Poll: Would you like a MMO-style levelling system?
I'm thinking of adding an MMO-style levelling system, with various levels for each gun type and also base stats like attack and health. You'd level up by getting shots on target for XP, and levelling up can unlock new weapontypes/boost your stats.
Hello all, and welcome to my new mod; Advanced Armoury!
This mod is designed to let you build a new gun - any gun you like (eventually).
I take inspiration from other mods like Tinkers Construct and Flans, as well as existing games (Especially Borderlands)
This is the FIRST ALPHA. It's certainly not even vaguely close to complete - in fact currently there's only a default Assault Rifle system implemented using M4A1 parts, with "perfect" hard coded shooting specs.
The mod is designed so you can create cheap flimsy guns that break easily right up to superpowered guns with high specs. The parts you use to build your gun will effect all sorts of different aspects, from durability to accuracy, power, fire rate and even how it looks.
Anyway, enough waffling. I've created a guide for alpha testers so you know how to build and use a gun. The download is included in said guide.
BEFORE YOU DOWNLOAD, Note this is an ALPHA mod. Do NOT put it on existing worlds or servers, it 99.9% will break your world in the future. If you ignore this you only have yourself to blame when you're favourite world is corrupt, be patient
Feedback and bug reports hugely help too, so any suggestions etc are welcome!
So why is Advanced Armoury different from the 500 other gun mods?
It's simple; I'm trying to focus on realism and customization as much as possible. Instead of just saying "Here's an M4 carbine", I give you the parts to build it the way YOU want it. You could go super-stubby, making a lightweight one-handed assault rifle that packs a punch at close quarters but isn't great outside or you could stick a 20" barrel on it and turn it into a DMR effective over long ranges. Of course, you can clone existing weapons using the parts - and some pre-built examples are included.
My mechanics focus on realism too. In other gun mods you just craft a magazine that's automatically full and hit a key to reload. With Advanced Armoury, you craft a magzine, craft the rounds, fill the magazine and then insert the mag to the gun via GUI (Can be hotkeyed when you've got the right gear in the future). This means you can reuse the magazines, saving on long-term costs, and you can also mix and match rounds in the mags (utilizing advanced rounds like incendiary and poison without wasting them on every shot.)
On top of that, I've focused on visuals. The default included parts are all rendered as low poly .obj models - which means they don't take much resources but still look surprisingly realistic. Every visual part of a gun is rendered depending on the material you used for the part. Of course if you prefer them to be blocky and square to suit Minecraft, you can just add new asset packs with blocky square parts.
Finally, my firing system is very different to most of the gun mods. They all work like a Bow - you press fire and it spawns an entity into the world, sets that entity to go as fast as it possibly can forwards, and if it hits another entity it damages it. That's great for a bow, but when you've got a gun firing 10 times a second, that generates a lot of strain on the server. Instead, my system traces an invisible line from the player, and applies calculations to the direction of that line for range, accuracy etc. If it finds a target, it will directly damage said target. No entities, no lag, no problem.
Basically, my system will allow every player to create a gun perfect and unique to them, with heavily fine-tuned stats allowing you to build something for every situation.
What's included in the alpha:
- Basic shooting mechanics (assault rifle only), with things such as preliminary accuracy and recoil calculations
- The gun building system (assault rifle only), which even in the alpha allows you to create over a million "different" guns.
- The asset system, allowing you to create your own external parts, letting you create any gun you can possibly desire with a little patience
- Various tweaks and improvements; health and damage are overhauled (and should be compatible with all mods still), there's a dynamic crosshair for guns which represent your target, and also a damage direction indicator
- A loot system, which lets server admins (or soon world gen) create lootable blocks that every player can loot once.
- A couple of example pre-built assault rifles. Just fill a magazine with rounds, stick it in (press I when holding gun) and you're good to go!
Pictures etc!
These are just brought up from the thread so you can easily see them.
The first released picture of a gun. This uses the asset system to add my logo to the side of the gun, and uses the render system to display that the gun is using a gold barrel, flash hider, bolt, charging handle, trigger and fire selector. Whatever material you use for those parts will be visually shown on the gun, making them aesthetically pleasing too.
Early picture of the first-person view. The arm is a little better now, with an "elbow" to look more realistic. You can also aim down your sights with right-click, focusing the gun into the centre of the screen and zooming in just slightly.
A GIF showing locational damage. Depending on where you're attacked from, the indicator will show a different section in red, so you always know what direction you're being killed from. And yes, it was recorded on my phone, I'm lazy.
Also, the increased health was in-progress here, hence the hearts. They are now rendered as a health bar where your hearts would be instead - and of course it supports HUD enhancement mods like HUDWidgets.
These are the first examples of Loot Crates - the Tiny Loot Crate. On the left, it's locked, and requires a key to open. The middle is unlocked, but the player hasn't opened it yet, and on the right, it's been opened by the player. Another right click would then take the item from it, giving it to that player and hiding it from their view. The visuals here are entirely clientside and networked as such - because a crate can be looted by more than one player, only players who have opened it will see it as open and so on.
The lights also glow at night, which is pretty.
RPG System
Following the poll from above, it's pretty clear ya'll want an RPG system for this mod, letting you level up to unlock stuff, get bonuses, and perform cool new skills to help in and out of combat. So, I've started on that!
I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have depend on RPGCore - if you don't have RPGCore the game won't run. The skills themselves are optional, but I'll be using a lot of core functions from RPGCore and it'll have a very hard integration in how guns work.
(Basically, "disabling" skills just sets everyones skill in all guns to 100,000, meaning they've perfected it and unlocked everything)
Thanks for visiting, and please make sure to leave feedback and comments! I love to hear your ideas, what you think I should prioritise for the next release and so on!
You can also chat with me directly on IRC (esper.net) in either #flenix or #silvania - there's a link in the help doc if you don't know how to IRC.
Also, if you're interested, PLANS FOR NEXT RELEASE!
Alpha 0.1.0:
- Switched to a Generated Component system. You tell the game "I have X material!", the game will create a full set of components based on that material and the stats you provide. It also creates textures for you.
- RPGCore Integration with a few example skills. Cannot be disabled yet.
I find this concept interesting, I definitely want to see this succeed. Now a question I like to ask is do you plan to do open-source (like on github), if so, then when I get the chance, I'd love to help out. If not I'd say shame, but makes sense. I like how this appears more realistic then many other mods, though as I can see, a lot of items screw a bit too much with the Item Renderer and you might need to assign icons to others. Either way, can't wait to see this progress.
Rollback Post to RevisionRollBack
I may be crazy, or maybe you're the crazy one, time will spill it soon enough click us, or we die
Yeah, it will be open source in the future, probably once alpha has finished. I just want to squish out any major bugs, clean up code and add comments to the weird stuff first so I don't confuse any newbies who want to see how things happen. I use github a lot already as I use multiple devices, so it's certainly something I'll do.
As for the rendering thing, I assume you mean the in-inventory ones? If so I agree - I have actually got the code implemented to use an icon instead, just no icons made. The renderer has a flag of whether or not to render with 2D or 3D in each situation (inventory, equipped, dropped in world etc) so once I have the textures, I can just set inventory to false and it'll switch over. The textures will only be in inventories/held though, due to how my render works they will still be 3D when shown in-world.
Yeah, aiming down sights will be coming in a future release but relatively soon. Right now I'm working on the backend rendering for the different stances (Idle, fire from hip, aiming down sights) as I want to make sure the player arms are in the correct position and they're not just one-hand zombie firing.
^^Following on from that, I've improved the first-person standard stance for aiming.
I had an old M4 receiver and stock from an airsoft project I never did lying around - which came in incredibly handy. I used that to figure out exactly what you can really see when you've got an assault rifle in hand, ready to fire but not aiming down the sites.
The result looks much better when holding a gun. Still some work to do- Steve needs to loose some of the massive muscle from his arm and I need to give him an elbow too, but here's a start!
- Updated gun’s render in-hand to be more realistic. Added player’s arm to view. Steve even has an elbow!
- Swapped controls to proper FPS style- left click is now shoot. Sorry if this confuses any Flan fans.
- Added visual aim-down-sights (right click). Would be better if we HAD sights, maybe soon... No function, just looks.
- Aim down sights is also animated, your gun moves up to position.
- Prevented left-click interactions with the gun entirely, you can’t break blocks etc with your gun.
- Re-implemented melee code, assigned to middle click. (Middle click = punch with gun.). No animation yet.
Version 0.0.10 will be focused around health/damage improvements.
Firstly I'm increasing all health and damage (except AA's damage) to 10x normal for everything. You won't even notice this change; it blanket supports all mods*.
Next, I've added a randomizer to my blanket mod damage, meaning all damage from anything not AA can do +/-10% of what it normally does (so it might do 1.3 or 0.9 half hearts damage when you punch someone instead of a flat 1).
I'm adding a custom health bar to account for this too. Instead of 10 hearts on-screen now, you'll have one heart and a health bar. You can also enable a text overlay for a precise number in the config, but it's off by default.
Finally, I'm adding a damage location indicator - a circle that renders over your screen, highlighting the direction your assailant is. If they're behind you, the lower half of the circle illuminates, to the right, the right-hand part will and so on. For damage which isn't from players (starvation, fall damage, suffocation etc) it'll just flash the entire circle. I'm going to try and increase the vividness of the colours depending on how much damage is dealt too - a pale pink for a small amount of damage up to blood-red for critical hits.
*My increases support all mods which don't do similar stuff themselves. My mod still works fine alongside everything - but say you have Tinkers installed. Your player now has 100 hearts, but adding a heart canister still only gives you one more, not 10 more. This will require unique support for each mod that does things like that - I'll certainly support Tinkers, but I need to know from you guys about any other mods which increase your health.
Open to any ideas! Also what do you guys wanna see in 0.0.11? I've got a big roadmap but I'm curious as to what you guys think should be priority.
Noted, thanks shadowilver. I'm just making notes of the mods to support for now, I'll implement the actual support in a later release.
Anyway, on that note, PRE-ALPHA 0.0.10 IS OUT.
Lots of stuff regarding health n stuff, it's all in the last page of the download document linked in the home. My personal favourite is the damage indicators though:
(Yes, I used my phone. Fraps wasn't working and I was too lazy to install stuff.)
A few things in the main gun code were bugging me, annoying niggly little bugs that are a pain to fix. Damnit components why won't you update your damage!
When I encounter bugs like that I find the best thing to do is take a break and come back to it a couple of weeks later. Normally I'd work on a different mod - but I want AA on my server ASAP so I can start generating my map (as there will be some worldgen stuff in here.)
So, this week, I've been working on a totally different part of the mod in relation to the RPG side - the loot system!
For now I've just started work on loot crates that will be created by admins/map creators. However this code will be reused later for worldgenerated loot crates, and possibly a sort of gambling system - who knows!
From what i have seen here and your other mods, you seem to have the best ideas out there and are able to implement them in the best ways. Keep on going with them!
From what i have seen here and your other mods, you seem to have the best ideas out there and are able to implement them in the best ways. Keep on going with them!
A lot of stuff tweaked but nothing majorly amazing. Guns are starting to be a bit more functional for a survival system now though (Just need range/damage/recoil to vary and damage components, plus recipes for components, then they'll be stable (but not recommended!) for survival mode.)
The log of changes:
Started work on loot crates - admin-created/world-generated boxes which will give the player that uses it an item. They work in two ways - either they log the player name and give every using player the item, or they will regenerate over a configurable time. This means you can make locations much more interesting for every player, instead of just one. My randomly generated military bases will have these. (They will probably look like the lootables in Borderlands - fancy modernistic chests etc)
Note: you can’t rotate them just yet!
Began weapon accuracy system:
Gun parts have a base effect on accuracy. Accuracy is shown as a percentage on the gun’s tooltip.
Aiming down sights will increase accuracy, as will sneaking.
Moving, taking damage, and firing will reduce accuracy
Added a custom crosshair
Crosshair changes colours for nothing (white), passive mob (green), hostile (red) or unknown (yellow)
Crosshairs also move closer/further from one another to visually represent accuracy
Reworked some gun code to make it cleaner and more efficient.
You can now fire a gun in creative mode. If a round is in the chamber, it’ll use that (without consuming it), else it’ll create one with brass casing and a lead bullet and use it instantly.
Fixed Xray shooting (Guns would totally ignore walls and shoot an entity clean through them.)
Added VERY EARLY recoil system. The autoreset is a little slow, and there’s no accelerator for multiple shots yet either, and the recoil is a flat rate (Will eventually be set based off the weight of parts and length of gun)
By popular request, opened the source. It's still messy for now but apparently people want to see how I do stuff or something. (The key is I'm raytracing to my target instead of firing entities at them - it's much quicker, cleaner, more accurate and more realistic than the way most gun mods work.)
I need someone who can design awesome banners and logos for free because I'm a cheapskate. If you love doing stuff for free (You'll get credit of course), message me and I'll describe what I want
If it's really really good I might chuck my next Amazon voucher from curse your way. I just don't have any money
Hello all, and welcome to my new mod; Advanced Armoury!
This mod is designed to let you build a new gun - any gun you like (eventually).
I take inspiration from other mods like Tinkers Construct and Flans, as well as existing games (Especially Borderlands)
This is the FIRST ALPHA. It's certainly not even vaguely close to complete - in fact currently there's only a default Assault Rifle system implemented using M4A1 parts, with "perfect" hard coded shooting specs.
The mod is designed so you can create cheap flimsy guns that break easily right up to superpowered guns with high specs. The parts you use to build your gun will effect all sorts of different aspects, from durability to accuracy, power, fire rate and even how it looks.
Anyway, enough waffling. I've created a guide for alpha testers so you know how to build and use a gun. The download is included in said guide.
BEFORE YOU DOWNLOAD, Note this is an ALPHA mod. Do NOT put it on existing worlds or servers, it 99.9% will break your world in the future. If you ignore this you only have yourself to blame when you're favourite world is corrupt, be patient
Feedback and bug reports hugely help too, so any suggestions etc are welcome!
https://goo.gl/Wt3azx
So why is Advanced Armoury different from the 500 other gun mods?
It's simple; I'm trying to focus on realism and customization as much as possible. Instead of just saying "Here's an M4 carbine", I give you the parts to build it the way YOU want it. You could go super-stubby, making a lightweight one-handed assault rifle that packs a punch at close quarters but isn't great outside or you could stick a 20" barrel on it and turn it into a DMR effective over long ranges. Of course, you can clone existing weapons using the parts - and some pre-built examples are included.
My mechanics focus on realism too. In other gun mods you just craft a magazine that's automatically full and hit a key to reload. With Advanced Armoury, you craft a magzine, craft the rounds, fill the magazine and then insert the mag to the gun via GUI (Can be hotkeyed when you've got the right gear in the future). This means you can reuse the magazines, saving on long-term costs, and you can also mix and match rounds in the mags (utilizing advanced rounds like incendiary and poison without wasting them on every shot.)
On top of that, I've focused on visuals. The default included parts are all rendered as low poly .obj models - which means they don't take much resources but still look surprisingly realistic. Every visual part of a gun is rendered depending on the material you used for the part. Of course if you prefer them to be blocky and square to suit Minecraft, you can just add new asset packs with blocky square parts.
Finally, my firing system is very different to most of the gun mods. They all work like a Bow - you press fire and it spawns an entity into the world, sets that entity to go as fast as it possibly can forwards, and if it hits another entity it damages it. That's great for a bow, but when you've got a gun firing 10 times a second, that generates a lot of strain on the server. Instead, my system traces an invisible line from the player, and applies calculations to the direction of that line for range, accuracy etc. If it finds a target, it will directly damage said target. No entities, no lag, no problem.
Basically, my system will allow every player to create a gun perfect and unique to them, with heavily fine-tuned stats allowing you to build something for every situation.
What's included in the alpha:
- Basic shooting mechanics (assault rifle only), with things such as preliminary accuracy and recoil calculations
- The gun building system (assault rifle only), which even in the alpha allows you to create over a million "different" guns.
- The asset system, allowing you to create your own external parts, letting you create any gun you can possibly desire with a little patience
- Various tweaks and improvements; health and damage are overhauled (and should be compatible with all mods still), there's a dynamic crosshair for guns which represent your target, and also a damage direction indicator
- A loot system, which lets server admins (or soon world gen) create lootable blocks that every player can loot once.
- A couple of example pre-built assault rifles. Just fill a magazine with rounds, stick it in (press I when holding gun) and you're good to go!
Pictures etc!
These are just brought up from the thread so you can easily see them.
The first released picture of a gun. This uses the asset system to add my logo to the side of the gun, and uses the render system to display that the gun is using a gold barrel, flash hider, bolt, charging handle, trigger and fire selector. Whatever material you use for those parts will be visually shown on the gun, making them aesthetically pleasing too.
Early picture of the first-person view. The arm is a little better now, with an "elbow" to look more realistic. You can also aim down your sights with right-click, focusing the gun into the centre of the screen and zooming in just slightly.
A GIF showing locational damage. Depending on where you're attacked from, the indicator will show a different section in red, so you always know what direction you're being killed from. And yes, it was recorded on my phone, I'm lazy.
Also, the increased health was in-progress here, hence the hearts. They are now rendered as a health bar where your hearts would be instead - and of course it supports HUD enhancement mods like HUDWidgets.
These are the first examples of Loot Crates - the Tiny Loot Crate. On the left, it's locked, and requires a key to open. The middle is unlocked, but the player hasn't opened it yet, and on the right, it's been opened by the player. Another right click would then take the item from it, giving it to that player and hiding it from their view. The visuals here are entirely clientside and networked as such - because a crate can be looted by more than one player, only players who have opened it will see it as open and so on.
The lights also glow at night, which is pretty.
RPG System
Following the poll from above, it's pretty clear ya'll want an RPG system for this mod, letting you level up to unlock stuff, get bonuses, and perform cool new skills to help in and out of combat. So, I've started on that!
I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
RPGCore: [Download] - [GitHub]
ExampleSkills: [Download] - [GitHub]
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have depend on RPGCore - if you don't have RPGCore the game won't run. The skills themselves are optional, but I'll be using a lot of core functions from RPGCore and it'll have a very hard integration in how guns work.
(Basically, "disabling" skills just sets everyones skill in all guns to 100,000, meaning they've perfected it and unlocked everything)
Thanks for visiting, and please make sure to leave feedback and comments! I love to hear your ideas, what you think I should prioritise for the next release and so on!
You can also chat with me directly on IRC (esper.net) in either #flenix or #silvania - there's a link in the help doc if you don't know how to IRC.
Also, if you're interested, PLANS FOR NEXT RELEASE!
Alpha 0.1.0:
- Switched to a Generated Component system. You tell the game "I have X material!", the game will create a full set of components based on that material and the stats you provide. It also creates textures for you.
- RPGCore Integration with a few example skills. Cannot be disabled yet.
Paving the way to a better world!
I find this concept interesting, I definitely want to see this succeed. Now a question I like to ask is do you plan to do open-source (like on github), if so, then when I get the chance, I'd love to help out. If not I'd say shame, but makes sense. I like how this appears more realistic then many other mods, though as I can see, a lot of items screw a bit too much with the Item Renderer and you might need to assign icons to others. Either way, can't wait to see this progress.
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
Yeah, it will be open source in the future, probably once alpha has finished. I just want to squish out any major bugs, clean up code and add comments to the weird stuff first so I don't confuse any newbies who want to see how things happen. I use github a lot already as I use multiple devices, so it's certainly something I'll do.
As for the rendering thing, I assume you mean the in-inventory ones? If so I agree - I have actually got the code implemented to use an icon instead, just no icons made. The renderer has a flag of whether or not to render with 2D or 3D in each situation (inventory, equipped, dropped in world etc) so once I have the textures, I can just set inventory to false and it'll switch over. The textures will only be in inventories/held though, due to how my render works they will still be 3D when shown in-world.
Thanks for the feedback
Paving the way to a better world!
Sounds awesome, can't wait for it, wish you luck, and I'll be watching from the background till then. (Also, that renderer flag is clever, nice)
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
Yeah, aiming down sights will be coming in a future release but relatively soon. Right now I'm working on the backend rendering for the different stances (Idle, fire from hip, aiming down sights) as I want to make sure the player arms are in the correct position and they're not just one-hand zombie firing.
Paving the way to a better world!
^^Following on from that, I've improved the first-person standard stance for aiming.
I had an old M4 receiver and stock from an airsoft project I never did lying around - which came in incredibly handy. I used that to figure out exactly what you can really see when you've got an assault rifle in hand, ready to fire but not aiming down the sites.
The result looks much better when holding a gun. Still some work to do- Steve needs to loose some of the massive muscle from his arm and I need to give him an elbow too, but here's a start!
Paving the way to a better world!
You are possibly the best mod author
Do you even MLG
Why thank you
VERSION UP! 0.0.9 out.
- Updated gun’s render in-hand to be more realistic. Added player’s arm to view. Steve even has an elbow!
- Swapped controls to proper FPS style- left click is now shoot. Sorry if this confuses any Flan fans.
- Added visual aim-down-sights (right click). Would be better if we HAD sights, maybe soon... No function, just looks.
- Aim down sights is also animated, your gun moves up to position.
- Prevented left-click interactions with the gun entirely, you can’t break blocks etc with your gun.
- Re-implemented melee code, assigned to middle click. (Middle click = punch with gun.). No animation yet.
Paving the way to a better world!
Version 0.0.10 will be focused around health/damage improvements.
Firstly I'm increasing all health and damage (except AA's damage) to 10x normal for everything. You won't even notice this change; it blanket supports all mods*.
Next, I've added a randomizer to my blanket mod damage, meaning all damage from anything not AA can do +/-10% of what it normally does (so it might do 1.3 or 0.9 half hearts damage when you punch someone instead of a flat 1).
I'm adding a custom health bar to account for this too. Instead of 10 hearts on-screen now, you'll have one heart and a health bar. You can also enable a text overlay for a precise number in the config, but it's off by default.
Finally, I'm adding a damage location indicator - a circle that renders over your screen, highlighting the direction your assailant is. If they're behind you, the lower half of the circle illuminates, to the right, the right-hand part will and so on. For damage which isn't from players (starvation, fall damage, suffocation etc) it'll just flash the entire circle. I'm going to try and increase the vividness of the colours depending on how much damage is dealt too - a pale pink for a small amount of damage up to blood-red for critical hits.
*My increases support all mods which don't do similar stuff themselves. My mod still works fine alongside everything - but say you have Tinkers installed. Your player now has 100 hearts, but adding a heart canister still only gives you one more, not 10 more. This will require unique support for each mod that does things like that - I'll certainly support Tinkers, but I need to know from you guys about any other mods which increase your health.
Open to any ideas! Also what do you guys wanna see in 0.0.11? I've got a big roadmap but I'm curious as to what you guys think should be priority.
Paving the way to a better world!
Regarding the "other mods that increase your health" ... DifficultLife is a mod that increases your health with heart canisters.
Noted, thanks shadowilver. I'm just making notes of the mods to support for now, I'll implement the actual support in a later release.
Anyway, on that note, PRE-ALPHA 0.0.10 IS OUT.
Lots of stuff regarding health n stuff, it's all in the last page of the download document linked in the home. My personal favourite is the damage indicators though:
(Yes, I used my phone. Fraps wasn't working and I was too lazy to install stuff.)
Paving the way to a better world!
Awesome work
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
This mod scares/intrigues me.
Cool
Sneak Peak at 0.0.11:
A few things in the main gun code were bugging me, annoying niggly little bugs that are a pain to fix. Damnit components why won't you update your damage!
When I encounter bugs like that I find the best thing to do is take a break and come back to it a couple of weeks later. Normally I'd work on a different mod - but I want AA on my server ASAP so I can start generating my map (as there will be some worldgen stuff in here.)
So, this week, I've been working on a totally different part of the mod in relation to the RPG side - the loot system!
For now I've just started work on loot crates that will be created by admins/map creators. However this code will be reused later for worldgenerated loot crates, and possibly a sort of gambling system - who knows!
I'll tell you more about them when I release 0.0.11 - or you can read up about them on Facebook. But, here's some pretty pictures of them at day and night!
Left to right - locked, unlocked, opened (ready to loot) - the item vanishes once looted.
Paving the way to a better world!
I can help you clean up the code you want. Mine is really organized. xD. Nice mod also! Great concept!
From what i have seen here and your other mods, you seem to have the best ideas out there and are able to implement them in the best ways. Keep on going with them!
I've got it covered thanks
Thanks
Paving the way to a better world!
You have my support. I hope to see this go a long way
Hello! I am jacklego5, i have played since the alpha days and i am a Veteran at minecraft ( I'm pretty good )
If i am helpful, why not give me a thanks? THANKS! <--- Get it?
0.0.11 out!
A lot of stuff tweaked but nothing majorly amazing. Guns are starting to be a bit more functional for a survival system now though (Just need range/damage/recoil to vary and damage components, plus recipes for components, then they'll be stable (but not recommended!) for survival mode.)
The log of changes:
I need someone who can design awesome banners and logos for free because I'm a cheapskate. If you love doing stuff for free (You'll get credit of course), message me and I'll describe what I want
If it's really really good I might chuck my next Amazon voucher from curse your way. I just don't have any money
Paving the way to a better world!
Done a bit of an update on the main post to give more of an overview of what this mod actually does
Paving the way to a better world!