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Hristov cobra rework #61
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,2 @@ | ||
| uplink-pistol-magazine-caseless-name-subsonic = Pistol Magazine (.25 caseless subsonic) | ||
| uplink-pistol-magazine-caseless-desc-subsonic = Pistol magazine with 10 subsonic cartridges. Copatible with the Cobra. This one is designed for stealth. |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -113,21 +113,21 @@ | |
| sprite: Objects/Weapons/Guns/Snipers/heavy_sniper.rsi | ||
| - type: GunRequiresWield | ||
| - type: Gun | ||
| fireRate: 0.4 | ||
| fireRate: 0.3 | ||
| selectedMode: SemiAuto | ||
| availableModes: | ||
| - SemiAuto | ||
| soundGunshot: | ||
| path: /Audio/Weapons/Guns/Gunshots/sniper.ogg | ||
| path: /Audio/Weapons/Guns/Gunshots/sniperHeavy.ogg | ||
| - type: BallisticAmmoProvider | ||
| whitelist: | ||
| tags: | ||
| - CartridgeAntiMateriel | ||
| capacity: 5 | ||
| proto: CartridgeAntiMateriel | ||
| - type: SpeedModifiedOnWield | ||
| walkModifier: 0.25 | ||
| sprintModifier: 0.25 | ||
| walkModifier: 0.8 | ||
| sprintModifier: 0.8 | ||
|
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Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The entire point of this is to force you to stand still while aiming. This isn't cs:go or tf2 where you can snipe people on the fly, is it?
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Multiple reasons, a) Current one has 0 movespeed slow and that already hasnt exactly done it any good. b) fairness. I actually considered removing the slowdown entirely to begin with but the sight advantage requires a tradeoff. Mainly because: No other weapon has this. If we port our loadout weapons sec will be armed as hell with weapons that have no slowdown, literally higher dps (the hristov has a 16.666 dps rating btw, one shot every ~3s) and same range. To kill a hristov user you can literally blindfire into the general direction and because they effectively cant move they WILL die from this. There are no long range engagements where the hristov will have an advantage, not in this game, the hristov already has no niche and needs to compete with weapons that are made to excel at this. The only way the hristov will work is if you employ hit and run tactics. It will literally be the only way to not have a joke of a weapon again. Adding an 80% movespeed slow is killing this entire strategy and the only other way to make the hristov viable would be to increase its damage. That wouldnt work either however as due to the low firerate and armorpen all we could do would be to make it a 100 damage per shot weapon which would move it into the op, unfun to play category because it could literally oneshot anything. Ill be happy to discuss this but trust me, the hristov has ironically enough already received most of the changes I would have wanted on EE here on DV and it still isnt a weapon you see often because a buff thats two steps forward but three steps back is not a buff
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I see your point. I don't fully agree with what's being said here, but I suppose we can give it a try given the unpopularity of this weapon. |
||
| - type: CursorOffsetRequiresWield | ||
| - type: EyeCursorOffset | ||
| maxOffset: 3 | ||
|
|
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,10 @@ | ||
| - type: listing | ||
| id: UplinkMagazinePistolCaselessRifleSubsonic | ||
| name: uplink-pistol-magazine-caseless-name-subsonic | ||
| description: uplink-pistol-magazine-caseless-desc-subsonic | ||
| icon: { sprite: /Textures/Objects/Weapons/Guns/Ammunition/Magazine/CaselessRifle/caseless_pistol_mag.rsi, state: red-icon } | ||
| productEntity: MagazinePistolCaselessRifleSubsonic | ||
| cost: | ||
| Telecrystal: 1 | ||
| categories: | ||
| - UplinkAmmo |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,14 @@ | ||
| - type: entity | ||
| parent: BaseMagazineBoxCaselessRifle | ||
| id: MagazineBoxCaselessRifleSubsonic | ||
| name: ammunition box (.25 caseless subsonic) | ||
| description: A cardboard box of .25 caseless subsonic rounds. Intended to hold general-purpose kinetic ammunition. | ||
| components: | ||
| - type: BallisticAmmoProvider | ||
| proto: CartridgeCaselessRifleSubsonic | ||
| - type: Sprite | ||
| layers: | ||
| - state: base | ||
| map: ["enum.GunVisualLayers.Base"] | ||
| - state: mag-1 | ||
| map: ["enum.GunVisualLayers.Mag"] |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,9 @@ | ||
| - type: entity | ||
| id: CartridgeCaselessRifleSubsonic | ||
| name: cartridge (.25 caseless Subsonic) | ||
| parent: BaseCartridgeCaselessRifle | ||
| description: A small caliber utilizing caseless technology, omitting conventional brass casing in favor of hardened propellant. Specifically built for stealth purposes | ||
| components: | ||
| - type: CartridgeAmmo | ||
| muzzleFlash: MuzzleFlashEffectSuppressed | ||
| proto: BulletCaselessRifleSubsonic |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,26 @@ | ||
| - type: entity | ||
| id: MagazinePistolCaselessRifleSubsonic | ||
| name: "pistol magazine (.25 caseless Subsonic)" | ||
| parent: BaseMagazinePistolCaselessRifle | ||
| description: 10-round magazine for the Cobra pistol. Intended to hold general-purpose kinetic ammunition. | ||
| components: | ||
| - type: BallisticAmmoProvider | ||
| proto: CartridgeCaselessRifleSubsonic | ||
| capacity: 10 | ||
| - type: Sprite | ||
| layers: | ||
| - state: red | ||
| map: ["enum.GunVisualLayers.Base"] | ||
| - state: mag-1 | ||
| map: ["enum.GunVisualLayers.Mag"] | ||
| - type: MagazineVisuals | ||
| magState: mag | ||
| steps: 6 | ||
| zeroVisible: false | ||
| - type: Appearance | ||
| - type: Item | ||
| inhandVisuals: | ||
| left: | ||
| - state: inhand-left-mag | ||
| right: | ||
| - state: inhand-right-mag |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,14 @@ | ||
| - type: entity | ||
| id: BulletCaselessRifleSubsonic | ||
| name: bullet (.25 caseless subsonic) | ||
| parent: BaseBullet | ||
| categories: [ HideSpawnMenu ] | ||
| components: | ||
| - type: Sprite | ||
| sprite: _Floof/Objects/Weapons/Guns/Projectiles/projectileSubsonic.rsi | ||
| layers: | ||
| - shader: shaded | ||
| - type: Projectile | ||
| damage: | ||
| types: | ||
| Piercing: 19 |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,12 @@ | ||
| - type: entity | ||
| parent: MuzzleFlashEffect | ||
| id: MuzzleFlashEffectSuppressed | ||
| categories: [ HideSpawnMenu ] | ||
| components: | ||
| - type: Sprite | ||
| drawdepth: BelowMobs | ||
| layers: | ||
| - shader: unshaded | ||
| map: ["enum.EffectLayers.Unshaded"] | ||
| sprite: _Floof/Objects/Weapons/Guns/Projectiles/muzzleflashes.rsi # floof | ||
| state: kineticSuppressed # floof |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,10 @@ | ||
| ## Static | ||
|
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||
| # Floof (Why the fuck is this not a thing?) | ||
| # Adds .60cal and .25 ammo and pistol magazines for the Cobra | ||
| - type: latheRecipePack | ||
| id: SyndieGunAmmoFloof | ||
| recipes: | ||
| - MagazineBoxAntiMateriel | ||
| - MagazineBoxCaselessRifleSubsonic | ||
| - MagazinePistolCaselessRifleSubsonic |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,20 @@ | ||
| #.25 Caseless | ||
| - type: latheRecipe | ||
| id: MagazineBoxCaselessRifleSubsonic | ||
| result: MagazineBoxCaselessRifleSubsonic | ||
| materials: | ||
| Steel: 800 | ||
|
|
||
| - type: latheRecipe | ||
| id: MagazinePistolCaselessRifleSubsonic | ||
| result: MagazinePistolCaselessRifleSubsonic | ||
| materials: | ||
| Steel: 500 | ||
|
|
||
| #.60 Ammo | ||
| - type: latheRecipe | ||
| id: MagazineBoxAntiMateriel | ||
| result: MagazineBoxAntiMateriel | ||
| completetime: 5 | ||
| materials: | ||
| Steel: 1000 |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,22 @@ | ||
| { | ||
| "version": 1, | ||
| "license": "CC-BY-SA-3.0", | ||
| "copyright": "Created by DVDPlayerOfDiscordFame (github) for Impstation.", | ||
| "size": { | ||
| "x": 32, | ||
| "y": 32 | ||
| }, | ||
| "states": [ | ||
| { | ||
| "name": "kineticSuppressed", | ||
| "delays": [ | ||
| [ | ||
| 0.05, | ||
| 0.05, | ||
| 0.05, | ||
| 1.00 | ||
| ] | ||
| ] | ||
| } | ||
| ] | ||
| } |
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,15 @@ | ||
| { | ||
| "version": 1, | ||
| "license": "CC-BY-SA-3.0", | ||
| "copyright": "Custom edited sprite of the 'bullet' RSI from the default bullet2.rsi folder", | ||
| "size": { | ||
| "x": 32, | ||
| "y": 32 | ||
| }, | ||
| "states": [ | ||
| { | ||
| "name": "bullet", | ||
| "directions": 1 | ||
| } | ||
| ] | ||
| } |
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Why?
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Simple, the field could not be addressed before. Every bullet weapon used the same muzzleflash because it was hardcoded in the line below. This defeats the purpose of "we may want to override it" if there is no way to override it to begin with
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No it's not, this datafield has the name muzzleFlash by default (see docs), specifying it explicitly is redundant.
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But where is it then? Furthermore if it had then why did addressing the field not work? If it is named muzzleFlash by default then why did adding muzzleFlash in the yml component part not work?
Forgot to mention, you said see docs, where? Where is the documentation for this?
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I don't know why it didn't work for you, you likely made some kinda typo and it slipped through. When the name of data field is not explicitly specified, it defaults to the name of the backing field with the first letter converted to lower case.
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That explains a lot. Is a shitty dolution but it explains a lot. Ill try to get that to work. I tried to reverse emgineer it according to other datafiel entries which specifically specified the names of the fields. I have to admit, I hate that this doublestandard exists but I suppose the entire codebase is just held together by permanent duct tape solutions the more I look around it
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no idea how or why but now it works. I swear, it didnt work before with the same approach