[A10] Project Armory (v.3.00)

Started by Evul, February 05, 2014, 02:24:54 PM

Previous topic - Next topic

Evul

FN P90 (Silencer)

DMG: 4
RNG: 20
ACC: 9
SPB: 4
Aim: 1.5 sec.
DPS: 10.67

JorDash

Nice. Do silencers give any benefit in game or are they just cool to look at?

Evul


JorDash


Evul

I am about to add more equipment related bonuses/penalties.
I will post a full list when I have a complete list.

Evul

597 MB and 1 755 files in the DevBuild SVN working directory O.O that's allot for a mod that only adds weapons. ^^

Evul

#441

Project Armory Equipment Rack!

This little addon makes all weapons deactivated in the Equipment Rack at default. It is for people that hate to deactivate 60 weapons inorder to get a room with only one kind if weapon.

Download:



Please let us know if you find any thing that might be causing errors.


Goatlike

Hi. Add "space" after <description>, then description joining (merge) with gun name.

And use <textureFolderPath> for different textures for one gun. I think it good solution for Bolter ))
Sorry for my English.

Evul

Quote from: Goatlike on June 21, 2014, 01:41:58 AM
Hi. Add "space" after <description>, then description joining (merge) with gun name.
Any weapon in perticular that have that?

Quote from: Goatlike on June 21, 2014, 01:41:58 AM
And use <textureFolderPath> for different textures for one gun. I think it good solution for Bolter ))

I will experiment with that  :)

mrofa

All i do is clutter all around.

minami26

Quote from: mrofa on June 21, 2014, 09:33:52 AM
Hows <textureFolderPath> work ?

It works just like how the debrisRock gets different kinds of textures.
by using <textureFolderPath>folder/items<textureFolderPath>

The "items" is just the folder itself.
and you need to name your files inside like
"itemsA, itemsB, itemsC"

to give them different kinds of textures randomly.
check the textures Tynan give it was like that I think.
Tynan structured them like that in the Debris files.

Celthric Aysen

Quote from: minami26 on June 21, 2014, 09:55:55 AM
Quote from: mrofa on June 21, 2014, 09:33:52 AM
Hows <textureFolderPath> work ?

It works just like how the debrisRock gets different kinds of textures.
by using <textureFolderPath>folder/items<textureFolderPath>

The "items" is just the folder itself.
and you need to name your files inside like
"itemsA, itemsB, itemsC"

to give them different kinds of textures randomly.
check the textures Tynan give it was like that I think.
Tynan structured them like that in the Debris files.
wow, didn't know you could do that, thanks for bringing this up :)
My DeviantART|E-Vehicles|Flebe's  Channel
"♫"Every people that i see i will never understand"♪"

mrofa

FFs i writed almost 200 line code to change textures and you tell me that this was in game all along X_X
All i do is clutter all around.

Evul


minami26

Quote from: mrofa on June 21, 2014, 10:25:23 AM
FFs i writed almost 200 line code to change textures and you tell me that this was in game all along X_X

:)) haha,, I thought you guys checked tynan's files! HAHAHA