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Author Topic: Mapadd enhanced custom weapon - Good or Bad ?  (Read 1510 times)

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Offline 009

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Mapadd enhanced custom weapon - Good or Bad ?
« on: October 24, 2010, 04:14:22 AM »
I have this idea in my head for quite some time now: using mapadd script to give custom weapons a completely new feature/functionality, without having to modify the custom weapon script to the extreme (like my previous works)

I have tried multiple experiments on this idea. One of my proof of concept is a bug free Ak47 that have zoom-able free aim ironsights

http://www.youtube.com/watch?v=reUAut-9CgA

Proves that this uses mapadd

http://www.wegame.com/view/half-life-2-screenshot-by-mark009vn-2010-10-23-210236/
http://www.wegame.com/view/half-life-2-screenshot-by-mark009vn-2010-10-23-210228/
http://www.wegame.com/view/half-life-2-screenshot-by-mark009vn-2010-10-23-210214/

How ever, I have no idea how this will turn out in a full size mod, as there are countless problems that I have seen. As an example, this could limit the weapon customizability heavily, might interfere with entities in some maps (which can spell catastrophic for Smod), doubling the amount of entities in maps, weapon can not function correctly without the mapadd script, and that I have no idea how stable Smod would be with this mass load of mapadding

Fixing all of this problem might not be too hard since I have full controll of my mod. But I'm still quite uncertain. How do you think on this, should I go with it? Or should I just stick on to the limits of Smod.

Offline BIZ

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Re: Mapadd enhanced custom weapon - Good or Bad ?
« Reply #1 on: October 24, 2010, 07:11:42 PM »
Well, its a neat idea and something that hasn't been done before (to my knowledge). I say that you should use it. If it turns out to be too buggy, then cut it later on.