Garry's Mod
GChem - Chemical Warfare
 Αυτό το θέμα έχει επισημανθεί, οπότε πιθανώς είναι σημαντικό
Roadmap
Planned Features: (not in order)
Nerve Gas(Done), Chemical Detection Kits (Done) and Antidote Kits (Done)

Gas shells for Gredwitch addons (if possible, but likely not practical), Ferret rounds (gas canisters that breach thin barricades) (scrapped, other people can do it, I won't)

possible merging with JMOD (rejected, JMOD has a very different design philosophy so that keeping GChem optional is the best option, however, a tear gas grenade has been contributed to JMOD)

Possible Features:
Rewrite gas and exposure code (unsure, may revisit gchem eventually, may just make a GChem 2.0)
Addon-Native Gas Mask and Chemical Suit protect against more than GChem Gas
Pepper spray, adamsite and lewisite (unlikely, proven to be considerably difficult to add new agents)

Unlikely Features:
Mixing Gases (particle effects don't lend themselves well to a highly custom feature like this)

Currently. this mod is effectively dead
Τελευταία επεξεργασία από Freaking Fission; 22 Οκτ 2020, 13:45
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Will the Nerve gas be VX, Sarin or Tabun, because i like the cyanide kill of 8 seconds but that is still 8 seconds of combat worthiness
There will be 2 nerve gases, Sarin and VX, sarin as a short lived, deadly agent, and VX to contaminate objects
Αναρτήθηκε αρχικά από yolobaker_coffeemaker:
How exciting
it was the first two
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