How about an arms dealer villager that sells you guns and attachments? His house also might have some basic attachments, weapon crafting boxes and if you're lucky maybe a gun.
(But if you do a trade, it could anger an iron golem! :P)
So there are a lot of nice ideas but some of them are not possible:
- Mounted light: Minecraft's light engine doesnt allow that yet. Maybe in 1.7 already but Idk yet
- IRNV/FLIR/NV Googles: Im working on it. But its really difficult and I cant really tell you if Ill get it to work
- Military stuff (armor etc.): later. Ill focus on new attachments first.
- Charging a gun: First let me finish shotguns, bolt rifles, and "normal" rifles (all (semi)auto guns and pistols). Maybe later.
- Barrels modify sound volume/pitch: yes of course. Heavy barrel increases volume, flash hider changes pitch...
So heres the new attachment list, the different possibilities to combine items raised up to 188k.
Note: There are also a few "prestige items" wich can be only found in dungeons (like the "tri beam laser")
Just making sure, but will holding the gun be like the old version? i mean it was like suck like pulling back the bow, you also said that it looked like holding a real weapon, and i agree with that. or maybe even have player hand models?
The most complicated part is done now and I will start with accuracy, shooting and stuff. Also: I made it so custom scopes and attachments are possible! I just need you to tell me the required options. My suggestions:
Attachable weapons go in the guns folder but they utilize a new feature of:
isAttachable (True makes it an attachable weapon, false makes it a normal gun. Forced makes it an attachable gun, but when forced it cannot be used on it's own (e.g. an M203, Masterkey))
IsToggleable (If it is true, you can use the toggle weapon function to use this attachment as another weapon mode, false overrides the normal weapon's stats. (An attached Grenade launcher or Canted iron sights would benefit from this)).
addNewFireMode (If it is true, it adds a new selection to the fire modes (e.g. the Select Fire attachment from Call of Duty: Black Ops 2))
critChance (The chance of this weapon dealing a critical hit, in a percentage (0-100)(Only for guns))
critBonus (The additional critical hit chance this attachment gives to a gun (example: A gun has a critical hit chance of 20%. Using a Better Critical attachment adds another 5% to the crit chance (20+5=25))
noiseChange (Increases or decreases the noise level of a gun by a positive or negative integer (e.g. a Suppressor has a noiseChange of -5, a Heavy Barrel has a noiseChange of +1)
Attachable weapons go in the guns folder but they utilize a new feature of:
isAttachable (True makes it an attachable weapon, false makes it a normal gun. Forced makes it an attachable gun, but when forced it cannot be used on it's own (e.g. an M203, Masterkey))
IsToggleable (If it is true, you can use the toggle weapon function to use this attachment as another weapon mode, false overrides the normal weapon's stats. (An attached Grenade launcher or Canted iron sights would benefit from this)).
addNewFireMode (If it is true, it adds a new selection to the fire modes (e.g. the Select Fire attachment from Call of Duty: Black Ops 2))
critChance (The chance of this weapon dealing a critical hit, in a percentage (0-100)(Only for guns))
critBonus (The additional critical hit chance this attachment gives to a gun (example: A gun has a critical hit chance of 20%. Using a Better Critical attachment adds another 5% to the crit chance (20+5=25))
noiseChange (Increases or decreases the noise level of a gun by a positive or negative integer (e.g. a Suppressor has a noiseChange of -5, a Heavy Barrel has a noiseChange of +1)
Yes attachable weapons have to be added.
I also thought about "isToggleable". Not only for attachable weapons, also for eg canted ironsights or the zoom magnifier.
Custom fire modes, too. Chose a number or write "auto" to set all firemodes. Split them using semicolons (like atm). Eg "1;3;7;auto"
No crit chances. Instead: canApplyHeadShotDamage (true/false) and headShotExtraDamage.
noiseChange is basically the soundModifier I already mentioned.
Also: Im announcing the "M-B26 Flamethrower" underbarrel attachment.
Will headshots be a set damage increase (eg: normal damage 5, headshot damage 8), or a multiplier (eg: normal damage 5, multiplier 2, making it 10)?
Also, how will camos work?
Both of course.
Well camos: the basic texture file is the "null" camo (the "gun.png"). If the gun is using for example a naval camo, the used file is "gun_naval.png" instead of "gun.png" and the other attachments will be overlayn on this texture (the naval one).
and also how will the camo or paint system work?
will it use dyes in a workbench?
[Pulled from Facebook]
No dyes. New items made of whatever. More detailles under the first quote.
//More about the attachments:
They have an own "ID". But not a number, a String (thats java-language for "usual words" and "letters"). You can create custom attachments, every kind AND you can use the attachments of other packs as well. So if 2 packs have both an attachment using the same ID, only one attachment will be used. That means that you should use an ID that is 100% unique (make id depending on the pack) e.g. "wholypackscope1xx" as long as you dont want it to be overwritten. You can also work together with other creators to make your pack more compatibel with other packs.
This system also goes with bullets and magazines now.
Both of course.
Well camos: the basic texture file is the "null" camo (the "gun.png"). If the gun is using for example a naval camo, the used file is "gun_naval.png" instead of "gun.png" and the other attachments will be overlayn on this texture (the naval one).
I will add an option to set the knockback
Whats "addAttribute"?
As similar as possible
No dyes. New items made of whatever. More detailles under the first quote.
//More about the attachments:
They have an own "ID". But not a number, a String (thats java-language for "usual words" and "letters"). You can create custom attachments, every kind AND you can use the attachments of other packs as well. So if 2 packs have both an attachment using the same ID, only one attachment will be used. That means that you should use an ID that is 100% unique (make id depending on the pack) e.g. "wholypackscope1xx" as long as you dont want it to be overwritten. You can also work together with other creators to make your pack more compatibel with other packs.
This system also goes with bullets and magazines now.
Althought I think this has been already thought I think that with this mod and custom textures for certain blocks,A server of Call of Duty or of Counter Strike or even of other FPS games can be made.
Doing that right now. Will post once it goes live.
Rollback Post to RevisionRollBack
Check out my GunCus pack - Zcomp's Wacky Pack - Putting The "HD" in Wholy's GunCustom HD Pack
Donate a "Bit" if your feeling generous: 1DduMJSud9S6VdAiTMj6htuR75V6QmyuyW
This has probubly been said, but could some one help me,
Whenever I download one of the gunpacks (other than the original) The normal guns with nothing on them show up fine, but anything else showes up with the missing texture pink and black thing.
Does anyone know whats happening wrong? (if it helps i'm still running 1.6.2 because i've been to lazy to try and update)
This has probubly been said, but could some one help me,
Whenever I download one of the gunpacks (other than the original) The normal guns with nothing on them show up fine, but anything else showes up with the missing texture pink and black thing.
Does anyone know whats happening wrong? (if it helps i'm still running 1.6.2 because i've been to lazy to try and update)
This version is older and requires older gun pack versions. Try the 1.6.4 version, it should be compatible with 1.6.2
//here another coming option for accessoires (configs):
isLaser(true/false)
laserTexture=ExampleBlalalala
then it will look like this when you attach it to the gun:
I'm doing a simple Battle Arena PvP setup. I've used this plugin in the past and its great for it's configs. Many, Many options and I'm doing a plugin extension to customize it further. Basically, you'll login to a lobby, get in line for a match(using signs though it is possible to queue them up upon entering), When an arena is available, all will be tp'd to the waitroom, there you can select a class(based on ranking) or accept default soldier class(30sec), htne you are tp'd to the arena and the match begins. All stats are tracked and kills earn you ranks, at higher ranks you must also have won a certain number of matches.
I plan to have several kinds of matches, 2-4 teams - 1+ players-per-team, 1v1, Free-for-All AllvAll. Once it's public, I'll post it here. I'm still working out some kinks and have yet to build any of my own arenas(easier to use others while mucking around with the code).
lots of stuff going on around my head :S
Same problem here. Since I'm using forge, I wanna go in all different directions with mods while still keeping the client and server "slim". One thing you must have period, Smart moving mod. It is ridiculous how human this makes your Minecraft chars. In "Crawl" stance, you lay down..... as in, sniper behind the grass kinda crawling. That is bad ax.
Rollback Post to RevisionRollBack
Check out my GunCus pack - Zcomp's Wacky Pack - Putting The "HD" in Wholy's GunCustom HD Pack
Donate a "Bit" if your feeling generous: 1DduMJSud9S6VdAiTMj6htuR75V6QmyuyW
(But if you do a trade, it could anger an iron golem! :P)
Also, how would the paint/camo system work?
Just making sure, but will holding the gun be like the old version? i mean it was like suck like pulling back the bow, you also said that it looked like holding a real weapon, and i agree with that.
or maybe even have player hand models?
Just a suggestion
click the spoiler!
GunCus Mod download (DO NOT DOWNLOAD THE WHOLE FOLDER, ONLY DOWNLOAD THE CONTENTS IN IT BY CLICKING THE FOLDER)
GunCus Mod Packs!
http://www.minecraftforum.net/topic/2204233-xentonics-guncus-halo-pack/
Check out my mod idea! http://www.minecraft...r-with-bending/
The most complicated part is done now and I will start with accuracy, shooting and stuff. Also: I made it so custom scopes and attachments are possible! I just need you to tell me the required options. My suggestions:
Accuracy Modifier (auxiliary, accessoires)
Recoil Modifier (auxiliary, accessoires)
Recoil Modifier (horizontaly, auxiliary, accessoires)
Recoil Modifier (vertically <- does this word exist?, auxiliary, accessoires)
Scope texture (scopes)
Zoom (scopes)
Zoom Modifier (accessoires, accessoires)
Sound Modifier (barrels, accessoires)
Custom Sound (barrels)
isAttachable (True makes it an attachable weapon, false makes it a normal gun. Forced makes it an attachable gun, but when forced it cannot be used on it's own (e.g. an M203, Masterkey))
IsToggleable (If it is true, you can use the toggle weapon function to use this attachment as another weapon mode, false overrides the normal weapon's stats. (An attached Grenade launcher or Canted iron sights would benefit from this)).
addNewFireMode (If it is true, it adds a new selection to the fire modes (e.g. the Select Fire attachment from Call of Duty: Black Ops 2))
critChance (The chance of this weapon dealing a critical hit, in a percentage (0-100)(Only for guns))
critBonus (The additional critical hit chance this attachment gives to a gun (example: A gun has a critical hit chance of 20%. Using a Better Critical attachment adds another 5% to the crit chance (20+5=25))
noiseChange (Increases or decreases the noise level of a gun by a positive or negative integer (e.g. a Suppressor has a noiseChange of -5, a Heavy Barrel has a noiseChange of +1)
Yes attachable weapons have to be added.
I also thought about "isToggleable". Not only for attachable weapons, also for eg canted ironsights or the zoom magnifier.
Custom fire modes, too. Chose a number or write "auto" to set all firemodes. Split them using semicolons (like atm). Eg "1;3;7;auto"
No crit chances. Instead: canApplyHeadShotDamage (true/false) and headShotExtraDamage.
noiseChange is basically the soundModifier I already mentioned.
Also: Im announcing the "M-B26 Flamethrower" underbarrel attachment.
Also, how will camos work?
also the flamethrower sounds o.p ._.
another suggestion is no knockback when shooting? or i may use SethBling's "add attribute" to some armor, but i'll see what i can do
[Pulled from Facebook XD]
Will GunCus 2 use a similar file system as GunCus, or will it be a completely new one?
will it use dyes in a workbench?
[Pulled from Facebook]
Both of course.
Well camos: the basic texture file is the "null" camo (the "gun.png"). If the gun is using for example a naval camo, the used file is "gun_naval.png" instead of "gun.png" and the other attachments will be overlayn on this texture (the naval one).
I will add an option to set the knockback
Whats "addAttribute"?
As similar as possible
No dyes. New items made of whatever. More detailles under the first quote.
//More about the attachments:
They have an own "ID". But not a number, a String (thats java-language for "usual words" and "letters"). You can create custom attachments, every kind AND you can use the attachments of other packs as well. So if 2 packs have both an attachment using the same ID, only one attachment will be used. That means that you should use an ID that is 100% unique (make id depending on the pack) e.g. "wholypackscope1xx" as long as you dont want it to be overwritten. You can also work together with other creators to make your pack more compatibel with other packs.
This system also goes with bullets and magazines now.
GOTO 5:12
Doing that right now. Will post once it goes live.
Donate a "Bit" if your feeling generous: 1DduMJSud9S6VdAiTMj6htuR75V6QmyuyW
Whenever I download one of the gunpacks (other than the original) The normal guns with nothing on them show up fine, but anything else showes up with the missing texture pink and black thing.
Does anyone know whats happening wrong? (if it helps i'm still running 1.6.2 because i've been to lazy to try and update)
This version is older and requires older gun pack versions. Try the 1.6.4 version, it should be compatible with 1.6.2
//here another coming option for accessoires (configs):
isLaser(true/false)
laserTexture=ExampleBlalalala
then it will look like this when you attach it to the gun:
im building a bf3 or 4 in minecraft XD
lots of stuff going on around my head :S
I plan to have several kinds of matches, 2-4 teams - 1+ players-per-team, 1v1, Free-for-All AllvAll. Once it's public, I'll post it here. I'm still working out some kinks and have yet to build any of my own arenas(easier to use others while mucking around with the code).
Same problem here. Since I'm using forge, I wanna go in all different directions with mods while still keeping the client and server "slim". One thing you must have period, Smart moving mod. It is ridiculous how human this makes your Minecraft chars. In "Crawl" stance, you lay down..... as in, sniper behind the grass kinda crawling. That is bad ax.
Donate a "Bit" if your feeling generous: 1DduMJSud9S6VdAiTMj6htuR75V6QmyuyW