BulletSix Posted February 24, 2009 Share Posted February 24, 2009 Hi there :) I am planning/making an weapon-addon that is usable/depending on antistars WeaponModKits. So far there are three guns that are more than an idea spooking in my head: G52-A2:http://img11.imageshack.us/img11/1563/wlwsmk103gu9.th.jpg5.56mm ammo/20rd clipuses chinese assault rifle anims (yes, they work)semi-auto basic configuration ("civilian")possible addons:suppressorextended magazine (50rd "BETA-L" mag)scope (iron sights are removed when adding a scope)auto fire mechanism (currently serious unbalancing, needs to adjust damage ... no don`t ask about realism on this point ;) ).32 "Bulldog" revolver (no, not pistol :P )http://img12.imageshack.us/img12/1007/bulldog02vb1.th.jpgtexturer needed.32 ammo, 8 shot cylinder(?), top-break revolver (note: this may change to 10mm ammo. If so, name will be adjusted)uses .32 revolver anims (i refuse to use the word "pistol" for this firearm ... and yes they work with spent casings, next to none hand clipping in reload ;) )barrel aligned with the lowest chamber for less kick up resulting in better accuracy, especially for fast follow up shots, in spite of the greater distance between barrel and sight (yeah, this is pure fiction ;) )possible addons:suppressor (please don`t argue about realism on that point. Its A) possible to silence a revolver if its designed to (Nagant revolver and B) its a fictional game ;) )(no further addons, there are enough guns you can mount a scope on ;) ) G50-5 (G-"fifty five")http://img91.imageshack.us/img91/6343/mkiiv04ftw2.th.jpgtexturer neededautomatic rifle, 5mm ammo/45rds, high ROF (5rd-bursts in VATS)developed as weapon with two main purposes:A ammunition compatible firearm for support troop of heavy fire minigun units (same ammo makes logistics in the field easier)B possible heavy fire support for covert units[*]point B lead to an unique design in magazine and internal function of this weapon: spent casings are "put back" in the cylindrical magazine for less traces behind enemy lines and additionally the casings could easily brought back for "refilling" leading to less resource-use[*]game-terms: gauss rifle anims (and thus anchorage is needed)[*]possible addons:scopesuppressor (which may not have the same effectiveness on this weapon as on other weapons)extended magazine (75rd clip)more are possible ... Placement of the weapons ingame has to be finally determined yet. Due to compatibility reasons the guns will most likely be hand placed in one or two places and not be part of levelled lists. All mentioned guns are working ingame. Their possible addons are working ingame (WeaponModKits needed).I am planning to use custom sounds from honnou's extra resources realistic gun soundsThey are all uv mapped. Someone may ask: "why no laserpointers? WMK has them." ...well mostly because i couldn't get them to work for my guns ... yet ^^. Remember this is a work in progress and all points may be subject to change :). At least the last two guns need a real texture (i am working on the first one atm, and slowly its getting to a state, where it doesn`t look like a grey swamp ^^). Of course if someone wants do do one for the first gun, too, i am not going to decline ;) Anyone wanna help on this? (either by commenting on the models or by helping texture them) :thanks: in advance BulletS p.s. no, there won't be a "teaser entry" placeholder on nexus. ^^ Link to comment Share on other sites More sharing options...
SpeedyB64 Posted February 24, 2009 Share Posted February 24, 2009 They are very nice models. I hope you can find a good texturer. I need one too, apparently they are very hard to find around here. Link to comment Share on other sites More sharing options...
coorscollector Posted July 21, 2010 Share Posted July 21, 2010 How did you make it so WMK works with your weapons. I am also making new weapons but I do not know how to make them compatible. Looks great by the way. :thumbsup: Link to comment Share on other sites More sharing options...
BulletSix Posted July 22, 2010 Author Share Posted July 22, 2010 wow, coorscollector, you dug deep *g* in an nutshell: load your mod with the WMK as master into GECK put your weapons into the appropriate form-lists e.g. gun-with-silencer into the "with-silencer" list and the exact same variation of your gun without silencer into the "without-silencer" list[*] important: the list-index of the two has to match (because the script uses the list-index for swapping the guns)[*] best put your guns at the bottom of the list (in GECK: click the down button once and then use return)[*] load your mod after WMK and test[*] try with one gun first and only one variation first ;)if you want to play with more than one mod that adds to WMK (e.g. yours and mine) you have to make a merged patch with FO3 edit. There lies the main reason for putting your added guns to the bottom of the list: FO3edit only meges the formLists correctly if you the top items of the list are identical (no its not sufficient having only the first few entries identical ;) ) feel free to ask me or antistar (the WMK-creator) if you need further help/explanations or something :) Link to comment Share on other sites More sharing options...
Recommended Posts