Custom ammo system: your opinion is needed!
#1

Hi
As I am currently working on a bigger project I would like to hear your opinion about an idea, to decide if I should do it nor not.
I want to override the GTA ammo system and replace it by server-controlled ammo. This means, players get unlimited ammo for all weapons, and a variable represents their ammo left. A script watches the shots and decreases the ammo variable, causes the player to reload, removes the weapon when it is empty, etc. The total ammo and ammo left in the clip would be displayed in a Textdraw, to make it look similar to the default ammo hud, so players do not have to "work into it".

Why I want to do it? I already control most of the weapon's attributes with a script, and this way I could also modify the clip size for every weapon (e.g. the M5 could have 200 rounds instead of 50, before you have to reload).

So what do you think about it? Would you like it, or do you think it would be too complicated or confusing to get used to the different hud/ clip sizes?

(PS: please consider that this is not going to be released)

Thanks for your attention and any feedback.
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#2

I think this idea is cool, as it would come in use in my RP server.
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#3

yeah ! would be awesome
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#4

Quote:
Originally Posted by seanny
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I think this idea is cool, as it would come in use in my RP server.
Didn't you idiot read?

Quote:
Originally Posted by Mauzen
Please take in attention that this won't be released
So no, it wont come in use to your RP server
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#5

I really like that idea, and I don't see why would that be complicated. Everyone will get used to this if system won't fail much... I tried to make something like that a little bit simpler, but there was too much work and I couldn't make it since I had a collage to finish...

But, since now I have some free time I'll try to finish it and upgrade it... Anyways, nice idea!
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#6

Quote:
Originally Posted by xRyder
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I really like that idea, and I don't see why would that be complicated. Everyone will get used to this if system won't fail much... I tried to make something like that a little bit simpler, but there was too much work and I couldn't make it since I had a collage to finish...

But, since now I have some free time I'll try to finish it and upgrade it... Anyways, nice idea!
Agree, not complicated at all.

Though an really nice idea, could also prevent hackers.
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#7

very nice, i also noticed someone has this on there mini missions server.. i can't remember his name. he replaced gta sided ammo with a textdraw.. can't remember his name, it starts with 'T'
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#8

That's an amazing idea!
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#9

I see a few minor issues with this. To keep a weapon from reloading you need to give the player the same weapon (GivePlayerWeapon), unfortunately this bugs the rocket launcher and makes it semi-automatic. To determine if a player has lost ammo you need a constant check of GetPlayerAmmo, unfortunately it only updates every few seconds, so you won't know if they've shot enough round until it's too late
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#10

Thanks for your feedback. Didnt expect such a good reaction to be honest
So I think I will do this.

Quote:
Originally Posted by SilentHuntR
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I see a few minor issues with this. To keep a weapon from reloading you need to give the player the same weapon (GivePlayerWeapon), unfortunately this bugs the rocket launcher and makes it semi-automatic. To determine if a player has lost ammo you need a constant check of GetPlayerAmmo, unfortunately it only updates every few seconds, so you won't know if they've shot enough round until it's too late
Right, this is a problem. I found out the ammo of GetPlayerAmmo updates everytime when on a client update when OnPlayerUpdate is called. And when you are shooting it seems to stop updating, or at least to slow down. So you cant really use this to detect when the player has to reload.
But I built another solution for this already several months ago, which allows me to detect exactly where and when a player shoots. So I could easily add this ammo system to it, would basically just be a set of variables and some checks.
By the way, this is also the reason why Im not going to release it. I dont want to release that detection system, so no one could use that released ammo system.
To the rocket launcher: this might be a real problem, I havent tested the rocket launcher enough yet, so I do not know if my solutions for this might work. I the worst case I will have to leave out these weapons. They do not have clips anyways, so this would just be a minor problem.

@Donya: This is basically what my first idea was, but as I stated above, the weapon_rate seems not to influence GetPlayerAmmo in the way we would need it.

Edit: @Mark_Weston: Hehe ok, ill announce it when it is running
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