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Author Topic: GunGame- Weapon Slots  (Read 15659 times)

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terps4life90

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GunGame- Weapon Slots
« on: June 09, 2012, 04:50:45 pm »

The weapon slots for gungame need to be changed. For example, the first two weapons are golden pp7 and then golden gun. With that kind of setup if causes alot of spawnkills and is annoying especially with a full server. I think after the golden pp7 that the weapon should be throwing knives or klobb. There are other weapons that need to be changed around.
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killermonkey

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Re: GunGame- Weapon Slots
« Reply #1 on: June 09, 2012, 05:14:20 pm »

That doesn't make any sense. The point of GunGame is to have weapon progression. Making the second weapon the bottom two weapons is ridiculous.
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Troy

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Re: GunGame- Weapon Slots
« Reply #2 on: June 09, 2012, 07:11:32 pm »

Why does the AR33 come before the RC-P90?
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Re: GunGame- Weapon Slots
« Reply #3 on: June 09, 2012, 08:39:08 pm »

Cause they're both spam weapons, just AR33 is also a ranged spam weapon.


Oh and changing the order for a server takes about 10 seconds, even with zero coding skills.


Code: [Select]
weapList = ["golden_pp7", "golden_gun", "ar33", "rcp90", "auto_shotgun", "phantom", "d5k", "zmg", "kf7", "shotgun", "cmag", "sniper_rifle", "pp7", "klobb", "knife_throwing", "grenade", "knife"]
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PPK

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Re: GunGame- Weapon Slots
« Reply #4 on: June 09, 2012, 09:23:23 pm »

The weapon slots for gungame need to be changed.

That isn't the problem with GunGame. The problem with GunGame is that arriving late to the party is socially acceptable.
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CCsaint10

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Re: GunGame- Weapon Slots
« Reply #5 on: June 10, 2012, 03:01:57 am »

I will say this again like I have since the moment gun game was created....mines, grenade launcher, and rocket launcher need to be added. There is no reason that it shouldn't be and it makes absolutely no sense why it isn't there. Mines of course aren't as important since their would be three types in a row. If they were spread a little, it might be better but it still wouldn't be too bad. Granade and rocket launcher though....no excuse. *starts argumentative thread*



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Re: GunGame- Weapon Slots
« Reply #6 on: June 10, 2012, 03:39:07 am »

I agree with Saint, I would like to see all weapons added.

EDIT_01: Fixed typo
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Troy

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Re: GunGame- Weapon Slots
« Reply #7 on: June 10, 2012, 04:15:14 am »

Proxy mines would be terrible for gun game.  Timed mines would be okay but difficult.  Remote mines would be fun.
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CCsaint10

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Re: GunGame- Weapon Slots
« Reply #8 on: June 10, 2012, 05:19:21 am »

Troy, you have to remember that there would only be 1 mine that would get you the kill, then you could just have the game delete the players other mines so they become void. No big deal. All explosives would be fun in game. It would essentially be like the grenade where it blows up after a few seconds and you only get a few before you are stuck with melee. No big deal.
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Re: GunGame- Weapon Slots
« Reply #9 on: June 10, 2012, 08:29:54 am »

Last time I checked mines had a little issue in gun game. Sometimes not giving the kill, same with grenades. Might be fixed now, need to test.
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Excidium

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Re: GunGame- Weapon Slots
« Reply #10 on: June 10, 2012, 12:54:48 pm »

Cause they're both spam weapons, just AR33 is also a ranged spam weapon.


Oh and changing the order for a server takes about 10 seconds, even with zero coding skills.






I second that
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killermonkey

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Re: GunGame- Weapon Slots
« Reply #11 on: June 10, 2012, 03:55:18 pm »

Gun Game itself needs to be recoded. I was going to do it for v4.2 but there are more important things to worry about. I may do it as a post-release treat.
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terps4life90

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Re: GunGame- Weapon Slots
« Reply #12 on: June 11, 2012, 12:23:01 pm »

Gun Game itself needs to be recoded. I was going to do it for v4.2 but there are more important things to worry about. I may do it as a post-release treat.

Thought Troy was doing that?
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Proxie

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Re: GunGame- Weapon Slots
« Reply #13 on: June 11, 2012, 12:46:51 pm »

Thought Troy was doing that?


Troy ain't dat good.
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Troy

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Re: GunGame- Weapon Slots
« Reply #14 on: June 11, 2012, 07:21:43 pm »

I lost interest in the project.
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WNxEuphonic

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Re: GunGame- Weapon Slots
« Reply #15 on: June 12, 2012, 05:24:25 am »

I might take a whack at recoding it this summer, but I have a lot of other modes to update as well. Definitely an easier to edit weaponlist(s) would be nice. Wouldn't be that hard to add something like gg_weaplist 0 (random) 1 (first list) 2 (second list) etc. that reads off a text file.

Well adding mines could work, there isn't a way through the python code to remove mines (Unless KM wants to add it, which would be nice)

Troy

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Re: GunGame- Weapon Slots
« Reply #16 on: June 26, 2012, 09:56:30 am »

I had an idea how to do this:

gg_weaplist 0 (random): random.shuffle(list's name)
gg_weaplist 1: Default list
gg_weaplist 2 (custom): Reads off a text file like so:

1. Open the file.
2. Runs a for loop.
3. Nested if statement to see if it's a valid weapon name comparing the names to a predefined list of valid weapons.
4. If it's valid, use split, and add it to the list.  Else, the weapon doesn't get added.

Or if you want to make a list comprehension

1. Open the file.
2. Runs a for loop.
3. Nested if statement to see if it's a valid weapon name comparing the names to a predefined list of valid weapons.
4. If it's valid, use split, and make the weapon name and the ammo count into it's own tuple.  Else skip the line completely.

Now someone just needs to code it. :D
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killermonkey

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Re: GunGame- Weapon Slots
« Reply #17 on: June 26, 2012, 10:43:53 am »

A fine suggestion Troy, now code it :-)
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markpeterjameslegg

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Re: GunGame- Weapon Slots
« Reply #18 on: June 26, 2012, 11:10:09 am »

Now someone just needs to code it. :D

It says under your name that your a GE:S Coder? ???
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Troy

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Re: GunGame- Weapon Slots
« Reply #19 on: June 27, 2012, 12:07:38 am »

*Sigh*

I guess I'll give it a try.
« Last Edit: June 27, 2012, 12:35:33 am by Troy »
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Re: GunGame- Weapon Slots
« Reply #20 on: June 27, 2012, 03:39:17 am »

*Sigh*

I guess I'll give it a try.

That's the spirit. ;) If I knew anything about coding I'd give a hand.
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