Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Renegade Republik » weaponmod discussion
Re: weaponmod discussion[message #127805] Wed, 27 September 2006 06:52 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
thx guys

actually some of the guns were already "reconstructed" in 1.13 so there are better pics around (not yet implemented, not sure if it will be at all)

i was merely trying to show off the new attachemnts and make people try to figure what they are and what they're good for Smile

but i guess the quality isn't good enough to sfigure such things. and for once i'm not going to give away too much info. the player will have to figure some things in the game, shoudl add to replayability value Wink

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127806] Sat, 11 November 2006 02:04 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
sticking with wil473?s idea that he discussed at another part of the forum, there'll be a new system concerning folding and collapsible stocks as reaction to the logics errors in the existing system. well, there will be new logic errors but that's cuz of the engine Wink

http://img198.imageshack.us/img198/2738/newstocksystemsyr9.jpg

rifles that HAVE folding/ collapsible stocks will be able to switch into stock folded/ collapsed state by attaching the "fold stock" attachment

by unattaching it, the gun is at normal stats again. This costs only very few AP, so it will be a good option in CQC even compared to drawing a backup pistol

this system will be implemented for assault rifles and certain SMG's (mp5 and bizon type for instance, as these aren't fired with 1 hand even if the stock is folded/ collapsed)

for SMG's that are fired using only 1 hand when the stock is collapsed (mac-10, Uzi versions, PP-90) will require a merge system to allow switching 1-handed action and 2 handed (apart from the stats change due to stock position)

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127807] Sat, 11 November 2006 02:59 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Good idea and a better approach than what I was going to do. I was thinking of having the attachment appear when you unfolded the stock but having it attached in the collapsed state is a much more realistic approach.


Well done.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127808] Sat, 11 November 2006 03:26 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
my system isn't overly realistic, but i hope it's not too much a hassle for the player. haven't really tested it yet.

the gun comes with a default attachemnt of an unfolded stock. This attachment is a blank, it doesn't do anything.

then you take it off of the gun, turn it into a folded stock, reattach it and have the folded state. Unattach it to have the normal gun stats again

main problem: the default attachment has to be merged to a folded stock by combining it with another item. currently a screwdriver. Which is ridiculous ;-( when it comes to realism

plus, once the attachment is remove, you have to carry it with you all the time and leave an attachment slot open to be able to use it in case... so it's a very awkward thing right now, but it sure is fun to fold the stock, get round corner, let some bullets fly and then get back again Wink

however providing the "fold stock" attachment as default on the gun would be bad as the AI couldn't handle it, and would try to snipe in folded stock mode and such...
it's only awkward in th ebeginning, once tested and figured it might work.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127809] Sat, 11 November 2006 03:27 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
hey, wait, maybe there would be a faster way using hundreds of attachment combo merges ;-(

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127810] Sat, 11 November 2006 04:21 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
*edit*

no, there isn't

BTW, why can merges have two resulting items but attachment combo merges only 1 resulting item?

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127811] Sat, 11 November 2006 05:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
It's probably just because the coders haven't made that happen yet. Like the way normal attachments used to be done. That is a good idea though because if anything attachment combo merges should be able to produce multiple items.


I look at you're screwdriver item the same way as I look at rod and spring or barrel extenders. It is not exactly what you would be doing but rather an item to make the process work.
Rod and spring obviously is equivalent to making weapon modifacations that increase the speed of the action or make it ergonomically faster, barrel extenders are obviously any modifacation to the reciever, barrel or even sight that results in a weapon with greater accuracy. I really don't see where all the confusion and disgust people have with these 'iconic' depictions of common firearms modifacations come from. Maybe a more accurate way to describe these items would be 'gunsmith's kit' or 'machinist's kit' but since they'd be the same thing by any name I think the issue is achedemic.

Screwdriver is a fine way of doing it and maybe could be used in other combinations.

A possible way of doing the folding stocks would be to have two seperate items 'switched' by the collapsable stock attachment. But the only really good result from this approach would be if AttachmentComboMerges could be removed so you would't have to use an attachment slot. One cosmetic advantage to this way would be that since you'd be using two weapon slots you could depict the weapon with extended and collapsed stock. But since this is not possible you're approach is the best way I can think.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127812] Sat, 11 November 2006 05:57 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i think wil473 is using a merge system with two weapons for each weapon

and i'll be going for that system for a selected list of SMG's, but no more than 30 guns to be duplicated. you'd have then MP5k (normal) and MP5K (dual) so one is used 1handed and has pistol-like properties and one is used two-handed and has SMG properties
maybe even the folded stock one could fit a small slot and the unfolded one needs a big slot. Not sure about that, would mean to make some 30 new pics, which, depending on picture in question, would take some time

but there are just too many AR's with folding stocks to duplicate them all. The relation between effort and gain would be off there so i'm using the "use your imagination" attachemnt --> merge -->attachment2 system Wink

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127813] Mon, 13 November 2006 03:06 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
okay, here's a preliminary (already improved) pic of the folding stock system on smaller guns

http://img296.imageshack.us/img296/2377/skorpdualmn7.jpg

using an "action merge" item onto the 2-handed gun will create the 1-handed gun and another "action merge" item to revert the process

this costs very little AP and can be used in different situations
main drawback is the need to carry around an otherwise needless merge item (that at least fits a small slot)

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127814] Wed, 15 November 2006 18:36 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Are attachments preserved when doing this conversion?

EDIT:

I've checked myself, making similar thing. Attachments are preserved.

So this is really great!, now it's possible to simulate folding stocks in game.

That's how it's done:
Let's say you have MP7, which is single handed. This mode of weapon has some typical characteristics. But you can change weapon to two handed, with retracted stock, and with unfolded grip simply by non-destructive merge(and vice-versa). I mean creating new item: same MP7 with some better and some worse characteristics. For this merge I use SAK(a.k.a. utility knife) - I know it's ridiculous, but one cannot avoid using something to create another item. It can be even first aid kit, or anything that is always present in merc's inventory.
Problem is that you can't use same image to new item: I experience CTD. This means new images are required for weapons w/-w/o stocks, but one(I intend to do that) can simply duplicate old ones.

BTW, I'm not going to use folding stocks as possible attachments to weapons with normal stocks, so I didn't think about these. I'll stick to weapons with inherent retractable/folding stocks.

Report message to a moderator

Corporal
Re: weaponmod discussion[message #127815] Wed, 15 November 2006 23:14 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
It may sound somewhat ridiculous, but why not make an attachment for this action that looks like a hand? Wink

Report message to a moderator

First Sergeant

Re: weaponmod discussion[message #127816] Thu, 16 November 2006 00:27 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
profound

you're right, that's exactly what i'm doing as far as submachineguns/ PDW's are concerned

it means however to duplicate many items and weapons and make new pics to avoid confusion. i've had it working with both guns using the same picture without any CTD though, but it's confusing so i try to make many new pics (maybe not all, some SMG's really only offer very few good pics)

often, the folde stock item wold then even fit into a small slot, that's one more important point when it comes to backup-weapons

starwalker

i thought about this as well the hand could be used for thousands of merges, but then i made a quick guestimation of how well a human hand would look like in ja2 if i had drawn it and the decided for the screwdriver Wink

of course, the utility knife could have the same functions (copy-paste in merges.xml, not much work)

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127817] Thu, 16 November 2006 01:19 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Yes, no CTD anymore - it was a mismatch in xmls.

I don't understand why there's folding stock as an attachment to skorpion? Why use scarce attachment places when it's not necessary, or is it done intenionally?

Report message to a moderator

Corporal
Re: weaponmod discussion[message #127818] Thu, 16 November 2006 02:04 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it's not an attachment, it is the item to merge it with, or, the second resulting item to the merge

the screwdriver only converts the undefined folding stock into one of the "merge" items, namely "fold" or, if applied twice, "unfold"

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127819] Thu, 16 November 2006 02:32 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
To make it clear, these are your steps as I realise them:

1. You have a gun with attachment which is unfolded stock and does nothing
2. You remove unfolded stock, use screwdriver to make it folded
3. You merge this folded stock with previous weapon and get(new) weapon as it would be with folded stock

Right, wrong?

Report message to a moderator

Corporal
Re: weaponmod discussion[message #127820] Thu, 16 November 2006 04:10 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
right

3. i merge the folded stock with the 2-handed weapon to get the 1-handed weapon PLUS another merge item that can reverse the entire process

so you can switch between folded/ unfolded as long as you keep the merge item with you

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127821] Thu, 16 November 2006 04:55 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
My suggestion is simplification of that process.

Because I don't like these folding stocks as possible attachments(I even don't think it's possible to change stocks so easily to most gun, as it is in default v.1.13), and they aren't available in my game. But I left weapons that naturally have folding/retractable stocks, like AKS, various SMGs and ARs.


So my steps would be these:

1. There are two the same weapons with differents stats: with unfolded stock and folded stock. This means two entries in Items.xml, two entries in Weapons.xml

2. You can interchange between folded/unfolded state using only one step: use whatever item(SAK, screwdriver) on that weapon(with merge type 6) to get other mode(practically, you exchange items). This is simulation of manipulation with the stock.


gun with unfolded stock
item you use on that gun
gun with folded stock

and vice-versa. One step less.

Report message to a moderator

Corporal
Re: weaponmod discussion[message #127822] Thu, 07 December 2006 07:13 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yes, that's what i do with weapons that can be used in both actions (one or twohanded, like the p90 for instance) that have NO folding stock

mini-Saf, Agram 2000

for the logics of it though, the other guns need the foldings stock to carry out this action, even if it's a step more


more weapon mod stuff: i'm drowning in incredibly cool sniper rifles. i bet once i stop, 18 mercs can have 3 different really cool sniper rifles each...

... i'm brutally overstressing on the sniping stuff. need to find more counterbalance actions

VSS, As Val and VSK-94 have been cut back in effectivness though (depends on options you use though) trying to depict their very special real life specs a bit more

i'm also trying to figure a way to make cooler attachemnts for such weapons (rifles, snipers) than there currently are. a muzzle brake would make sense for many bigger sniper rifles, however many of them have one installed anyway (e.g. PGM UR Hecate 2)

the flash hider thing would normally not really fit on such rifles... as said, they feature bulky muzzle brakes that you really shouldn't remove Wink

so i'm wondering weather to get essentially rid of the flash hider altogether. ther already is a second attachemnt i made that's supposed to hide the muzzle flash.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127823] Thu, 14 December 2006 04:07 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
folding stock merge and attachment system: deemed complicated and not very handy. i'd need to find a better solution.
one more way would be to say that weapons with folding stock come with an extended folding stock as default attachment. If you take the attachment off, it means the stock is folded. you put it back on, it's unfolded.
big disadvantage: the natural state of the gun occupies one attachment slot. However having it the other way around would suck alot because the AI wouldn't hit anything with the stocks folded and unable to unfold.

SMG's, new suggestion: simplified merge system according to profound without any stocks, one merge converts 1hand version to 2hand version and vice versa, no superfluos attachments required.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127824] Sat, 16 December 2006 09:56 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
It's been a while since I looked around the rest of the forum (got the 1.13 subsection bookmarked), sorry for missing the above discussion. Forgive me for being long winded, but allow me to explain what I'm doing. At present the UC-113 folding stock system:

Comprises:
1) Two attachment items: Folded Stock and Extended Stock
2) Only a single entry of each Folding Stock equipped weapon in items/weapons.xml.

Use:
1) items have the stock (selected depending on type, ie. AK's have Extended Stock attached by default, most SMG's have the Folded Stock by default) This way AI will always have benefits of range with rifles, and Quick draw/shoot with SMG's

2) Conversion is done by:
i) Stock removal (0 AP), suggest having gun in "lower hand," put stock in "upper hand"
ii) Draw base weapon over the stock, prompting Merge Y/N prompt, merge costs a few AP and stock changes to other mode, items attached to base weapon unaffected as are base weapon stats
iii) Stock re-attachment (0 AP)

3) Stats:
on the Weapon itself(No Stock) -> -10 ToHitBonus, variable (~-17 to -19 depending on weapon) Burst/Auto ToHit, -10% PercentReadyTimeAPReduction (= 10% increase),

Folded Stock -> +3 ToHitBonus, +5 Burst/Auto ToHit, 75% PercentReadyTimeAPReduction

Extended Stock -> +10 ToHitBonus, +20 Burst/Auto ToHit, 10% PercentBurstFireAPReduction, 10% PercentAutofireAPReduction

These stats result in their being good and bad points to having either of the stocks attached, and a combination of the poor stats when there is no stock attached. This should encourage people to keep one of the two stocks attached.

Not sure if this helps your vision Scorpion, but that is how I'm implementing folding stocks. I did try using MergerType 6 with NADA in hopes that simply clicking on the attachment would cause it to change. Wishful thinking on my part that the new merger type (6) could be used like a "switch." Perhaps we should ask for a way Merge Type 6 could be triggered by holding a key and clicking on one of the attachment item's own attachment slots.

Report message to a moderator

Lieutenant

Re: weaponmod discussion[message #127825] Sun, 17 December 2006 01:40 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i had a similar system, but ditched it because my way to implement it was too complicated
i develped another system which won't force conservative players to deal with things and logics that are new, but keep it mandatory (mandatory means you don't need to do something, right?)

the idea to have either version of the stock default depending on weapon type is okay, but since the AI can't really handle that... ...i'm gonna do that slightly different.

in UC 1.13 hybrid, the map design is different so i guess that's another aspect that makes your system better for your mod than for mine. but i'll be tsicking with the general logics of it to a certain extend

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127826] Mon, 18 December 2006 00:54 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Quote:
Originally posted by the scorpion:
(mandatory means you don't need to do something, right?)
Mandatory=verbindlich

I guess you wanted to say 'optional'? :confused:

Report message to a moderator

First Sergeant

Re: weaponmod discussion[message #127827] Mon, 18 December 2006 01:24 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
yeah, optional as the opposite of compulsory Wink

or?

yeah i was lacking the word, thx
i wanted to say it take an active action so the player gets only bothered with folding stocks if he activly decides to perform a certain action.

(unfolding the stock from a gun or switching a gun from one two hadns into one)

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127828] Fri, 05 January 2007 03:51 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
@ the Scorpion:

man i just can hardly wait to get my sweaty hands on the finished product!

but concerning the weaponmod: if not already at it, please try to incorporate some quite rare, if not unique guns.

all the low end, midrange and highend guns sure are nice, but make sure, there are really noticeable differences between the classes.

and for the unique guns, i would suggest following approach:

make about 2-3 different uniques for each class and kind of weapon and make it worthwhile to obtain them!

i.e take an assault rifle and give it more possibilities for upgrading and customization than other similar rifles have.
choose the possible attachments so, that the rifle can be optimized to excel in one particular stat or field, giving it the lowest possible APs or lowering its burst penalty to nearly zero.

incorporate these unique weapons as quest reward or as bonus for especially demanding maps.

don

Report message to a moderator

First Sergeant
Re: weaponmod discussion[message #127829] Fri, 05 January 2007 05:50 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Quote:
Originally posted by Mauser:
@ the Scorpion:

man i just can hardly wait to get my sweaty hands on the finished product!

neither can i. do you know when they'll have it in the stores?

in fact you can get early test versions by contributing to the project. In your case, if you're from bavaria, you'll probably be able to record that german-origined mad scientist character for me... Wink

in fact it's assigned to a vocie actor but there has been no more feedback so i have to guess i need a new one.

the stock systems have both been simplyfied. as you point out, no normal professional would use dual weilding. But since our merc can be considered improved versions of hollywood heroes, they might decide to use two pistols or submachineguns at a time (particuliarly if the feature the ambidextrous skill)

most submachineguns will be two-handed by default and need to be merged to become dual usable. So that means as long as you don't activly decide to use dual-weilding, there won't be any dual-weilding.

for assault rifles, it might come handy to fold the stock in indoor situations where every AP counts (only very very close range combat)

but don't expect to hit anything outside point-blank range Wink

the weapon advantage disadvantage system is much more complex and allows the player such a multitude of decisions that there can't be a single "best" gun at all in the game. Different guns are easier/ harder to come by, feature different types of ammo, attachments, the availability of attachemnts might be differnet for many guns etc.

additionally, there are options in the optioins screen and options.ini that screw weapon balance if checked so what is the best gun depends on such a multitude of factors that in the end it's up to one's taste.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127830] Fri, 05 January 2007 05:59 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
in fact it's assigned to a vocie actor but there has been no more feedback so i have to guess i need a new one.
well then, i guess i have no choice if i want to get my hands on some fresh material anytime soon.
if i have the choice to play betatester for games like dark messiah of might and magic or your mod, i

Report message to a moderator

First Sergeant
Re: weaponmod discussion[message #127831] Fri, 05 January 2007 08:26 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
email is on your way.
what will be important about the recordings is that you don't exhale onto the micro. The sound guys tell me that this can't be fixed, while a little bit of static or noise can.

your character doesn't need and extremely stereotypical german accent. a tad of accent is enough.

i'm honored by the will of the community to test this. I might have to warn you that some early testing feedbacks were that the mod was a let down. maybe expectations are very high?

anyway, interactive testing should allow us to improve what i've messed up. i know that the community here consists of a lot of smart and creative people. During or after testing, we should be able to figure what skills will be needed to make serious improvements and then maybe call for help into that direction.

in fact i'm pretty sure many of the guys here would make a much better mod than i if they had the necessary time at their disposal. But don't tell that to the public Wink

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127833] Fri, 05 January 2007 09:41 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
it isn't soo easy. but i see you're well motivated for some reason. that's cool.

i sent the text and a screenshot.


that as well as elongated answers to your questions

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127834] Sun, 07 January 2007 19:58 Go to previous messageGo to next message
Vicky is currently offline Vicky

 
Messages:66
Registered:January 2006
Location: New Zealand
I find a good way to solve the whole breathing on the mic thing is to hold the mic to the side... weird yet effective... and yes I do have too much time on my hands!

Report message to a moderator

Corporal
Re: weaponmod discussion[message #127835] Thu, 11 January 2007 00:59 Go to previous messageGo to next message
AquaFight is currently offline AquaFight

 
Messages:14
Registered:May 2005
scorpion, one thing i have longed for is thermal googles, i know its not easy to make, but it would be so cool...

Report message to a moderator

Private
Re: weaponmod discussion[message #127836] Thu, 11 January 2007 04:46 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i currently use a thermal scope/ handheld device

goggles would be interesting as well, agreed

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127837] Thu, 11 January 2007 23:18 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
As for breathing into the mic, I use a paper towel hanging from a piece of coathanger between me and the mic. They make a fancier version called a windscreen but avoid the ones that encase your mic head. They don't work well.


A thermal scope mey incorporate a limited version of the radar detector?
Just an idea.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #127838] Mon, 15 January 2007 14:47 Go to previous messageGo to next message
Vicky is currently offline Vicky

 
Messages:66
Registered:January 2006
Location: New Zealand
Huh.. very clever idea Khor.. nice one! Hadn't thought of that yet.. are the voices still clear?

Report message to a moderator

Corporal
Re: weaponmod discussion[message #134456] Sat, 31 March 2007 16:22 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
what do people think, double barrell shotguns shold be able to fire both rounds at once, no?

http://img112.imageshack.us/img112/4776/doublebarrellshottiekl7.th.jpg

which shotguns in 1.13 selection have double barrells? what about the sawed-off thing?

One more issue that i have is that shotguns make much more fun if the enemy uses buckshot rather than tose normal grey solid bullets.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #134528] Sun, 01 April 2007 11:10 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
I think the sawed off is the only doublebarreled shotgun we have in 1.13 at the moment. The 2-shot Baikal has two barrels (one above the other), too, but cannot fire both at once.

Report message to a moderator

First Sergeant

Re: weaponmod discussion[message #134533] Sun, 01 April 2007 11:57 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
that's why i changed it to MR-233a. The "a" version has a trigger group that allows just that.

hm. just checked versions http://www.baikalinc.ru/en/company/100.html

maybe i have to use 223b or c version rather than "a". the one with the third trigger group anyway Wink

so you'd say the sawed off as well? good. Couldn't quite make that out judging from the picture alone.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #134546] Sun, 01 April 2007 16:35 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
C version is what you want.

(A) has a single trigger with a thumb selector to let u decide which barrel fires 1st.

Both barrels going off at same time is a misnomer. Only if you can squeeze a double trigger at same time can you fire both barrels. That is over the counter guns you buy. But if you "modify" the triggers, I would do this with a single triger version, you can make both barrels fire off. You can't buy one that is already set up like that. (I don't believe anyway).

Report message to a moderator

Sergeant Major

Re: weaponmod discussion[message #134587] Sun, 01 April 2007 22:42 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
right. then i need to allow a modified trigger group to allow this, right?

because those 2 shots shotguns are rather useless otherwise.

Report message to a moderator

Sergeant Major
Re: weaponmod discussion[message #134589] Sun, 01 April 2007 22:56 Go to previous messageGo to next message
Marlboro Man

 
Messages:1159
Registered:October 2005
Location: USA
That's what I would do or like to see. A trigger group to act as the modified "smithing". Double barrel shotguns can be fired very quickly and without having to readjust your aim "much". Skeet shooting for example. I would set the 2nd shot to a very low ap cost to show this. Then after you apply the new trigger group you get a single "bad ass" shot. 2 barrels full of buckshot at close range is pretty darn bad ass, in my book anyway. Even if you have super armor on. Smile

Report message to a moderator

Sergeant Major

Re: weaponmod discussion[message #134596] Sun, 01 April 2007 23:55 Go to previous messageGo to previous message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
well, that's what my screenshot shows, no?

if it helps realism, i could make a new item for this and default attach it to the mr233c and sawed off shotgun. Because without them, they'd be hardly any use compared to pump actions or semi autos (especially with the manual relaod ap thing in between)
the way i see it, mr 223c shouldn't have a manual reload ap between it's shots anyway?

but then, it's only 2 items very early in the game dropped by some rioters and bandits. I think i may just do this without the help of a special item. I know it wouldn't be realistic, but the timeframe in which these guns can be used effevtily is limited...

Report message to a moderator

Sergeant Major
Previous Topic: resolving urgent issues
Next Topic: sound clean up coordination
Goto Forum:
  


Current Time: Fri Jul 19 15:11:23 GMT+3 2024

Total time taken to generate the page: 0.02319 seconds