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-   -   Shotgun (https://forums.avamods.com/server-mod-support/2298-shotgun.html)

diamond-optic December 11th, 2009 09:01 PM

Shotgun
 
im in the process of getting a shotgun ingame.. Ive made alot of progress tonight so far and i think I can get a working version up on the server within a couple days...

Gotta admit, its pretty sweet lol


if you see me on my local feel free to stop in and check it out: 72.226.84.94:27015 (password is probably avamods or some shit)

spicy December 11th, 2009 10:29 PM

:D I remember that Cpt. Wilson from the 29th had a pretty good shotgun mod. Shame he hasn't released it.

diamond-optic December 11th, 2009 10:43 PM

this is his shotgun plugin.. but it needs quite a bit a work

HAWKEYE December 11th, 2009 11:22 PM

oh this is gonna fucking sick

diamond-optic December 11th, 2009 11:37 PM

i think once i finish up the logging/stats stuff it might be ready for a trial run.. but that probably wont be for a day or two...


im also worried bout lag.. when i am using it on a local with 0 ping its all fine.. but turning on fakelag and giving myself a ping around 100 or so theres some times when you can see the old weapon model before it replaces it with the shotgun (not major tho) but there also seems to sometimes be a slight noticable delay between clicking the mouse and actually shooting.. so we'll have to see how it goes, and if need be maybe i can find a faster way to catch the firing (tho probably less efficient)

and ontop of that, it will probably take some time to tweak the spread and damage and such so its not too crazy.. but i gotta say making it be 100 pellets with basically no spread is quite insane hahaha

Koroshiya Ichi December 12th, 2009 12:07 PM

cool XD i can't wait!!

worst dod player ever December 12th, 2009 03:16 PM

Good wall penetration? It might be cool if the shotgun can wall people where the bar normally wouldn't. But I think that's more of a map issue, not just damage.

diamond-optic December 12th, 2009 03:57 PM

well i can easily adjust wall penetration.. but since right now its only buckshot, wouldnt be fair to have the pellets penetrate thick walls.. but possibly when i get the slug option in

worst dod player ever December 12th, 2009 05:26 PM

Oh, yeah. I guess if you're going to have an option, that's the way to do it. Either way, looking forward to it.

The Punisher December 13th, 2009 07:06 AM

sounds fucking sick.

diamond-optic December 14th, 2009 12:10 AM

well i think im gonna try letting it run even when im not around to watch it.. seems fairly stable now and im not getting an insane amount of errors anymore..

still quite a bit that needs to be done tho. I wanna figure out how i can detect when to change the model to the shotgun faster so you dont sometimes see the bar/bren/stg44 models for a split second before it changes.
Also want to edit the p_ model cause it doesnt seem to really sit in the players hands correctly, thats gonna be a bitch tho as its extremely hard to see my own hands when in 3rd person view, but i might be able to compare it to the p model for the weapons it replaces and get a better idea of where to put it

The Punisher December 14th, 2009 03:04 AM

so the shotgun is in game now?

coltron December 14th, 2009 12:40 PM

you need to do something about the range. the effective range should be about 45 yards. as far as i can tell the range is somewhere around 20 feet right now at 50 yards, the dispersion would be like 8 feet.

i know this isnt real life lol but right now to use the thing you have to be right up on them. i need to be able to actually shoot people with it if they are 30 yards away with a rifle, you have no chance of hitting them.

diamond-optic December 14th, 2009 03:42 PM

alright adjusted the spread a little.. seems a bit better

also finished the new p model so that looks a bit better in players hands. Plus now it has shell ejects (damn dod team replaced shotgun shell eject with the mg shells eject instead of making a new one for the mgs, so it ejects a large rifle round, but better then nothing for now) also added muzzle flash and smoke and shit (but you need particlefx on to see that anyway)

..fixed the issues (i think at least) of quick switching thru weapons so fast that other weapons would show up as the shotgun model

also fixed the prone player animations.. Might take a look at doing crouched animations too, but right now using the standing animations during crouching looks just fine

diamond-optic December 14th, 2009 07:06 PM

ok i think i got the crouching and jumping animations done... also fixed the death cam i think as well

maj cougar December 14th, 2009 08:50 PM

I like it fun mod. :)

diamond-optic December 15th, 2009 08:13 PM

right now the only issue that i can recall thats got me totally confused is when you have a shotgun, drop it.. pick up the garand, drop that, pick a shotgun up.. it doesnt display any backpack ammo (if you reload a shell then it appears) ..it doesnt seem to do this with other weapons anymore, im only noticing it with the garand (but i didnt check them all)

also think ive got a nice upgrade to the animals.. I learned some things with the shotgun plugin about a much better way of giving and taking damage. So the animals should now take damage from shotguns. As well as rockets and grenades.. I still need to redo the way other plugins give damage tho (rocks, smoke nades, artillery, etc) before they will give damage to animals (and better overall damage handling with players)

HAWKEYE December 15th, 2009 11:13 PM

the cows are fucked lol

diamond-optic December 16th, 2009 07:29 PM

backpack ammo display not showing after picking up a shotgun after having a garand/enfield/kar should be fixed now

diamond-optic December 16th, 2009 11:13 PM

ok tried working on the recoil tonight....


basically what the problem is, is with dod (as i dont see anyone reporting this in cs) when you try to force a users view angles, if the pitch is > 30 or < -30, it automatically forces it to 30 (or -30) ..which sucks and makes no sense.. so Ive had to use something different for recoil when looking at high angles (as having it forced to 30 when looking down appears somewhat fine)... so this new way of doing high angle recoil fucking blows, but idk if theres any other option for that..



now im trying to work on the pellet spread for firing at high or low angles as well (say you fire from the red room down to the middle.. you'll notice the bullet decals for a straight line up and down and dont spread out to the sides) ...this one is real tough, as im a bit confused by this part of the code due to the heavy math thats going on (heavy for me at least) so it might be a while before i come up for a fix for this one :(

grossi15 December 18th, 2009 08:07 AM

2+2= 4
2*2= 4 they both equal four, pretty cool huh

HAWKEYE December 18th, 2009 09:51 PM

what?

diamond-optic December 18th, 2009 10:00 PM

lol ive found a way right now to possibly fix the spread shit.. but its pretty sloppy, but I think it'll work for now.. just gotta finish writing it all out


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