Sp/mp Weapon Coding -1 reply

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Q007

I'm too cool to Post

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31st August 2002

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#1 15 years ago

Hi

I am a modder who recently added the tesla to multiplayer. However, I have a very annoying glitch. When I switch weapons, my tesla disappears! I can never get back to it, unless I kill myself. Does anyone know what code I am missing because of this strange error? Any help would be greatly appreciated. My tesla is almost perfect.

Also, another minor glitch is that in 3rd person view my guy always seems to be moving (almost like he is running in place) when I have a tesla out. Weird.

If you can help me, please respond. I am sure I must be missing something very minor in my code, because everything else for the tesla seems to work just fine.

Thanks.

~Q007




Luger9mm

The forums staffers think I'm Cool

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23rd September 2002

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#2 15 years ago

You might want to make a mod that has better realistic damage to health points. In real life 9mm parabellum will kill with 1 to 2 shots. The .45acp will kill with one shot etc,. As for the tesla good Idea but I myself wouldnt be interested in it. Also make the weapons real life accurate. I know the thompson fires accurately up to 50 yards but beyond that it opens up a little bit.

The Luger should do 58 Damage and the Colt 65 and thompson 72. MP40 58 damage. it should take 1 shot with anything with the helmet off to kill someone. The Sten 58 damage also. MG42 is 7.92mm x 33 Kurz and I'd make it 84 damage. The mauser is 7.92mm x 57mm. So I'd make it 100 damage. I'd also add an option to include an unscoped mauser in the menu since this is what the majority of the german army used in WW2. (Mausers were issued to soldiers and MP40's to officers.) The sp weapons Garand, and FG42 rifle would be nice to have as well.

This is what I'd do if I could make mods. Also I'd double the grenade blast radius.

Some more things I noticed = The mauser can only hold 6 rounds per clip. The Garand can hold 8 rounds. The MG42 gun has 70-80 round belts. So make it a necessity to reload after 70 or 80 rounds.

The Colt held only 7 rounds but there are 8 round clips so thats ok.




Q007

I'm too cool to Post

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31st August 2002

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#3 15 years ago

Thank you for your advice. You appear to know a lot about WWII, just like my best friend (he is half-German). I am adding the Garand and Snooper rifles, and I was planning to do so anyway, even before you suggested it, and perhaps I will also be able to figure out how to add the unscoped mauser. I love your idea for that. (Did you know my best friend, the WWII afficionado, has an old mauser from WWII in his basement?! His house is like a veritable museum!)

I fixed my tesla problem, btw

Please download my mod when it is ready from rtcwfiles. It will be called Q-Mod, and I plan to release the beta test of it by Jan. 6.

Oh, and tell your friends to download it, too. :naughty:

~Q007




Hewster

WildWest Creator

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26th October 2002

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#4 15 years ago

Originally posted by Q007 Also, another minor glitch is that in 3rd person view my guy always seems to be moving (almost like he is running in place) when I have a tesla out. Weird. Thanks. ~Q007

You need to edit the wolfanim.script files for axis and allies... you need to associate a set of animations to use when a player is holding the tessla.

Hard to say with your other prblem.... is it empty ?

Hope this helps Hewster

Luger9mm.. You will find that the WildWest mod has similar weapon damage as that of which you describe. http://www.the-wildwest.co.uk