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[USSocom]//Template=Socom; //unless templates are not usedWeapType=0; //type of weapon (0 = normal, 1 = melee, 2 = ?)WeapFire=0; //how gun fires (0 = clickclickclick, 1 = auto, 2 = burst fire)WeapNade=0; //can/do you press e to fire?WeapPin=0; //do you drop a pin when you shoot this weapon?WeapBursts=0; //how many shots are bursted in burst fire modeWeapLow=0; //do you need to prone or crouch to shoot?WeapAir=0; //if Low = 1 then can you shoot gun while proned in midair)WeapPush=0; //does it push you back (0 = no, 1 = yes, 2 = only in air)WeapScope=0; //can you snipe with it?WeapCam=0; //does screen follow bullet when shot (like barret scope)WeapRange=0; //scope rangeWeapDrop=1; //is it possible to drop? (0 = no, 1 = yes, 2 = i tHRow m@i WEap @t J0o!!11!)WeapBadge=0; //do you wear the rambo badge when you hold this weap?WeapFocus=4; //how many shots does it take to bink the lucky user of this weapon (-1 = doesn't bink)WeapQuake=0; //does the screen shake when you shoot (maybe -1 = shakes victim's screen...)WeapGlow=0; //does this weap burn at the end of the barrel? (like the flame bow)HoldType=1; //How many hands do you hold the weap with (might be able to add more than 2)HoldFavor=0; //Main (or Writing) hand of Gostek (0 = left, 1 = right)Hold1=1 3; //Where your Main hand will hold the weaponHold2=0 0; //where your secondary hand holds the weapon (if you use second hand)HoldBarrel=5 1; //where the gun's barrel is (also where gun will glow if WeapGlow is on)GravType=1; //is bullet effected by gravity (-1 = negative grav, 0 = no grav, 1 = normal grav)GravDist=0; //distance in pixels bullet travels before effected by grav (negative number means gravity stops at that point)GravGrad=0; //does speed of bullet change during flight (-1 = slower gradually, 0 = same speed, 1 = faster gradually)JamType=0; //does the weapon jam? (0 = no jam, 1 = angled jam, 2 = reload jam, 3 = both)JamAngle=0; //what angle does weap jam at (if it does)JamTime=0; //how long (in ticks) does jam last (if it does)LoadType=0; //do you reload? (-1 = infinite ammo, 0 = normal reload, 1 = one-bullet-at-a-time reload, 2 = overheats instead of reload)LoadHeat=0; //time gun takes to overheat (in Ticks)LoadCool=0; //overheat cooldown time (in Ticks)BulletLife=-1; //how long does the bullet live (-1 = infinite, 0 = dies upon creation like saw bullet)BulletCount=1; //how many bullets does it shoot at once?BulletDist=0; //distance in pixels (or degrees if Para = false) between same-shell bulletsBulletPara=0; //are same-shell bullets fired paralell?BulletBurn=0; //does bullet spread fireBulletSmoke=0; //Does bullet smoke like law missile?BulletSpin=0; //Does bullet spin (-1 = CCW spin, 0 = no spin, 1 = CW spin)BulletSplash=0; //does bullet do splash damageBulletRad=0; //Radius of splash damage (if it does splash)BulletExplode=0; //does bullet explodeBulletDelay=0; //Time in ticks bullet waits to explodeRicoType=1; //bounce type (0 = Stick, 1 = Ricochet, 2 = "Nade Bounce")RicoAngle=25; //max angle bullet ricochets at (not sure what angle socom is, but grenade would be 0 (all angles))RicoMax=-1; //max ricochets (-1 is infinite which is unlikely :P)//maybe more
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.
Does the shot terminate at a certain range (stat gun)Does the shot activate AND terminate at the same range (chainsaw)
Pushback, Automatic, and Shell-Count can already be done or replicated very closely. I think 'angle' is pretty useless. The rest are 'ok' ideas.
Pushback, Automatic, and Shell-Count can already be done or replicated very closely.
Quote from: BondJamesBond on December 11, 2007, 08:00:40 pmPushback, Automatic, and Shell-Count can already be done or replicated very closely. Bullfeck. Yes, they can be done to a degree, but only under very strict circumstances almost guaranteed to feck up your WM. And say you want to take away pushback? It'd be nice to be able to make an automatic shotgun that doesn't double as a jetpack. Or, say, an automatic ruger that doesn't fire a shot per frame? What about a minigun that you can actually be still while firing?Oh, another couple things for the list. Shots till bink starts to take effect, (as of now it's stuck at 4, which means no self bink for semiautos) and screen shake (0 for no, 1 for yes)
Does "angle" mean that the weapon is jammed at a certain degree? (like knife, at 90)Cause it'd make a pretty good artillery gun. 60-30 and it can't fire any other angle. Maybe 210-270 for other side or something.Shell count is for the bullets in the spas right?With no further comment, I present to you..BURSTFIRE=We REALLY need that. It'd help for Espadon's HLT mod, too (along with the stupid problems of the BR.)
You forgot to define the amount of bullets fired.
[USSOCOM]0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 4, 0, 0, 0, 0, 0, 0, 0, -1, 1, 0, 0, 0, 1, 25, -1;[DEAGLES]
Nah, a couple extra kbs of text is worth convenience in modding.
[USSOCOM]Weap=T0 F0 B0 L0 A0 P0 S0 C0 R0 D1 F4 Q0;Jam=T0 A0 T0;Load=T0 H0 C0;Bullet=L-1 C1 D0 P0 B0;Rico=T1 A25 M-1