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The new player ranged weapon code is actually based on some of the turret code that I wrote for a16, it's what allows us to have a firing cone instead of a simple screen offset hit scan. :)
Opens up so many possibilities both for vanilla gameplay AND modding...
But you can mod it in. Look at the nailgun, how it makes little ''nails'', and swap out the bullets for these nails. these nails have gravity. speed up these ''nails'' and they make pretty decent bullets. Only downside to doing this is that shotguns - it doesn't work for them. I couldn't figure out a way to make projectile pellets so I had to leave them hitscan..
EDIT: Quote from XML.txt:
"Ballistic weapons with bullet drop.
Experimented with and while it works technically it was canned due to... circumstances.
<item id="153" name="762mmBullet">
<property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" />
<property name="Material" value="brass" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="500" /> <!-- STK ammo -->
<property name="CraftingSkillGroup" value="Gun Smithing"/>
<property name="EconomicValue" value="200" />
<property name="Group" value="Ammo/Weapons" />
<property class="Action1">
<property name="Class" value="Projectile" />
<property name="Explosion.ParticleIndex" value="0" />
<property name="Velocity" value="700" />
<property name="FlyTime" value="0" />
<property name="LifeTime" value="3" />
</property>
</item>
By entering roughly the real muzzle velocity of a weapon you get a decent starting point.
This was for a bullet drop of roughly 1 head at 100m.
Not using that because the headshot mod then needs to be on the projectile and if I don't want to redo the balancing
it means splitting the ammo types into .308 / 7.62x51 / 7.62x39... for even more inventory clutter.
Note that a simple raycast gun ("Class" value="Ranged") can actually use a ("Class" value="Projectile") as ammo so you could
have the sniper rifle have bullet drop but handwave it on the shorter-ranged AK where the recoil makes it large"
with a mod will give you slightly better range. for all those multi player 'only' types of players- you can still get your advantage over non mod weapons.
This is a survive a zombie apocalypse / builder / crafting game, this is not COD or a FPS game. Yes it has FPS in it but it is NOT the main focus.
I am to busy trying to survive the hordes (both 7 day and wandering), looting, building some defenses, trying to make myself safe so I can live another day. I go exploring to find new places to loot, gather materials for building / crafting, try to get better weapons to take them down faster and easier.
I do not have time to worry about "Ok, need to elevate 2 millimeters to the right and up just a touch, account for wind, adjust for distance, adjust for range" I just want to aim and shoot, if I hit, good, if not, then try again or run.
Summary, this is not COD or any other FPS focused game, please leave the bullet drop, wind adjustments, breath control. etc. etc for those type of games. There is simply no place in this game for such things as you have enough to worry about already.......just my 2 cents.
And you'll be pleased to know that I've designed how guns will work from here on out with that same thought in mind. It's not a full on FPS as such so physics driven bullets are too over the top. Projectiles on bows is fine. If people want projectile bullets they can mod that in.
I've put a lot of work on making guns feel good for both RPG and FPS players. RPG player types can use a holo sight and the circle on it will determine where you'll have a chance to hit if you shoot. FPS types can use this as well until they get their firearms skill up then they can simply use the dot. Then it'll just come down to the kick of the gun. When hip firing you will have the normal old crosshairs with a display of possible hit area.
... For those of us who don’t read code 🤷🏼♂️🤷🏼♂️🤷🏼♂️