Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Jul 14, 2014 22:55:28 GMT -5
Yes, you start with only two blades. But, they are reusable. Go to where your blade hit and you can pick it back up, as long as you have the ballistic knife in your hands. I made the handle an unnaturally bright green so you would have a chance of being able to find it in the map. If your blade killed a player, the blade will be laying on the ground where he was standing when hit. You can pick your blade back up, or any blades you find fired by other players. Scavenger will also give you extra blades. The maximum you can carry at once is four. The ballistic knife is a probably the most difficult weapon to use, but you are rewarded with an instant kill with any hit. In Gun Game or Random Weapons Mode, you start with 50 blades and they are not retrievable. My script that handles the blades in-flight and the pickup locations sometimes gets confused if several players fire them at the same time, something that only happens when everyone is forced to use the same weapon. So in those modes they fly and hit, and then just disappear.
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Post by Lost_Child on Jul 14, 2014 23:27:28 GMT -5
OH, I See, said the blind carpenter as he picked up hammer and saw !
I had only used the Knife in random mode. I didn't even bother to look and see that I could pick it up. Gonna go back and take a look
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 3, 2014 13:13:57 GMT -5
REMOVED WEAPON: KRISS Vector SBR This weapon was fun while we had it, but the suppressed semi-auto FN FAL makes it redundant. Removed to free up XMODELs.
REMOVED WEAPON: Remington 870 This model came from the COD:Black Ops 2 game. I don't have the tools to do my own model rips from that game, so I had to use one someone else had made available. The angles weren't quite right. It was really noticeable that the iron-sights were way off, that's why I never had that as an option. The red dot was wrong too, but not as noticeable. I think having the red dot on the shotgun may have been a little confusing about exactly where your shots where going. The only reason I used this model is because it had the silencer that I wanted to add, and it was similar enough in shape to the stock shotgun that I could use the old third-person model and only use one XMODEL instead of two for this gun.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 3, 2014 13:23:32 GMT -5
NEW WEAPON: Kel-Tec Shotgun (KSG)en.wikipedia.org/wiki/Kel-Tec_KSG12 gauge bullpup shotgun, with two magazine tubes for a capacity of 14 rounds. Set up in-game to shoot 00 buckshot or slugs. ATTACHMENTS: - Iron-Sight (Buckshot) - Iron-Sight Silencer (Buckshot) - Red Dot Sight (Slug) Slugs are high-damage accurate shots, but with shorter range than rifles.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 3, 2014 13:32:50 GMT -5
NEW WEAPON: Repeating Crossbow
This weapon replaces the iron-sighted version of the single-shot crossbow. The Loadout Menu entry labeled "Crossbows" now gives you the choice of the new "Iron-Sight Repeater" or the old "Scoped Single-Shot".
This repeating crossbow has a magazine holding five bolts. Each bolt does 75% damage. Enough to cause your victim to start bleeding, unless he has Body Armor. Two bolt hits will always kill, even with Body Armor.
For simplicity's sake, the two crossbows shoot arrows at exactly the same speed and with the same drop characteristics. The iron-sights are dead-on at 25 yards, past that you need to account for drop.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 3, 2014 22:04:40 GMT -5
Raised Repeater Crossbow magazine size to 5. Lowered KSG Slug damage to 100. The new weapons did require a reset of the Custom Classes memory storage system. You'll have to reset any Custom Classes you had saved.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Aug 9, 2014 15:42:25 GMT -5
Removed Weapon: Magpul FMG9
Old Weapon Back Again: Mini-UZI
I had the Magpul in mind as the next weapon to be scraped the next time I needed to free up XMODELs. It looks cool and has unique unfolding animation, and I would LOVE to own one in real life, but doesn't really add anything to the game that the stock-model UZI can't do as a secondary weapon. I was experimenting with other new weapons and accidentally made the UZI available again a few days ago. Somebody likes it and requested to keep it, so its back!
The Mini-UZI does have attachment options the Magpul didn't. You now can choose between the faster handling plain iron-sighted version, or silencer, or red dot sight.
AND, since pimp-daddy Lost_Child is nothing if not stylish, it has some special bling on it too.
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Post by Lost_Child on Aug 9, 2014 20:53:33 GMT -5
Old Weapon Back Again: Mini-UZI ... Somebody likes it and requested to keep it, so its back!... ...AND, since pimp-daddy Lost_Child is nothing if not stylish, it has some special bling on it too. WOOHOO ! It's Back ! And BLINGY too !! Can I get a Big Ole Gold Medallion Necklace Too ??
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Sept 2, 2014 2:52:38 GMT -5
I improved the Ballistic Knife blade pick up system to make it easier to use. I wrote that script quite a while ago and was checking your current weapon to determine if you qualified to pick it up, then letting you right-click to do so. I understand better now how to check all of your inventory, not just your current weapon. So now if you have the Ballistic Knife (currently holding it or not) and stand very close to the blade, it will be picked up automatically. If you don't have the Ballistic Knife, or you already have the max of four, it will ignore you.
Sometimes the blade ends up under the body of the player you killed, making it hard to find. Now you can just walk over them if you know it was a blade kill.
I also extended the trigger area vertically a little. That, plus the automatic pick up when in range, should make it easier to grab knives stuck in ceilings. In any normal height room, you should be able to stand under it and jump to reach it.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Sept 11, 2014 20:44:18 GMT -5
NEW SECONDARY WEAPON: Sawed-Off Shotgun
Cut down short version of the normal Over/Under double-barrel shotgun. Raises as fast as a pistol, so you can switch to it quickly when Ninjas or other unsavory types are around!
Range, spread, and damage are the same as the MasterKey. (reduced range and increased spread compared to primary weapon shotguns)
No iron-sights because
I've been learning how to use the 3D modeling program Maya so I can make some modifications to available models. For this one I duplicated the existing barrel, then shortened it. The model has both short and long barrels on it, so it only uses one XMODEL but I can use it as two different weapons. The long barrel part is hidden when used for this sawed-off version. This exactly the same method used for all weapons with different attachments, they're always there, just hidden when not needed.
I'm still learning how to manipulate and modify model parts, but I don't know how to attach the parts to the moving joints to make it all work correctly. That's where our hero AIGAD comes in. On this, and several other models in the past, he does the smart parts of making it all connect to the model skeleton so I can then hide parts and make the animations work correctly.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Sept 17, 2014 23:26:58 GMT -5
NEW PRIMARY WEAPON: H&K G11
Three-round burst only, very high rate-of-fire. 35 damage each bullet, so if all three hit it will kill (without Body Armour).
Special dual-powered optic, very low magnification (similar to the red dot sights) or use your Melee key to switch to high power (midway between the two sniper zoom settings).
Custom reticule by made by me, use the big red circle for close up, and the point of the chevron for accuracy. You can hold your breath with this weapon.
It should play as a nice balance between an assault rifle and a sniper rifle.
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Post by Lost_Child on Oct 5, 2014 20:42:35 GMT -5
Can someone explain what I am doing wrong with "China Lake" For instance; I was using it at Broadcast, about half the time I fired it. The shell simply bounce across the ground/floor without exploding. I was able to find the unexploded shells on the floor/ground. Those that did explode, there was no shell or casing .
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Oct 5, 2014 21:46:06 GMT -5
40mm grenades have a safety fuse (in real life), that prevents them from exploding if they haven't traveled far enough to explode without killing the person that fired it. That prevents you from doing something stupid like trying to shoot out of a window and hitting the edge of the window frame and killing yourself.
In the game, 40mm grenades launched by the China Lake and the FAL+M203 work the same way. The grenade must travel at least 30 feet to arm and has a blast radius of 25 feet. That makes it impossible to kill yourself with it. Every time you see it bounce off something, that would have killed you if it had exploded.
On the other hand, the 30mm grenades launched by the Tishina (AK74u) don't have this safety feature. You can kill yourself with those if you hit something too close.
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Post by Lost_Child on Oct 5, 2014 22:14:17 GMT -5
OHH, I see !! It makes perfect sense explained that way ! I figured it was something, just didn't know what, and couldn't figure it out. It was saving my ASSumption, and I didn't even know it
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Nov 4, 2014 0:58:27 GMT -5
NEW WEAPON: SRM 1216 Shotgun
An unusual shotgun with four magazine tubes manually rotated into position. Fires a 4-round burst every time you pull the trigger, then rotates to a new tube.
This shotgun has lower damage and range compared to the other shotguns.
We probably already have enough shotguns, but I thought this was cool enough to add.
OLD WEAPON RETURNING: M14 Sniper Rifle
Semi-Auto sniper rifle with 60 damage (same as the FN-FAL)
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