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I have gone ahead and increased the damage from 29 to 33, and reduced the HS multiplier from 2.4 to 2.2, so it can now kill with 1 body-shot and 1 head-shot. I reduced the fire rate as well so it won't be such a beastly weapon. If you have any other critiques feel free to leave a comment!
Scoping and zoom in works. The damage value changes still don't make it worth using the Weapon since other weapons outclass it by miles. My suggestion is keeping the bodyshot damage as it is (Keep it between 25 - 33) and change the Headshot damage to a value, so a Headshot and a body shot can kill someone.
This is done easier by using SWEP.HeadshotMultiplier = [Any Value].
As Example your weapon deals 26 (bodyshot / default) damage, using a headshot multiplier of 3,1 will result in 81 damage when hitting the head, though I assume you know this. Just a recommendation since I want this gun to be used, when playing with my friends.
Update incoming!
- But the M14 Headshot damage feels pretty low (Should probably be about 78 - 86).
- You should probably add the M16 Zoom so you could use this for sniping or mid-ranged fights.
For this I copied the code (M16-Code) below, which should do it.
function SWEP:SetZoom(state)
if not (IsValid(self:GetOwner()) and self:GetOwner():IsPlayer()) then return end
if state then
self:GetOwner():SetFOV(35, 0.5)
else
self:GetOwner():SetFOV(0, 0.2)
end
end
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self:GetNextSecondaryFire() > CurTime() then return end
local bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
self:SetZoom( bIronsights )
self:SetNextSecondaryFire( CurTime() + 0.3 )
end
I am sorry to hear that the hands do not show up properly with custom playermodels, I went in game myself and saw exactly what you mean. I thought that the hands would be setup properly as I have the show hands flag set to "true" but I guess more work must be done for custom hands. I'm not really sure how to fix this but if I find a solution I can try to implement it.
i had a question because we're running a pointshop with custom models; is there a chance you would switch over to using the playermodel's hands instead of using baked in v_hands? tysm for the addon nonetheless, awesomesauce