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Englisch [EngiN33R] Custom Weapons Script

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Would this script be useful/cool?

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Yes
91,80% (56)
No
8,20% (5)
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alt Re: [EngiN33R] Custom Weapons Script

Night Till Death
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@user oxytamine: - most popular servers currently are construction ones wich only use HC script...

I use most of Engi's scripts cause they are awesome
+ It does not matter if someone uses them right now or not... the point is that they CAN be used ANYTIME by ANYONE
1× editiert, zuletzt 13.03.12 14:28:07

alt Re: [EngiN33R] Custom Weapons Script

EngiN33R
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So far this only supports firearms as in bullet shooting weapons. I will implement projectile weapons like grenades and rocket launchers, as well as melee weapons - probably when I release a stable version with firearm support.

alt Re: [EngiN33R] Custom Weapons Script

dENd
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user EngiN33R hat geschrieben
So far this only supports firearms as in bullet shooting weapons. I will implement projectile weapons like grenades and rocket launchers, as well as melee weapons - probably when I release a stable version with firearm support.


Nuke granades

alt Re: [EngiN33R] Custom Weapons Script

Navy Seal
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great progress so far I'd love to see the finished version

btw have you found the way to pick up the ammo boxes with custom weapons or not yet

EDIT:
If you will permit to modify your script, after you will finish it, then I have an idea for a modification to your script. I put it under the spoiler so it wouldn't waste the page

Spoiler >
1× editiert, zuletzt 13.03.12 14:39:24

alt Re: [EngiN33R] Custom Weapons Script

EngiN33R
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user Navy Seal hat geschrieben
great progress so far I'd love to see the finished version

btw have you found the way to pick up the ammo boxes with custom weapons or not yet


I'm probably going to implement the possibility to refill ammunition with the default ammo boxes or some coded ammo boxes that will only refill some weapons you specify.

alt Re: [EngiN33R] Custom Weapons Script

Apache uwu
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Think in terms of the base weapon, if the weapon you're holding can scope, then yes

Nevertheless, if there was a weapon that triggered attack2 you could try to emu/sim that effect with images and sounds.

alt Re: [EngiN33R] Custom Weapons Script

EngiN33R
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user Navy Seal hat geschrieben
great progress so far I'd love to see the finished version

btw have you found the way to pick up the ammo boxes with custom weapons or not yet

EDIT:
If you will permit to modify your script, after you will finish it, then I have an idea for a modification to your script. I put it under the spoiler so it wouldn't waste the page

Spoiler >


Yes, I think the idea is great and of course I'll permit people to edit it. The scoping idea is interesting, I'll get on it after I finish the main functionality, which shouldn't take long.

The rest is quite possible to make just modifying weapon parameters in the weapon table. I'll add some docs for modders who want to modify the script.

alt Re: [EngiN33R] Custom Weapons Script

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user Apache uwu hat geschrieben
.

Nevertheless, if there was a weapon that triggered attack2 you could try to emu/sim that effect with images and sounds.


i think claws have attack 2 it makes more powerful attack for zombies

alt Re: [EngiN33R] Custom Weapons Script

Apache uwu
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I was actually thinking of the Sactchel Charge, it doesn't have any sounds, however it does not trigger attack2

Moreover, it doesn't trigger attack1 if you don't have ammo --> which is reasonable

alt Re: [EngiN33R] Custom Weapons Script

DannyDeth
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I would imagine reloading to be quite a hardcore business, you'd have to use serveraction keys for it. Well, good luck. Looks pretty good but a little laggy, well, who am I to judge?
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