txx Posted November 9, 2008 Share Posted November 9, 2008 I dont think this is available without the CS. But in future there would be nice to see "modz for gunz" ))) smth like extended clips, detachable silencers/scopes/flashlights... an improved cooling system for laser/plasma(increased rate of fire), etc *lost in day-dreams* :D Link to comment Share on other sites More sharing options...
mikekearn Posted November 9, 2008 Share Posted November 9, 2008 You forgot grenade launcher for some of the larger weapons. :D Link to comment Share on other sites More sharing options...
Omnimmotus Posted November 10, 2008 Share Posted November 10, 2008 It'll take a while before we see anything like this, probably long after the CS is released, but I'd love to see it too. :) Link to comment Share on other sites More sharing options...
Moraelin Posted November 10, 2008 Share Posted November 10, 2008 Well, the way I'd do it, would be with several types of weapons and a script. Basically let's say we have: Item 1: the basic 10mm pistol. Item 2: the silencer kit. (help item) Item 3: the silenced 10mm pistol. Item 4: special tool for removing the silencer. (help item too.) So if you have 1 and 2, you use 2. It and one pistol from your inventory disappear, you get 3 and 4 instead. Or if you have 3 and 4, you use 4, both disappear, you get a 1 and 2. Items 1 and 3 being different items also has the advantage that you can tweak all the fields, and set exactly how much more spread or how much less damage should a silenced pistol do. The same for scopes, etc. Unfortunately, we don't have a script compiler yet, so, yeah, it's just wishful thinking. But as soon as there is either a CS or someone makes a script compiler, it should be very easy to do. Link to comment Share on other sites More sharing options...
Omnimmotus Posted November 10, 2008 Share Posted November 10, 2008 Items 1 and 3 being different items also has the advantage that you can tweak all the fields, and set exactly how much more spread or how much less damage should a silenced pistol do. The same for scopes, etc.It would be best if removing attachments didn't require any special tools. Since this would be done in a script, perhaps we could come up with something for that. The only other problem I see is that the number of weapons for would multiply for each attachment. If you have silencers, all you need is the silencer and non-silencer versions. If you add scopes, now we need a non-silencer non-scope, a non-silencer scoped, a silencer non-scope, and a silencer scoped. Add in a grenade launcher and you need 8 separate weapons for each. Then the script needs to handle... what, 36 different possible changes? (Between the 8 options, and each one would need a catch for both ways as well.) Still doable, but a different method would be a lot easier for the scripters. FOSE might make it easier for us by allowing different ways to change weapon references. :) Link to comment Share on other sites More sharing options...
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