j0nes 194 Posted June 27, 2013 so in order to keep myself from getting bored Im lumping some weapons together that ive been working on for some time. this project is pretty low on my priority list, but Im still looking forward to its completion! the pack will include: KSG-12 (primary) KSG-12 (secondary) attachment rail platform (4 sided rail with a stock) (primary) arp (secondary) AA12 (primary) AA12 (secondary) masterkey cornershot cornershot GL cornershot AR ---------- Post added at 07:29 ---------- Previous post was at 07:25 ---------- heres the cornershot in production Share this post Link to post Share on other sites
chortles 263 Posted June 27, 2013 By primary and secondary "versions" do you mean granting the ability to wield the KSG-12 and the AA-12 as secondary or even sidearm? Share this post Link to post Share on other sites
j0nes 194 Posted June 27, 2013 since shotguns are situational weapons they would be configured as a rifle and a pistol. they cant be configured as a launcher because then they would have to inherit from "launchercore" which would make it more difficult than I would like with multiple ammo types and such Share this post Link to post Share on other sites
chortles 263 Posted June 27, 2013 How would you achieve this dual-configuring other than by having separate weapons? Share this post Link to post Share on other sites
j0nes 194 Posted June 27, 2013 well ive already dont it, and yes it is 2 separate weapons. one inherits from PISTOL and one from RIFLE. its the same 3d model, same config (except for that inheritance) and the only real difference is that the secondary 3d model has to be moved slightly to line up with the pistol carry position on the character. but that should change when i do custom animations and the ill only need 1 3d model! but yes... you could carry 2 shotguns at once, but they are labeled in the ammobox as KSG12 primary and KSG12 secondary Share this post Link to post Share on other sites
m1n1d0u 29 Posted June 27, 2013 is it possible to configure them to take the AT slot on the inventory ? so we can have 2 primary weapons (basicly an M4A1 and a shotgun on the back) Share this post Link to post Share on other sites
chortles 263 Posted June 27, 2013 See above: No they will not take the AT slot, presumably KSG-12 ("secondary") will take the sidearm slot. Share this post Link to post Share on other sites
jelskipro 32 Posted July 1, 2013 nice cant wait to see the aa-12 does it have a drum mag? Share this post Link to post Share on other sites
j0nes 194 Posted July 1, 2013 yes, its got an 8 round straight mag and then a 20 round and a 32 round drum mag Share this post Link to post Share on other sites
DJankovic 401 Posted July 1, 2013 hell yea...nice to see someone have guts for making cornershot..i was requesting this in begining of Alpha and evrybody told me that it cant be done..but here you are..proving them they are wrong...cant wait to see this in game :) Share this post Link to post Share on other sites
nmdanny 22 Posted July 1, 2013 It's very nice to see the Cornershot being made in a game, I wonder how it will be done and how it'll be controlled. Share this post Link to post Share on other sites
j0nes 194 Posted July 1, 2013 well you can only do animation states in vehicles not weapons, but I think it will work this way..... 1. add all eventhandlers to the "man" class that all soldiers inherit from 2. add the "init" eventhandler so that you can run scripts which will be included in the weapon 3. animate the cornershot normally 4. when you have a weapon, all of the memory points a sections in the 3d model are now recognized by the vehicle that is using it (in this case vehicle "man") so you can animate the sections of the weapon as long as the person is holding it, just like you would animate vehicle doors or propellers, etc. 5. the pip, should be able to be done the same way. now I could be completely wrong, but through my testing of other stuff, thats what it looks like. and if I am wrong ill find another way. Share this post Link to post Share on other sites