Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Nov 28, 2016 0:10:19 GMT -5
An upgraded version of the PM-63 is now available from Caches.
Upgrades:
- Larger 25 round magazine. - ROF increased to 750rpm. - Greater ADS zoom.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 3, 2016 14:50:12 GMT -5
Garand Upgrades!
The Garand now has a working bayonet!
I also "modernized" the Garand with a red dot sight. It might look a little strange on this rifle, but I made it fit the best my skills will allow.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 10, 2016 14:01:36 GMT -5
New Secondary Weapon: Remington XP-100The XP-100 is a bolt-action single-shot scoped pistol. In-game, it is the equivalent of a sniper rifle, but it can only hold one round and then needs to be reloaded. This makes the rate of fire about 3 seconds per shot. Sometimes I'm using a short-range primary weapon, but an opportunity comes up to make a long shot. That's why I wanted a powerful long range secondary. We have the scoped .44 Magnum and Desert Eagle, but those repeaters are limited in range and/or damage. XP-100 Normal Range: Unlimited Normal Damage: 135 Silencer Range: 100 yards Silencer Damage: 80 ============================================================================= You'll have to forgive some creative license on the model. What I mean by that is that I want this weapon in game, but there is no model or animations for it. And I don't have the ability to make one. So I have modified and adapted another bolt-action weapon to cosmetically resemble it. Functionally, it works like its supposed to. There are two real-world versions of the XP-100, which look like this: The second one is what I aiming for. This is about the best I can do with what I have. It looks like a sawed-off bolt-action rifle, because basically that's what it is. The XP-100 replaces the FN Five-Seven pistol.
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RedRock
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Post by RedRock on Dec 15, 2016 21:13:01 GMT -5
What cartridge do you have it firing?
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RedRock
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Post by RedRock on Dec 15, 2016 21:19:43 GMT -5
New Primary Weapon: Polish PM-63The Polish PM-63 is a small pistol-sized smg designed for defensive use by soldiers who's duties prevented carrying a full sized weapon (tank crews, supply and support people, etc.) en.wikipedia.org/wiki/FB_PM-63The PM-63 is an unusual design that fires from an open bolt in the form of an external slide. Most weapons are either closed slide, or have an enclosed open bolt. It also has a rate reduction mechanism that slows the rate of fire to 650rpm. Similarly sized full-auto weapons are usually 1000+ rpm. The 9×18mm Makarov round with the lowered ROF makes this a very controllable weapon compared to other machine pistols. Another interesting feature is that the slide will not close on an empty magazine, meaning that you do not have to charge the weapon again after reload. In-game, we are using the smaller 15 round magazine intended for easy carry. However, reloads are fast and reloads from empty are not slowed down by a manual rechamber animation. It is iron-sight only, as the sights move with the slide. Damage: 30 Range: 40 yards Magazine: 15 rounds Rate of Fire: 650rpm So, small magazine and slow rate of fire. What does this weapon have to make you want to use it? Extremely low recoil and high accuracy. It also has full movement speed while ADS and fast recovery from sprinting. I modified the model (from COD:BO) to add high-visibility sights that should be very easy to use. The new PM-63 replaces the STEN. That's interesting. I have several of these pistols, the PA-63 (also 9mm mak). They're James Bond's Walther PPK clones, basically, and kick like a mule. The naming, PA-63 vs. PM-63, might be coincidental, but it does make me think they're related, esp. since they're both 9mm mak. en.wikipedia.org/wiki/FEG_PA-63
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Lamron
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Posts: 5,214
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Post by Lamron on Dec 16, 2016 10:28:18 GMT -5
What cartridge do you have it firing? The XP-100 is firing the .308 Winchester. In-game, we are ignoring the FPS loss of the short barrel. It has the same range and damage of the Ballista sniper rifle.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 31, 2016 2:58:07 GMT -5
KSG Shotgun Upgrade
The KSG shotgun has two magazine tubes with a manual selector. After 7 rounds you switch to the second tube for 7 more. In-game, this was done automatically, acting as one 14 shot magazine. There is another way to use this shotgun though. You can put different ammo in each tube and select which you want to use. This is what I've set up for our KSG now.
Using the "Firemode Key" (bindable in the popup, same key used to add/remove silencer from rifles), you can select between 00 Buckshot for close range, or Slugs for more distance.
There are three things that indicate which mode you are in. The crosshairs are different, the optics reticles are either chevrons (slugs) or circle (buckshot), and there is text above your ammo counter.
The tubes have independent counts (the tricky part of scripting this). So if you fire a few shots and switch tubes, each will remember the correct amount in it. This also means you have to reload them separately. Your ammo stock is shared, shells magically become Buckshot or Slugs depending on which tube you put them in.
When selecting, you have four options of Reflex Sight or Acog, and Buckshot or Slugs. This determines which optic you have and which mode you start with. You can always switch on the fly, but you will respawn in the mode you selected.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Dec 31, 2016 3:15:29 GMT -5
Forget the XP100. After searching for months, I couldn't find what I actually wanted (the Advanced Warfare RW1) and so I created the XP100 to give similar functionality. Now, less than two weeks later, someone finally ripped the model and animations and made them available. So now we have that instead, with a few of my own modifications of course. NEW SECONDARY WEAPON: RW1 CoilgunThis single shot weapon uses electromagnets to accelerate a steel projectile to very high velocity. It has a scope and works like a sniper rifle. Slow 3 second reload, but high damage and high penetration. Unlimited range. Dual power scope magnification. This technology really does exist, but not at this scale yet. Coilguns small enough to carry are very weak. High velocity coilguns are large and VERY power hungry. Our RW1 Coilgun is special. It has a miniature nuclear power supply in the grip, supplying all the power needed. =============================================================================================== The Desert Eagle has lost its reflex and scope options. I needed to free up an XMODEL. Now chose between single- or dual- weilding options
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RedRock
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Post by RedRock on Dec 31, 2016 20:05:50 GMT -5
Nice fancy weapons. I look forward to trying them. I'm on duty this long holiday weekend, still at the office as I write, doing dictations, from a busy 12/31. But eventually I'll get out and into the server.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Jan 28, 2017 11:33:12 GMT -5
Garand Upgrade:
(Finally updating the descriptions here)
The Garand can now fire Poison Gas canisters attached to the barrel. It uses the key normally used for under-barrel attachments. This is strictly one shot per spawn. After firing, that control slot goes back to being your Claymores. Scavenger will not resupply Poison Gas canisters. You can not sprint while the PG is attached, but you can add/remove it without firing it.
The Poison Gas is red and lasts for 8 seconds. It slows your movement and does damage every 1/2 second you are exposed. The area size, damage, and timing are set so that if it lands at your feet it is always possible to escape it before dying, assuming you have full health and start running (in the right direction) immediately. However, a direct hit with the canister does 20 damage. That initial damage will make it nearly impossible to escape in time.
Equipment Tactical Mask will make you completely immune to the effects. The mask icon will flash in your crosshairs if your victim is using Tactical Mask, so you'll know he's not being effected.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Jan 30, 2017 3:54:05 GMT -5
A few recent changes:
SPECTRE: New attachment menu. Now select Iron-Sights, EOTech, or Dual-Wield. And select if you want a Silencer or not. What used to be the Extended Mags attachment (50rnds) is now standard, except for Dual-Wield which uses 30rnd mags.
PM-63: Has moved to the Secondary Weapons list. With its small size and low 15rnd magazine, it fits better as a backup weapon. That's what the real-life weapon is intended for anyway.
Kiparis: The Kiparis is gone. It was very similar to the SPECTRE in performance and redundant. The only thing special about it was the dual-wielding, and now the SPECTRE has that option, with the additional ability to have silencers on both guns.
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These changes free up space on the menu and two XMODELS for future weapon additions.
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Jan 30, 2017 4:09:07 GMT -5
New Primary Weapon: Polish PM-63The Polish PM-63 is a small pistol-sized smg designed for defensive use by soldiers who's duties prevented carrying a full sized weapon (tank crews, supply and support people, etc.) ... I came across some more info about the history of this unusual weapon, if anyone is interested in the real-life origins of our game weapons. www.forgottenweapons.com/submachine-guns/pm-63-rak/
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Lamron
Benevolent Dictator
Posts: 5,214
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Post by Lamron on Feb 3, 2017 21:01:56 GMT -5
New Primary Weapon: M14 Hybrid Sight + SilencerThis is a semi-auto rifle with a special hybrid sighting system. It has an EOTech plus a swing-away magnifier. Use your weapon change key to flip the magnifier up/down. It also has a permanently mounted silencer, and is the only silenced weapon with unlimited range. The zoom level with the magnifier down is similar to normal Reflex Sights. With the magnifier up, it is equivalent to the "Low" setting of the sniper rifles. Capacity: 20rnd Mag. Damage: 70 Range: Unlimited Of course, COD4 is not designed to handle this type of switchable optic. Its actually two weapons that use the magnifier up/down animations to switch between them instead of the usual raise/lower animation of changing weapons. In order to make this work properly, I have this set up to take the place of both your Primary and Secondary weapons. Meaning, when selecting the M14 you will not be able to pick a Secondary weapon. Also, after you spawn with it, you can not trade it with other weapons you find on the ground, and the M14 will not be dropped at death for others to pick up. Tactical/Lethal Devices, Claymores, and the Ballistic Knife are in different inventory slots and are not effected. The script that prevents you from trading one of the two weapons for something else has a weakness that can be exploited. I've decided to leave it in and call it a "feature", instead of a "bug". When you attempt to swap weapons, it detects the new weapon and takes it away from you and gives you back what you should be using. A side effect of this is that your ammo gets refilled at the same time. So when you try to pick up any another weapon, you get ammo instead. This rifle was ripped from COD:MW3.
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Death's Shadow
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Post by Death's Shadow on Feb 4, 2017 12:09:12 GMT -5
Used thee m14 last night, very nice work on the animations. Weapon worked well for me on larger maps.
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Death's Shadow
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Post by Death's Shadow on Feb 10, 2017 18:39:03 GMT -5
Big D and I have noticed that the m14 hybrid glitches now and then. When switched to the more powerful scope it fails to hit intended target. He has shot at me while I was standing still and visa versa.
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