Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
>> General
> Compatibility with this addon addon
> Compatibility with this addon addon . Dropping weapons causes the following errors [pastebin.com]. (Password: WBMtqUixhD)
>> Weapons
> The attaching of a suppressor decreasing the damage output of a weapon.
> Dramatic bullet spread on sniper rifles when not scoped in.
>> Server side
> An option to disable the FOV change when raising and lowering equipped weapons.
> A slider to change the speed between raising and lowering equipped weapons.
> An option to "penalize" players for shooting while moving (Something like temporarily increasing spread)
> Option to disable alternate weapon modes (like suppression and burst fire)
Looking back, wow, this a lot. You don't have to implement all or any of this as this is your addon and stuff. I honestly just want to see this grow into something great. I guess what I did was write out my dream weapon base.
Compatibility is handled exclusively on their end, I couldn't add it even if I wanted to.
Technically a bug, fixed it.
Will consider it.
Somewhat torn on this, both in terms of whether I like the idea and whether it should be a client or server option.
Raising/lowering times are per-weapon at the moment, I'll probably make it global first rather than introducing it as a modifier because of how small the differences are between different weapons (at most 0.2 seconds)
Will consider it.
Not sure? On one hand I can kind of see wanting to disable suppressors but if I just implement it as-is then you'd end up disabling scopes as well.
A separate toggle might work, or an optional pack that includes suppressed/unsuppressed only versions of the M4A1/USP-S
Oh. Probably should have specified what I meant by that. I was only referring to the alt firing types. Like the FAMAS burst fire (though honestly, that should be its default) or the Glock's burst fire. Suppressors and Scoping are like core weapon functions. Also, I would like to thank you for making the only CSS weapon pack that adds a suppressor to the world model when the player switches to it. It's a detail many skip out on.
Oh, and while I have you, how do you feel about damage falloff (excluding sniper rifles)
Damage falloff is something I'll have to think about, while I like the idea I'm not really sure on how I'd go about implementing it in a way that feels good to use and doesn't add a dozen new variables to configure.
You could add a callback function to the bullet (assuming you're using the FireBullets method), get the distance the bullet traveled from
Something like this:
Done
It's not really the code implementation I'm worried about but moreso the design bits.
Like this is some of the things I'm thinking about right now:
a hold/toggle option for weapon raise
an option to make your weapon automatically lower as you reload
The tl;dr for anyone that's curious:
The spread variable has been replaced with three new ones, Range, Accuracy and AccuracyRef.
Range determines the distance (in units) at which the weapon will do 100% of it's damage, as well as controlling the falloff together with the falloff distance option.
Accuracy and AccuracyRef controls the spread of the weapon with Accuracy setting the distance at which the weapon will hit a sphere with a diameter of AccuracyRef units
Taking some example values:
A weapon with these values will be able to accurately hit bodyshots at 1000 units, accurately hit headshots at half that distance and (with default settings) only deals about 2 damage at 3400+ units.
To make setting these values easier I've added a debug menu that's activated by setting developer to 1 while in singleplayer.
Not happening, sorry.
Ay, this sounds pretty nice, can't wait to get home and try em.
The short version is that after a bunch of thinking about it I've kind of come to the conclusion that doing damage falloff this way is... not great?
Or at least it's not very intuitive, range values are kind of arbitrary and there's no real way to get feedback on it like you get with weapon spread.
I'm currently playing around with copying CS:GO's method and if that ends up working better I'll switch to that, otherwise I'm not sure.
Edit:
It worked better.
Can confirm, it was iffy. Will tryout the new changes.