#Gun System (Like V3)

1 messages · Page 1 of 1 (latest)

spring valve
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Hey im working on a gun system and took a new direction to it.

I just want your general thoughts or possible improvments on it.
and a general idea on what to do with renderstep function.

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I should of prob included the renderstep I can do it and Im using spring module for sway and what not but im wondering is there a cleaner way to do it than having over 450 lines.

snow burrow
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I assume FPS is either client script and server script which in this point, it's more likely to be server script.

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You hardcode guns , which is not a good idea

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Instead of dinamically register them

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I havent seen other scripts so thats just my feedbacks

spring valve
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The hardcoded guns are gonna be switched out as soon as I get a base of the system down I added a note claiming it, The scripts I sent you there two of them are modules and one is the client script.

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the module that handles ammo will be used on the client and verified via the server

snow burrow
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Like FPS:Subtract(weaponName, amount), can be replaced

spring valve
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so wym object should handle things itself?

snow burrow
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So you dont have to manually call Subtract everywhere

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With the gun class handling itself, it becomes much better

snow burrow
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But it looks like it's not, more like a service..

spring valve
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Ohh so like turn the actual weapon into a class then store ammo under that

hushed valveBOT
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studio** You are now Level 1! **studio

snow burrow
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So like Weapon:ConsumeAmmo(1)

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Instead of Weapons[WeaponName]["Ammo"] -= 1