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May 23rd, 2018
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  1. This is going to be a quite big project for you then. And I think it would be better if you have an access on the plugins themselves, once I am done with them(pretty much soon). I'm kinda getting tired modding now and can pass the project to all supporters of the mod - in which I consider you as one.
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  3. Now for the guidelines on how I imagine your project "should" go, here's a bunch of ideas from me.
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  5. For the RDS - Chrome effect is highly unlikely to fix it(you can prove me wrong though) - if it can be fixed, the original CW2 team could've done it sooner, and I still have contact on one of their old modellers, unfortunately now retired on modding. In conclusion  - It would be better to implement it as HUD just like how MW2 does in which case I can do myself. 
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  7. With the weapons however, I would be sticking with the current guns lineup in the mod(you can check the mod if you have downloaded and played it yet). Well perhaps removing the Mini-uzi and replacing it with UMP45 might me a good idea, I'll just readjust stats and fire rates however take note that reloading speed cannot be adjusted using normal plugins and may perhaps require you to check on their default CS reload speeds.
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  9. Here's a snippet from one of the sma files for the gun mod. This shows the default CS model equivalent of every current gun in the mod.
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  13. Here's a list of the weapon models I need:
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  15. "USP .45", "M93 Raffica", "M9", "M1911 .45", "Deagle", ".44 Magnum Akimbo",
  16. "MP5K", "UMP45", "Vector", "TMP", "ES P90", "Intervention***", "Barret .50cal", "Famas", "TAR-21", "SPAS-12", "Striker",
  17. "AK-47", "M4 Carbine with Silencer", "AUG HBAR", "ACR", "WA2000", "M21-EBR", "RPD",
  18. It would also be better if we can add more RDS/Holographic sights rather than having default ironsights for most of the weapons. Perhaps 80-90% of them? Depends on your choice - in which case I will adjust.
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  20. Intervention perhaps already look good at the moment(you can notice its standby animation and texture and chroming quality), has minimal issues and does not need to be changed, however it would still be useful if you can get your own version of model to compare them with.
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  22. The only stuff I want to rework are the models itself, to have high quality arms, and gun textures, just like how the original CW2 models were(check ACR model from the mod). Also to take note that the removal of some attachments(which are completely not currently working in the mod just like the shotgun and the grenade launchers attachments from AK47 and ACR).
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  24. Also take note that in making the sight models, perhaps reducing the gun movement during weapon firing is a must for all sight models, this is to simulate how most weapons in mw2 fire smoothly when using the iron sights. Also this also makes sense since if I add the HUD type red dot it would look bad on a wildly moving firing weapon.
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  26. Also about the ironsight plugin, I'm not really sure on how to do it yet but I have an idea on the plugin when using ironsights - weapon will play a specific animation, perhaps an animation to move the weapon to the ironsight position, before actually calling the new v_sight model. And when unsighting, another animation will play upon unsighting. This is to simulate the proper movement during ironsight. It's quaite viable, and I saw how this is possible via the Counterstrike Iron Sight mod in this website(moddb). Care to check it out yourself? 
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  28. Next up is the sprint animation. Same principle, play a specific animation while doing sprint. Still have no idea on how to create a proper timer system for this, and given that I have the knowledge on how to play animation on a model(which I absolutely have no idea how to as of the moment), sprint plugin can be reworked as well.
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  30. Next up is adding a remote control clicking animation(when using UAV), that can be called when using the killstreak rewards like UAV, CUAV, EMP, nuke, etc. Same with the Predator Missile, by adding an 'opening laptop' animation to be called when using predator missile. Lots of possibilities on this one - one of the stuff I look forward to upon implementing animation triggers via plugin codes.
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