View Full Version : Weapon limits?
shadow_ninja
03-24-2003, 02:13 PM
yeah im pondering the limits of weapons in a good mod.what i mean is what would be considered a crazy amount of weapons in a mod. so i'd like to know what amount of weapons you guys think is good for a mod!! images/icons/grin.gif
Maddieman
03-24-2003, 02:32 PM
It depends, really. I think we decided that 26 was about the physical limit for adding new weapons. But, I'd say you'd want a lot less than that.
Unless you're planning to make a lot of unique weapons (difficult in mp), then I wouldn't bother adding too many new ones. Look at the hitman mod and the matrix tcs. They're packed to the teeth with with pistols sub machine guns. However, most people will probably pick the weapon based on its look and sound, and ignore the rest.
My advice would be to only add a few new weapons, but make sure they look good and sound amazing, especially in bullet-time. Personally, I think realism should take a back seat in Max Payne; try to work out what's fun, and what compliments the shoot-dodge and bullet-time features.
LJHalfbreed
03-24-2003, 02:32 PM
LOL graemlins/dopefish.gif
Hmm... i guess it's a matter of personal preference, and what you're trying to achieve with the mod. Your total limit to new weapons is limited by the characteranimid.h file's setup.
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> #define CHARANIM_SHOOTEMPTY 310
#define CHARANIM_SHOOTLEADPIPE 311
#define CHARANIM_SHOOTBASEBALLBAT 312
#define CHARANIM_SHOOTBERETTA 313
#define CHARANIM_SHOOTBERETTADUAL 314
#define CHARANIM_SHOOTDESERTEAGLE 315
#define CHARANIM_SHOOTSAWEDSHOTGUN 316
#define CHARANIM_SHOOTPUMPSHOTGUN 317
#define CHARANIM_SHOOTINGRAM 318
#define CHARANIM_SHOOTINGRAMDUAL 319
#define CHARANIM_SHOOTMP5 320
#define CHARANIM_SHOOTJACKHAMMER 321
#define CHARANIM_SHOOTMOLOTOV 322
#define CHARANIM_SHOOTGRENADE 323
#define CHARANIM_SHOOTM79 324
#define CHARANIM_SHOOTSNIPER 325
#define CHARANIM_SHOOTPAINKILLER 326
#define CHARANIM_SHOOTHIGHEMPTY 340
#define CHARANIM_SHOOTHIGHLEADPIPE 341 [/code]</blockquote><font size="2" face="Verdana, Arial">See how there's a gap of numbers between shootpainkiller and shoothighempty? That basically means you only have 13 extra slots for brand new (not replacement) weapons. You already have 19 weapons available, so the max you can have is 32. Keep in mind that dual weapons take up one of those slots.
You probably won't use that many weapons, but you might. I personally am going to come extremely close to the very limit, but there are quite a few weapons that will only be available on certain levels or in certain circumstances.... Plus, there is a whole group of weapons that are enemy-only.
You'll have people that want tons of guns and others who are more than happy with the basic loadout. You're the only person that can make them like your weapon setup by making sure the weapons are unique from each other, the weapons are all evenly balanced, and finally, are suitable for the game itself. No sense in making super-ultra-murder-death-kill psycho-cannons if you don't even include a new level or three where you would use such a weapon.
Just trying to help out.
-LJ
LJHalfbreed
03-24-2003, 02:35 PM
Originally posted by Maddieman:
It depends, really. I think we decided that 26 was about the physical limit for adding new weapons. But, I'd say you'd want a lot less than that.
<font size="2" face="Verdana, Arial">images/icons/shocked.gif
26? Where did you come up with that number? I'm already down to about 6 slots left...
-LJ
Maddieman
03-24-2003, 06:43 PM
26? Where did you come up with that number? <font size="2" face="Verdana, Arial">Er...from you I think. images/icons/tongue.gif
LJHalfbreed
03-24-2003, 07:57 PM
Hrm
Wait... I know this...
No I don't.
Well, sorry for blatantly lying like an idiot, Maddie. It seems as though there is only a maximum of 32 allowed.
Incidentally, I tried making 'more' than 32, and it gave me errors about IDing things. I do believe that you're not allowed to 'define' things outside of those parameters (IE: #define Weapon_reload 470)
However, it's still a thing of "how do you get 32 weapons in game and have it not seem frivolous?". Personally, I have a few that are specific to characters and whatnot, but I could just have easily edited the character meshes themselves to 'pretend' there was a new weapon there.
Much apologies for all the confusion. images/icons/blush.gif
-LJ
shadow_ninja
03-24-2003, 08:53 PM
No sense in making super-ultra-murder-death-kill psycho-cannons <font size="2" face="Verdana, Arial">HOLY SHIT that was funny. it's just funny how you said that LJ!!! images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif
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