Pyromancer
doNT YOU KNOW how HARD DEVVING IS????
- Joined
- Apr 16, 2017
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- Nebulae
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Hello beloved nebulous.cloud gaming community! Pyromancer6 Coming At You With An Epic To Be Implemented Update to the Umm GUNS of the server!
To start: The implementation of New Weapons
The Chainsaw (runs off gasoline, ‘automatic’ melee weapon, pretty self-explanatory)
MP5A2 (fires 9x19mm, has better recoil control than the mp5k but fires a little slower)
MP5SD2 (also fires 9x19mm, is suppressed at the cost of firing a little slower yet than the MP5A2, great handling stats)
XM177 (5.56 AR platform rifle, fires full auto pretty quick but has sharp recoil because it’s such a small gun, famously used in kino
such as HEAT)
CZ 805 BREN (5.56 rifle, also fires full-auto pretty quick but is more modern with better handling and an attached red-dot sight)
Reclaimed Rifle (5.56 semi-auto scrap rifle, but more about it later in the ‘scrap gun rework’ section)
AK-103 (7.62x39mm rifle, was already present on the server but i’ve made it something unique by giving it a pre-attached red-dot sight and suppressor, balanced as an upgrade to the AKM)
Okay - great, some new guns and stuff. Cool beans. However, the elephant in the room, and something about getting lost in the sauce…
SCRAP GUN REWORK
What started as a fun idea (what if you could load 12 gauge into the pipe pistol to make a shinzo abe assassin gun for a meme?) quickly spiralled out of control until it became the idea it is now, in simple terms:
Once again, each ammo type will have it’s own behaviour, handling, stats etc. This allows players to adapt to current ammo stockpiles or shortages, alongside choosing the right tool for the job (or the less terrible one)
To ensure these weapons aren’t ignored over the much better non-scrap-weapons, I have the idea of being able to make the Pipe Pistol and Scrap SMG without crafting flags, with the Reclaimed Rifle and Scrap SMG calibre swapping being part of a crafter flag as not to make the flag entirely useless. These could go in their own crafting section as not to shit up the list of recipes.
Ron is working on making the Pipe Pistol able to be right-clicked in the inventory and converted on the fly to any of the ammo types shown above. As mentioned: I feel the Scrap SMG’s and Reclaimed Rifle’s conversions should be kept to the workbench as they have bigger gameplay implications compared to the Shinzo Abe meme gun.
CUSTOM MODEL HANDS
Another abandoned project from a few months past was the porting of various c_hand models for certain suits or models to give better parity with first and third person. The cop hands I had in mind have already been implemented at some point but there are still a few that remain, namely:
However, there’s still one problem that was the main roadblock in implementing this - when you equip a suit your hands don’t automatically update and require you to flag on and off, same with unequipping. Manually setting models with commands updates them instantly but running the equip function on a suit doesn’t. That’s the only thing stopping the implementation at the moment.
To start: The implementation of New Weapons
The Chainsaw (runs off gasoline, ‘automatic’ melee weapon, pretty self-explanatory)
MP5A2 (fires 9x19mm, has better recoil control than the mp5k but fires a little slower)
MP5SD2 (also fires 9x19mm, is suppressed at the cost of firing a little slower yet than the MP5A2, great handling stats)
XM177 (5.56 AR platform rifle, fires full auto pretty quick but has sharp recoil because it’s such a small gun, famously used in kino
such as HEAT)
CZ 805 BREN (5.56 rifle, also fires full-auto pretty quick but is more modern with better handling and an attached red-dot sight)
Reclaimed Rifle (5.56 semi-auto scrap rifle, but more about it later in the ‘scrap gun rework’ section)
AK-103 (7.62x39mm rifle, was already present on the server but i’ve made it something unique by giving it a pre-attached red-dot sight and suppressor, balanced as an upgrade to the AKM)
Okay - great, some new guns and stuff. Cool beans. However, the elephant in the room, and something about getting lost in the sauce…
SCRAP GUN REWORK
What started as a fun idea (what if you could load 12 gauge into the pipe pistol to make a shinzo abe assassin gun for a meme?) quickly spiralled out of control until it became the idea it is now, in simple terms:
- You can convert the Pipe Pistol on the fly to shoot different ammo types using a drop-down menu whenever you right-click it in your inventory. You can choose from 9x19mm (standard), 9x18mm, .45 ACP, .357 or 12 Gauge. There are five different variants of the weapon, hidden from the spawn menu but still accessible via the helix scripts/items.
- Each ammo type has its own damage, stats and general behaviour that corresponds with the round fired in question. 9x18 will have much less damage and recoil than .357, for example.
- However, this theme also carries along to the whole selection of “zip guns” or pipe weapons, including the Scrap SMG, and the all-new Reclaimed Rifle. You will be able to change the calibre the SMG and Rifle fire at any workbench with minimal or no tools, depending on what we go with.
Once again, each ammo type will have it’s own behaviour, handling, stats etc. This allows players to adapt to current ammo stockpiles or shortages, alongside choosing the right tool for the job (or the less terrible one)
To ensure these weapons aren’t ignored over the much better non-scrap-weapons, I have the idea of being able to make the Pipe Pistol and Scrap SMG without crafting flags, with the Reclaimed Rifle and Scrap SMG calibre swapping being part of a crafter flag as not to make the flag entirely useless. These could go in their own crafting section as not to shit up the list of recipes.
Ron is working on making the Pipe Pistol able to be right-clicked in the inventory and converted on the fly to any of the ammo types shown above. As mentioned: I feel the Scrap SMG’s and Reclaimed Rifle’s conversions should be kept to the workbench as they have bigger gameplay implications compared to the Shinzo Abe meme gun.
CUSTOM MODEL HANDS
Another abandoned project from a few months past was the porting of various c_hand models for certain suits or models to give better parity with first and third person. The cop hands I had in mind have already been implemented at some point but there are still a few that remain, namely:
- Blacksuit/Trenchcoat
-
- Reinforced Blacksuit/Trenchcoat
- Airex Suit
- Greensuits
- Division Suits (Mechanic, etc)
- Enhanced Rebels (Skin tone appropriate)
- Enhanced Conscript/TERRORWAVE
- Premium Models/Blackshirt Citizens
However, there’s still one problem that was the main roadblock in implementing this - when you equip a suit your hands don’t automatically update and require you to flag on and off, same with unequipping. Manually setting models with commands updates them instantly but running the equip function on a suit doesn’t. That’s the only thing stopping the implementation at the moment.
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