; it all depends on what you are trying to accomplish.
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  2. Post #2
    Gold Member
    noobcake's Avatar
    November 2006
    3,648 Posts
    I'm impressed. And that's just with skimming over the OP. But if it's not done yet, and release is still TBD, then why post it in releases?

  3. Post #3
    Gold Member
    Dennab
    July 2008
    2,507 Posts
    looks like this is gonna be a golden addon for this year
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  4. Post #4
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    I'm impressed. And that's just with skimming over the OP. But if it's not done yet, and release is still TBD, then why post it in releases?
    Because it technically is "Done" but I am unable to test about 90% of the features because it requires me to be online with other players. The problem is that I am on a military base up in England at the moment, and the base restricts many of the protocols for Steam to even allow me to log in, and possibly most of the TCP/IP protocols for me to play with other players online. Another problem is that bandwidth over here is slow as molasses! Try sharing internet with about 40 other houses over a single copper trunk. Woohoo 100 kb p/s
    England refuses to upgrade their technology... >.<

    Edit:
    Forgot to state the TBA.
    I am leaving back for the states this sunday. So release should be within the next 2 to 3 weeks, depending on how the first few weeks of college hits me.
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  5. Post #5
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    I wonder if the models will be realtime changes instead of just the defaults on lua code.

  6. Post #6
    Gold Member
    Dennab
    July 2008
    2,507 Posts
    I wonder if the models will be realtime changes instead of just the defaults on lua code.
    me too also i love all the addons you made Wizey!
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  7. Post #7
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    I wonder if the models will be realtime changes instead of just the defaults on lua code.
    What do you mean?
    The models are going to be drawn clienside ontop of the weapon. So if I were to put a red dot on a P228, it would draw the red dot scope model as well as the v_model.

  8. Post #8
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    What do you mean?
    The models are going to be drawn clienside ontop of the weapon. So if I were to put a red dot on a P228, it would draw the red dot scope model as well as the v_model.
    In other words Client side models.

    Now where did you get that idea from! "Kilburn" :P

    Im pretty sure the w_model eotech and things like that will be VERY low quality.
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  9. Post #9
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Ive actually never heard of that. I guess great minds think alike. Im pretty sure other people have tried coding things they have seen in other video games, one that I'm pretty sure everyone wants to copy would be Call Of Duty Modern Warfare 1/2. I was trying to take the idea from that figuring everyone would love it and I figured drawing models clientside and parenting them would be the easiest way.
    I actually have yet to code that part though for lack of models and I only have a half a gig left on this Windows partition on my Mac so I cant really get any more anyway. Although a link to it would be much appreciated and would make my job a whole less easier for that particular section.

  10. Post #10
    Gold Member
    noobcake's Avatar
    November 2006
    3,648 Posts
    Have you tried the magless weapons pack? It has tactical attachments for every gun in the form of bodygroups. Not sure if they're separate models, though.

  11. Post #11
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    No I haven't even heard of that. Although relying on bodygrouped models to solve my problems wasn't really the goal. I wanted any weapon to be implemented to this system that anyone could think to use. Relying on Bodygroups was my fallback, but was not the goal. The only problem with my current planned (Again, I havent written this part to draw the model yet, but the functions of the attachments work.) methold is that models with scopes or attachments already on them will look bugged since you have a model inside another model; such as a scope coming out of another. I am currently searching for tutorials on modeling so that I can hopefully just hack off the sections of the model and use those instead, but I won't actually be able to DO anything untill I get back home since I have half a gig left on my laptop.

  12. Post #12
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    No I haven't even heard of that. Although relying on bodygrouped models to solve my problems wasn't really the goal. I wanted any weapon to be implemented to this system that anyone could think to use. Relying on Bodygroups was my fallback, but was not the goal. The only problem with my current planned (Again, I havent written this part to draw the model yet, but the functions of the attachments work.) methold is that models with scopes or attachments already on them will look bugged since you have a model inside another model; such as a scope coming out of another. I am currently searching for tutorials on modeling so that I can hopefully just hack off the sections of the model and use those instead, but I won't actually be able to DO anything untill I get back home since I have half a gig left on my laptop.
    Im in doubt your an animator. There are hardly any source animators around.

    I actually have the Eotech, grenade launcher, scope and some other attachments that my friend hacked from mw2 and mw1 a while ago.

    Animated a little of it but i never finished it.

    Im unsure if the animations are going to be working in this.
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  13. Post #13
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Im in doubt your an animator. There are hardly any source animators around.

    I actually have the Eotech, grenade launcher, scope and some other attachments that my friend hacked from mw2 and mw1 a while ago.

    Animated a little of it but i never finished it.

    Im unsure if the animations are going to be working in this.
    Wizey, you and I have some sort of communication problem. I never said the word Animation, nor did I said I was animating. If you are referring to the part where I said the functions of the attachments work, I was referring to if the the grenade launcher was attached, the model was not there, but the attachment still functions and fires a grenade.
    Hope that cleared it up. :neckbeard:

  14. Post #14
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    Wizey, you and I have some sort of communication problem. I never said the word Animation, nor did I said I was animating. If you are referring to the part where I said the functions of the attachments work, I was referring to if the the grenade launcher was attached, the model was not there, but the attachment still functions and fires a grenade.
    Hope that cleared it up. :neckbeard:
    Thats kind of the thing.

    No-one has done such a thing like that.

    Its easy and simple to code a scope and grenade launcher sure. But what if it was on a combo of model sets and animations. That would be much better.

  15. Post #15
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,530 Posts
    I hope you do a youtube player style attachment selection, where clicking on the swep icon will make more icons with the different weapon models for the attachments.

    Edited:

    ahh nevermind, too many weapon models = hugeass pack.

    Just make sure your clientside models don't clip badly into the gun. And i'm pretty sure that you can get separate scope models on fpsb since on every release the scope is already made.

  16. Post #16
    jmanbag's Avatar
    January 2008
    689 Posts
    Cant wait for this, just a suggestion, you should try and go for the Crysis Weapon Attachment Editing system , where theres a bunch of options displayed around the gun, and once you click them it appears on the gun.

  17. Post #17
    The Sandiest of them All!
    Lv100Garchomp's Avatar
    October 2009
    169 Posts
    Damn, this sounds awesome and I can't wait for it to come out, but if you say you'll release it in 2/3 weeks I'm going to be back in school when you do release it. :sigh: Oh well. A bit of irony with your Depleted Uranium rounds is that before school ended, we had to right a short story with a science fiction twist. Why, I don't know, but in it, I had a gun that fired Depleted Uranium rounds.

  18. Post #18
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Damn, this sounds awesome and I can't wait for it to come out, but if you say you'll release it in 2/3 weeks I'm going to be back in school when you do release it. :sigh: Oh well. A bit of irony with your Depleted Uranium rounds is that before school ended, we had to right a short story with a science fiction twist. Why, I don't know, but in it, I had a gun that fired Depleted Uranium rounds.
    Depleted Uranium is actually used a projectile in modern day warfare. Its high density proves it extremely usefull in Armor Piercing rounds. In reality, they are used in artilary, but I made things better than reality and made the material available for firearms. So, it isnt actually science fiction, but the sci-fi part comes in that the material is durable and effective enough to be used in standard rifle cartridges.

  19. Post #19
    Gold Member
    noobcake's Avatar
    November 2006
    3,648 Posts
    This is the sort of thing I come up with in the darkness of night when i'm trying to fall asleep watching a war movie or something.

  20. Post #20
    Trooper0315's Avatar
    January 2010
    2,730 Posts
    Counter strike required?

  21. Post #21
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    BONEMERGE.

    Thats all i can say ^^
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  22. Post #22
    shoe's Avatar
    May 2005
    97 Posts
    Zoey, just let the guy have his few minutes of fame here... no need to rip a part everyones work or ideas... in the end you'll end up being the only scripter left... try and have some humility please.

    :)
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  23. Post #23
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    Zoey, just let the guy have his few minutes of fame here... no need to rip a part everyones work or ideas... in the end you'll end up being the only scripter left... try and have some humility please.

    :)
    Actually what i said there was to help.

    If you dont use BONEMERGE, c_models WONT FOLLOW the v_model 100%, and will lag behind very slightly :3
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  24. Post #24
    shoe's Avatar
    May 2005
    97 Posts
    Heh... wasn't referring to just that one post. :P


    SeveredSkull, when can we see a proof-of-concept? I'm really excited to see where this is going!

  25. Post #25
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    Heh... wasn't referring to just that one post. :P


    SeveredSkull, when can we see a proof-of-concept? I'm really excited to see where this is going!
    "Its done when its done" ^^
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  26. Post #26
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Ah, well I'm finally back home from England! Thanks Zoey, I'd gladly accept as much help as you can give me mainly because a few of these things I'm having problems with; plus I have actually never scripted a weapon before (Other than just editing data for the weapons that derive from bases.).
    Heh... wasn't referring to just that one post. :P


    SeveredSkull, when can we see a proof-of-concept? I'm really excited to see where this is going!
    Unfortunately my friend, there isn't much to look at right now. Like I said earlier, the models on the view models haven't been written yet - I'm having some issues putting the menu to switch clips onto the base rather than on a hook in a autorun file (My first mistake was to write that in there in the first place... >.>), - And I haven't really come up with a clear way to give clips to the player. I haven't done this for one main reason: Whats the best way to make it work well with almost any gamemode?

    One thing I can do for you, is post the Damage system which is nearly finished. I started to get a little advanced and make combo bonuses for different bullet combinations, but I decided to hold out on that. You will most likely find that section if you read it.

    I don't remember if I stated this, but I asked my father for input on most of this stuff. He was in the military (retired) and he has been deployed, so I asked him about all the different types of ammo, bullet points, and effectiveness of all the different types of rounds. On top of this, I spent a few days of researching on my own to find some actually statistics about the power of the gunpowder, the trajectory of different bullets, etc. The result... is the script below:

    /* 1 foot = 16 Units
     1 yard = 48 Units
     100 Meters = 328 feet
     half mile = 1,320 feet
     Use The Clip System for bullets :D
    HITGROUP_GENERIC = 0
    HITGROUP_HEAD = 1
    HITGROUP_CHEST = 2
    HITGROUP_STOMACH = 3
    HITGROUP_LEFTARM = 4
    HITGROUP_RIGHTARM = 5
    HITGROUP_LEFTLEG = 6
    HITGROUP_RIGHTLEG = 7
    HITGROUP_GEAR = 10
    
    */
    APRate = 1 // 1 + AP Damage. We will ad this in later. would be like a .5 addition or so. This is a constant for the bonus rating AP Rounds have vs Armor.
    ACRate = 1 // This is the Armor Class Type. Will be a INT on the player table
    effectives = {}
    effectives.pistol = {}
    effectives.rifle = {}
    effectives.pistol[6] = 1920     //SniperPenetratedRound
    effectives.pistol[7] = 3360    //AlyxGun = 3360
    effectives.rifle[1] = 2880     //CombineCannon = 2880
    effectives.rifle[2] = 10496     //AirboatGun = 10496
    effectives.rifle[3] = 10496    //StriderMinigun = 10496
    effectives.rifle[4] = 7872    //Gravity = 7872
    effectives.rifle[5] = 2400    //Battery = 2400
    effectives.rifle[6] = 2400    //SniperPenetratedRound = 2400
    effectives.rifle[7] = 21120     //SniperRound = 21120
    effectives.rifle[8] = 6560    //AlyxGun = 6560
    
    function ScaleKombatDamage( ply, hitgroup, dmginfo )
        DebugDamage = dmginfo:GetDamage()
    
    
    
         /*
        --Don't modify data if its falling or explosive data
        if (dmginfo:IsFallDamage() || dmginfo:IsExplosiveDamage()) then
            return
        end*/
    
        if dmginfo:IsBulletDamage() then
            --DEFINES
             DoDamage = dmginfo:GetDamage()
            attacker = dmginfo:GetInflictor()
            victim = ply:GetPos()
    
            -- More damage if we're shot in the head
            if ( hitgroup == HITGROUP_HEAD ) then
                 DoDamage = dmginfo:GetDamage()
              end
    
            -- Normal Damage if we're shot anywhere else
            if ( hitgroup == HITGROUP_LEFTARM || hitgroup == HITGROUP_RIGHTARM || 
                 hitgroup == HITGROUP_LEFTLEG || hitgroup == HITGROUP_RIGHTLEG || 
                hitgroup == HITGROUP_CHEST || hitgroup == HITGROUP_STOMACH) then
    
                
                --Shared Properties:
                HPofHitgroup = ply.BodyArmor[hitgroup] //This SHOULD work... The system is set up using the indexes... so if it works we will just convert it.
                EffectiveRange = effectives[ply:GetActiveWeapon().GunType][ply:GetActiveWeapon().ClipSlot]
                --Bullet Data
                BulletPoint = attacker.Clips[attacker:GetActiveWeapon().ClipSlot][attacker:GetActiveWeapon().CurrentClip.Clip].Point
                BulletMaterial = attacker.Clips[attacker:GetActiveWeapon().ClipSlot][attacker:GetActiveWeapon().CurrentClip.Clip].Material
                BulletJacket = attacker.Clips[attacker:GetActiveWeapon().ClipSlot][attacker:GetActiveWeapon().CurrentClip.Clip].Jacketed
                BulletPropulsion = attacker.Clips[attacker:GetActiveWeapon().ClipSlot][attacker:GetActiveWeapon().CurrentClip.Clip].Propulsion
    
                
                /*---------------------------------------------------------------
                            Bullet Combo
                ---------------------------------------------------------------*/
                /*
                -- We Arent Ready For This Yet! Ill add it in later once I add all the other features in.
                if (BulletMaterial == "DU") then
                    if (BulletPoint == "Sptz" || BulletPoint == "Bal") then
                        APRate = 5
                    else
                        APRate = 4
                    end
                end
    
                if (BulletMaterial == "Lead") then
                    if (BulletPropulsion == "NC") then
                        // Bullet is disintegrated upon firing...
                    else
                        //Anything Else we need to add?
                    end
                    
                end
                */
                
                --If our attacker is further than double the range then half the damage.
                if (attacker:Distance(victim) >= EffectiveRange*2) then
                    DoDamage = DoDamage - (DoDamage / 2)
                end
    
                /*---------------------------------------------------------------
                            Armor Modification
                ---------------------------------------------------------------*/
                ArmorTypeModifier = 1
                BodyArmorDamage = ((force * 1.5)*(APRate / ACRate)) / HPofHitgroup //Do more damage! ACRate might screw me over.
    
                //Deal Damage to Armor then Player:
                ply.BodyArmor[hitgroup] = HPofHitgroup - BodyArmorDamage
                DoDamage = DoDamage -  (DoDamage * (HPofHitgroup / 100))
    
                /*---------------------------------------------------------------
                            HP/SP Modification
                ---------------------------------------------------------------*/
                --Dad says they wont penetrate body armor ususally... but it packs a hell of a punch on unarmored targets.
                if (BulletPoint == "HP" || BulletPoint == "SP" || BulletPoint == "Ballistic") then
                    if (HPofHitgroup <= 25) then
                        DoDamage = DoDamage + (DoDamage / 4)
                    else 
                        DoDamage = DoDamage - (DoDamage / 4)
                    end
                end
                
                
                
            end
            --Change the damage accordingly.
            dmginfo:SetDamage(DoDamage)
        end
         print("Armor took "..BodyArmorDamage.." at "..hitgroup)
        print("Armor should now be at "..HPofHitgroup)
        print("You took "..DoDamage.." of "..DebugDamage.." damage.")
    end
     
    hook.Add("ScalePlayerDamage","ScaleKombatDamage",ScaleKombatDamage)
    
    I have yet to be able to test this part, but I'm pretty sure it will work. I just got home and I am exhausted, so no testing today. Plus registration for college...

  27. Post #27
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    Well the damage system would be simple, Just use :Distance for the yard powers.

    And whatever you do, Dont use NWBools or Ints, There not performance friendly, Try learning UserMessages as a start. There used to tell clients what a var is and so on so forth "Gamemode friendly :3"

    And.. for gamemode friendly, i would say just do what you do... Just try and use special names.

    like if you want a player to be wearing chest armor? probly use something like...

    ply.WearingChestArmor_SS = true

    the _SS makes it unique.

    Just some tips :3

  28. Post #28
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    I was recently PMed by a user named "RoboPhred" who has supposedly come up with similar ideas before hearing about my addon already in progress. He and I have decided to make our addons run side by side, allowing all of you to fully customize every aspect to the system. He insists that should use a plugin styled system where the player would pick the options he/she wants and uses them. So say if a server hoster wants to have my realistic systems, but not my clip based system because they would rather have Robo's Ammo variant system instead then they can do so. Hosters could just simply not use either of our bases, but keep the Body Armor system that either I or Robo made.

    Because of this, as well as the many unexpected errors that I am encountering, means that we will have to push the release dates back.

    Just a side note: We are keeping the projects seperate, but allowing the user to pick between either of ours. This means that I am not a part of his project, and he is not a part of mine. We are helping eachother out though :D
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  29. Post #29
    If clothing didn't exist and everyone walked around with their penises fully erect I would have all the bitches.
    ROFLBURGER's Avatar
    May 2009
    23,133 Posts
    I cannot wait for this
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  30. Post #30
    I'm just wondering, would these use CS:S weapons as their base?
    For example, I could get an AWP with either scopes with different zoom levels, or red dot? Also, would 4x be the same as the Bad Company 2 4x scope (Basically ACOG in Modern Warfare)?

  31. Post #31
    Gold Member
    itak365's Avatar
    March 2009
    2,775 Posts
    Wait, dart gun? You mean like the Crysis tranquilizer?

    On that note, you could also make it an ammo type for certain weapons.

  32. Post #32
    Hello everyone! I would like you to know that I am not a fan of nudity!!!
    JgcxCub's Avatar
    May 2009
    6,514 Posts
    Can you manually reload clips? So say for instance, you remove a 30 round magazine with 20 rounds left in it, and insert a full 30 round mag. Can you fill the original magazine if you get a chance? Would be very useful if you had to do a lot of reloads that weren't from empty, which would leave you with a lot of half-full magazines.
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  33. Post #33
    Gold Member
    Wizey!'s Avatar
    October 2008
    2,064 Posts
    Can you manually reload clips? So say for instance, you remove a 30 round magazine with 20 rounds left in it, and insert a full 30 round mag. Can you fill the original magazine if you get a chance? Would be very useful if you had to do a lot of reloads that weren't from empty, which would leave you with a lot of half-full magazines.
    Kinda like americas army how you discared empty clips but kept the half full ones?
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  34. Post #34
    Flubascrub
    Flubadoo's Avatar
    August 2009
    10,530 Posts
    Can you manually reload clips? So say for instance, you remove a 30 round magazine with 20 rounds left in it, and insert a full 30 round mag. Can you fill the original magazine if you get a chance? Would be very useful if you had to do a lot of reloads that weren't from empty, which would leave you with a lot of half-full magazines.
    If your doing that, then your weapons will somehow have to remember the clips, which would make a shitload of lines in the think function. Oh, and use datatables. Nwbools suck.

  35. Post #35
    Kinda like americas army how you discared empty clips but kept the half full ones?
    I think Firearms: Source does the same thing, but you can "merge" the clips together

  36. Post #36
    Flubascrub
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    I think it is time for some...

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    Minelayer's Avatar
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    When it's ready

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    Sense.

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