[Release] [ZM] [Mod] zm_weapons - Adding all weapons to maps
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I know you've been working on this mod for awhile and appreciate all the work OP. As others have asked for would love to have the restored weapons that were gonna be in zombie added. I've also been looking for a mod that adds the bo1 wonder weapons, winter's howl, scavenger, wunderwaffe, thundergun, and wave gun. I don't care much for the VR-11 or babygun being ported but I'd love the ones I listed. I don't know much about modding but I'm sure you could recreate the winters howl, wunderwaffe and thundergun using staff effects, and maybe the wave gun could be remade with a mix of raygun and wind staff. If you could find a way to add those wonder weapons I'd be very grateful, it would literally make this the best mod ever created.
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Does this mod remove the ray gun mark 2 from the box?
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Heya! I think I found a bug.
While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.

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Heya! I think I found a bug.
While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.

Update:
There are also some other weapons that are potentially bugged as well.
Here are all the guns I believe are impacted:- MTAR
- Type 25
- M8A1
- HAMR
- RPD
- Barrett M82 (Maybe, Likely Not)
- SMR (Maybe, Likely Not)
They all are very inaccurate when aiming down sights with the mod installed.
When the mod is unloaded, they are very accurate again. -
Heya! I think I found a bug.
While playing some MOTD, my friend noticed the accuracy of the RPD was really bad. I decided to find out why. I got a mod menu to debug and I tested the spreads (and made the terrible mspaint data table attached). I have noticed that with the mod, the accuracy is affected. With the mod, it is LITERALLY more accurate if you were to hip fire lol. If you could fix this, it would be appreciated. Also, if you could, check to see if there are any other stats that could have changed, like rate of fire, recoil, ect? Just for good measure.

KillerKitten995 I want to thank you first for your detailed response about a bug, I made a screenshot of your response and saved the picture and I'll look into it when I start working on the mod again!
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Does this mod remove the ray gun mark 2 from the box?
jollycab564 No
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I know you've been working on this mod for awhile and appreciate all the work OP. As others have asked for would love to have the restored weapons that were gonna be in zombie added. I've also been looking for a mod that adds the bo1 wonder weapons, winter's howl, scavenger, wunderwaffe, thundergun, and wave gun. I don't care much for the VR-11 or babygun being ported but I'd love the ones I listed. I don't know much about modding but I'm sure you could recreate the winters howl, wunderwaffe and thundergun using staff effects, and maybe the wave gun could be remade with a mix of raygun and wind staff. If you could find a way to add those wonder weapons I'd be very grateful, it would literally make this the best mod ever created.
SuperSnakeRAM Thank you for your reply, I understand people wanting custom and older weapons being added but I strictly wanted this mod to be a mod which added all weapons locked in behind specific maps to be available in all maps, not adding custom ones. This could be done in a seperate mod perhaps but I don't plan on doing that as of right now

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KillerKitten995 I want to thank you first for your detailed response about a bug, I made a screenshot of your response and saved the picture and I'll look into it when I start working on the mod again!
sehteria
Awesome
I am glad that you are still supporting your mod!
Even though it was made for a game made in 2012 lol
Keep it up! -
The same weapon type behaves differently depending on the map; each map has its own specific recoil, spread, configurations etc... For example, the hamr appears on several maps but with different settings. It seems the mod author included only a single config for the same weapon across all maps.
The hamr in origins, for instance, isn't using its original origins settings, it's likely using the tranzit config, the same applies to the rpd, which doesn't exist natively in origins, explaining why it's so inaccurate and buggy.
In short, this mod adds weapons but neglects their map-specific behavior, to fix this, the mod needs to load the correct weapon config for each map (if it exists) and manually adjust the attributes for added weapons, as each map uses its own variables to calculate weapon behavior.//zone_dump\zone_raw\zm_transit\weapons\hamr_zm adsViewKickPitchMin\-40 adsViewKickPitchMax\60 adsViewKickYawMin\-50 adsViewKickYawMax\50 adsViewKickCenterSpeed\1575 adsSpread\3 hipViewKickCenterSpeed\1575 //zone_dump\zone_raw\zm_tomb\weapons\hamr_zm adsViewKickPitchMin\-30 adsViewKickPitchMax\55 adsViewKickYawMin\-30 adsViewKickYawMax\60 adsViewKickCenterSpeed\550 adsSpread\0 hipViewKickCenterSpeed\900 -
The same weapon type behaves differently depending on the map; each map has its own specific recoil, spread, configurations etc... For example, the hamr appears on several maps but with different settings. It seems the mod author included only a single config for the same weapon across all maps.
The hamr in origins, for instance, isn't using its original origins settings, it's likely using the tranzit config, the same applies to the rpd, which doesn't exist natively in origins, explaining why it's so inaccurate and buggy.
In short, this mod adds weapons but neglects their map-specific behavior, to fix this, the mod needs to load the correct weapon config for each map (if it exists) and manually adjust the attributes for added weapons, as each map uses its own variables to calculate weapon behavior.//zone_dump\zone_raw\zm_transit\weapons\hamr_zm adsViewKickPitchMin\-40 adsViewKickPitchMax\60 adsViewKickYawMin\-50 adsViewKickYawMax\50 adsViewKickCenterSpeed\1575 adsSpread\3 hipViewKickCenterSpeed\1575 //zone_dump\zone_raw\zm_tomb\weapons\hamr_zm adsViewKickPitchMin\-30 adsViewKickPitchMax\55 adsViewKickYawMin\-30 adsViewKickYawMax\60 adsViewKickCenterSpeed\550 adsSpread\0 hipViewKickCenterSpeed\900baca17 This is useful information, I'll take a look into this when I pick up modding again. Thank you