RCMod Suggestions
3 posters
SteamPunk Gamers :: GG2 :: GG2 Mods
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RCMod Suggestions
Post here any suggestions that you would like to see in the RCMod, if its reasonable, it will most likely be added. Note that some of your suggestions may contradict others and/or ones already in the mod that can result in a refusal to add it in. My coding is not incredible, I will however do my best to meet the wishes of the community. Either way, hope you enjoy being able to contribute to the mod.
Re: RCMod Suggestions
You should bring back the Axetinguisher , although I think you maybe out of weapon slots...
[AOTIK] Lord of D.- Newbie
- Posts : 4
Join date : 2012-06-27
Re: RCMod Suggestions
Storm_Surge suggests you change the text, it is a bit bad to look at.
[AOTIK] Lord of D.- Newbie
- Posts : 4
Join date : 2012-06-27
from lorgan
here is exactly what lorgan told me
it requires a lot of work (i'm talking about multiple hours) to get everything working with even more weapons. But if you're really dying to know:
1) you have to add an extra description to LoadoutMenu event user 2 for all weapons and change the "value" variables so the weapon constants don't overlap.
2) you have to change the LoadoutSwitcher so you can select the extra weapon, change it's sprite so the extra weapon fits on it and add an extra set of sprites for the new weapons.
3) you would have to update ALL weapon constants to work with the new ones
4) add names for the new weapons (obviously)
5) check and fix if needed ALL medic and engi code because they only work with the current loadout setup
6) fix a bunch of variables (ammo[100] to ammo[115]) in the Character event because those use up the ammo variable for the new weapons you would add.
7) randomizer is currently at its maximum amount of loadout weapons it can handle. To fix this you would have to change the entire sending and saving code for the loadout.
more things will definately be broken so you'll have to find out why, where and how to fix them.
it just isn't worth doing. if you really want to add more weapons you can add an extra console option so clients can request the new weapons. That way you would only have to do step 4 and 6 (and maybe step 5 and .
Also the source you're using is not updated to the current version of rm, just pointing that out too.
it requires a lot of work (i'm talking about multiple hours) to get everything working with even more weapons. But if you're really dying to know:
1) you have to add an extra description to LoadoutMenu event user 2 for all weapons and change the "value" variables so the weapon constants don't overlap.
2) you have to change the LoadoutSwitcher so you can select the extra weapon, change it's sprite so the extra weapon fits on it and add an extra set of sprites for the new weapons.
3) you would have to update ALL weapon constants to work with the new ones
4) add names for the new weapons (obviously)
5) check and fix if needed ALL medic and engi code because they only work with the current loadout setup
6) fix a bunch of variables (ammo[100] to ammo[115]) in the Character event because those use up the ammo variable for the new weapons you would add.
7) randomizer is currently at its maximum amount of loadout weapons it can handle. To fix this you would have to change the entire sending and saving code for the loadout.
more things will definately be broken so you'll have to find out why, where and how to fix them.
it just isn't worth doing. if you really want to add more weapons you can add an extra console option so clients can request the new weapons. That way you would only have to do step 4 and 6 (and maybe step 5 and .
Also the source you're using is not updated to the current version of rm, just pointing that out too.
[ICY] Arctic- Newbie
- Posts : 3
Join date : 2012-06-05
Re: RCMod Suggestions
ok so ive tested plugins on ur mod and the damage indicator plugin works surprisingly well so i would suggest that u add this feature to the mod
[ICY] Arctic- Newbie
- Posts : 3
Join date : 2012-06-05
Re: RCMod Suggestions
[ICY] Arctic wrote:ok so ive tested plugins on ur mod and the damage indicator plugin works surprisingly well so i would suggest that u add this feature to the mod
The fact that I have the damage indicator plugin set to run on my server in Randomizer and RCmod, all you need is the plugin to have it work.
Otherwise I'll look into how to code that into the game.
Re: RCMod Suggestions
well just then include the damage indicator in the download maybe and give lorgan creditRockerChopper wrote:[ICY] Arctic wrote:ok so ive tested plugins on ur mod and the damage indicator plugin works surprisingly well so i would suggest that u add this feature to the mod
The fact that I have the damage indicator plugin set to run on my server in Randomizer and RCmod, all you need is the plugin to have it work.
Otherwise I'll look into how to code that into the game.
[ICY] Arctic- Newbie
- Posts : 3
Join date : 2012-06-05
Re: RCMod Suggestions
[ICY] Arctic wrote:well just then include the damage indicator in the download maybe and give lorgan creditRockerChopper wrote:[ICY] Arctic wrote:ok so ive tested plugins on ur mod and the damage indicator plugin works surprisingly well so i would suggest that u add this feature to the mod
The fact that I have the damage indicator plugin set to run on my server in Randomizer and RCmod, all you need is the plugin to have it work.
Otherwise I'll look into how to code that into the game.
simple enough
SteamPunk Gamers :: GG2 :: GG2 Mods
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