Author Topic: [Scripts] Advanced Gun Script  (Read 563 times)

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[Scripts] Advanced Gun Script
« on: January 11, 2017, 03:39:44 PM »

Gun Swing Event

Gun Equip Event

Gun Unequip Event

BobKey Swing Event

What this set of scripts features:

Guns with an ammo amount stored to the gun itself.
Guns that do more damage when headshotting an enemy.
Bullet particles that stop when they hit an enemy.
A better reloading system.

This script is currently balanced around the default 148 HP of a player without skills. It takes 5 body shots to kill and one headshot.

The way guns store ammo is via durability. Durability is better than history for storing ammo because it means each gun has a unique ammo count. If you kill a player and pick up their gun with this system, Their gun will have the same amount of ammo for you as it did for them when they died.

If you used a history system, You would have the same ammo counter for all guns of the same type.

Another unique thing about this system is that if you have less than the max ammo of the gun and you reload, It will give you a gun with less than 100% ammo capacity. Ex. 6/7

This means no matter how much ammo you have, You can still reload your weapon.

This also does more damage with headshots. Though the headshot radius is based off of the zombie's fat head, So it could be balanced better for PVP.

One last thing to note, This script may not work exactly as shown here on future PC versions, It takes advantage of a small bug to cut down on intersect conditionals in the shooting script.

Craig has said he has no idea what causes the bug, But it could possibly be fixed in the future.

Creator of the term "Deathmine "
Jared [19|Oct 07:12 PM]: "It changes everything" Dryym


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Re: Advanced Gun Script
« Reply #1 on: January 11, 2017, 09:09:55 PM »
*clap.... clap.... clap.. clap clap clap CLAP CLAP CLAP CLAPCLAPCLAP* Very amazing, I always try to make more damage dealt when it hits the head, amazing work on this! You should probably add what the vars stand for, to explain a bit more