Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Weapon Additions - Updated Feb. 15th 2014 (Discontinued)
Update 9:
This update adds 2 more guns (Mauser C96 and H&K USP) and replaces the old Thompson model with a better one, among a few other changes
A while ago I learned that Receiver actually has a form of bullet penetration it uses for lethal shots on robots so I messed around with it and made it a little more complex. It used to raycast 1 unit forward wherever you hit and if there was an internal part in the way it would be disabled, I changed it so the velocity, mass & angle of impact of the bullet affects the depth. The caliber info was scraped from wikipedia and I think some forum members here, there is still a small chance for lucky shots to disable them wherever you hit like before though. If you pay attention to the orientation of the robots and place your shots correctly you'll be disabling a lot of robots in one shot, here's some photos I posted a while back to give you an idea of where to place your shots:
The C96 is not accurate to the real world one - As ArgenGuy has said the select fire knob indicates it's the M172 but I got lazy and decided to have the C96 use magazines rather than stripper clips, when I get to working on the bolt action rifle's code and get stripper clips working it will be changed. For now it operates similar to the 1911, though it does not have an external slide lock, it will still lock open with an empty magazine but tapping the slide forward will have it release like pulling the slide lock down (T).
The USP Compact is a DA/SA pistol so the hammer will automatically cock and release if it isn't when the trigger is fully pressed like the model 10 revolver. Thanks to Andrew1994 for the model! He never specified if it was the compact version or not, but without adjust the scale of the .45 round the magazine held 8 rounds like the compact does, it appears to be fairly small as well.
The bolt-action rifle has not been worked on at all, but the model will be replaced with a Mosin Nagant M91/30 or Kar98k eventually and then I will attempt to make stripper clips.
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Windows Only
Download (Base files)
Download (Most recent update)
For those who are just finding this post and don't want to sift through the old stuff or learn by trial and error, here's the controls/info for everything I've added so far:
Installation:
(This does not run by itself)
Copy the contents of the base files .rar archive into the Receiver directory, overwriting all the files. Then repeat with the most recent update archive. They must be done in that order or you will end up with the first mod release from a while ago.
If you have this mod installed from the first release or any update, then you do not need to use the base files archive anymore. It just contains all the files that needed to be updated due to me using a newer version of Unity, most files can be omitted for updates to slightly reduce the download size.
Steam Users:
If you are running on Steam, be sure to deactivate the automated update service.
(Thanks to Davidos for this info!)
If you find any bugs or have any suggestions feel free to reply to this thread or send a PM (though I cannot respond to PMs).
This update adds 2 more guns (Mauser C96 and H&K USP) and replaces the old Thompson model with a better one, among a few other changes
A while ago I learned that Receiver actually has a form of bullet penetration it uses for lethal shots on robots so I messed around with it and made it a little more complex. It used to raycast 1 unit forward wherever you hit and if there was an internal part in the way it would be disabled, I changed it so the velocity, mass & angle of impact of the bullet affects the depth. The caliber info was scraped from wikipedia and I think some forum members here, there is still a small chance for lucky shots to disable them wherever you hit like before though. If you pay attention to the orientation of the robots and place your shots correctly you'll be disabling a lot of robots in one shot, here's some photos I posted a while back to give you an idea of where to place your shots:
The C96 is not accurate to the real world one - As ArgenGuy has said the select fire knob indicates it's the M172 but I got lazy and decided to have the C96 use magazines rather than stripper clips, when I get to working on the bolt action rifle's code and get stripper clips working it will be changed. For now it operates similar to the 1911, though it does not have an external slide lock, it will still lock open with an empty magazine but tapping the slide forward will have it release like pulling the slide lock down (T).
The USP Compact is a DA/SA pistol so the hammer will automatically cock and release if it isn't when the trigger is fully pressed like the model 10 revolver. Thanks to Andrew1994 for the model! He never specified if it was the compact version or not, but without adjust the scale of the .45 round the magazine held 8 rounds like the compact does, it appears to be fairly small as well.
The bolt-action rifle has not been worked on at all, but the model will be replaced with a Mosin Nagant M91/30 or Kar98k eventually and then I will attempt to make stripper clips.
--------------------------------------------------------------------------------------------------
Windows Only
Download (Base files)
Download (Most recent update)
For those who are just finding this post and don't want to sift through the old stuff or learn by trial and error, here's the controls/info for everything I've added so far:
Installation:
(This does not run by itself)
Copy the contents of the base files .rar archive into the Receiver directory, overwriting all the files. Then repeat with the most recent update archive. They must be done in that order or you will end up with the first mod release from a while ago.
If you have this mod installed from the first release or any update, then you do not need to use the base files archive anymore. It just contains all the files that needed to be updated due to me using a newer version of Unity, most files can be omitted for updates to slightly reduce the download size.
Steam Users:
If you are running on Steam, be sure to deactivate the automated update service.
(Thanks to Davidos for this info!)
If you find any bugs or have any suggestions feel free to reply to this thread or send a PM (though I cannot respond to PMs).
Last edited by Josh707 on Wed Apr 29, 2015 11:42 am, edited 53 times in total.
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Re: I've been working on adding the Rem. 870
Looks pretty awesome. I don't think it at all fits with the story of Receiver, but just using Receiver as a means to use a Remington 870, well, that's badass. :P
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Re: I've been working on adding the Rem. 870
Holy...
I love this.
The way that 870 just decimates the puny turret...
I love this.
The way that 870 just decimates the puny turret...
Re: I've been working on adding the Rem. 870
Haha yeah I didn't think too much about the story, I just really wanted to have a wider selection of weapons in this game, something other than a handgun. And oh yes I love it too, it feels so powerful when you blast something up close! However the spread values are just randomly picked right now, I'm pretty sure with a choke involved the spread would be much less.
Re: I've been working on adding the Rem. 870
Amazing. I like how this isn't just a new gun, but it will change the way people play. Rather than trying to long range the bots, it will be more up close run and gun. Really nice work.
Re: I've been working on adding the Rem. 870
Since you want some advice, I'll give you some. I don't necessarily have experience with the Remington 870, but I do know how pump-action firearms operate. I've done some research and found sources which explain far better than I can how devastating shotguns are.
LOADING THE SHOTGUN
HowStuffWorks does a good job of explaining how the loading process works with a flash-based step-by-step visual demonstration. It does a very good job.
http://science.howstuffworks.com/shotgun5.htm
One thing they didn't mention is if the shotgun can be loaded with the pump in the rear position. The one time I fired a pump-action shotgun, I could be wrong but I think this was possible. However, doing so would push the carrier into the upward position, meaning that when pushing forward the pump, the hammer would cock but no round would load. I do not remember what model the shotgun was, so the 870 may behave differently in this regard.
SPREAD
The Box O' Truth tested shotgun spread, using a Mossberg Maverick 12-gauge shotgun with no choke. The Remington 870 should have almost identical spread to their test data, which is about 0.6451" diameter/yard. In other words, much less spread than most media indicates.
http://www.theboxotruth.com/docs/bot20.htm
POWER
According to Wikipedia, "The most commonly produced buckshot shell is a 12 gauge, 00 buck shell that holds 9 pellets." 00 buck is an 8.4mm round lead ball, meaning that a single shotgun shell is just about the equivalent power of about 9 9mm rounds. Which means those turrets and killdrones are completely screwed.
LOADING THE SHOTGUN
HowStuffWorks does a good job of explaining how the loading process works with a flash-based step-by-step visual demonstration. It does a very good job.
http://science.howstuffworks.com/shotgun5.htm
One thing they didn't mention is if the shotgun can be loaded with the pump in the rear position. The one time I fired a pump-action shotgun, I could be wrong but I think this was possible. However, doing so would push the carrier into the upward position, meaning that when pushing forward the pump, the hammer would cock but no round would load. I do not remember what model the shotgun was, so the 870 may behave differently in this regard.
SPREAD
The Box O' Truth tested shotgun spread, using a Mossberg Maverick 12-gauge shotgun with no choke. The Remington 870 should have almost identical spread to their test data, which is about 0.6451" diameter/yard. In other words, much less spread than most media indicates.
http://www.theboxotruth.com/docs/bot20.htm
POWER
According to Wikipedia, "The most commonly produced buckshot shell is a 12 gauge, 00 buck shell that holds 9 pellets." 00 buck is an 8.4mm round lead ball, meaning that a single shotgun shell is just about the equivalent power of about 9 9mm rounds. Which means those turrets and killdrones are completely screwed.
Re: I've been working on adding the Rem. 870
iLag wrote: -snip-
Very good information, thanks! For now I will try to make it operate how you have said and according to that little slideshow, it shouldn't be too difficult. The spread really surprised me though - I knew it was a lot less than you see in games and movies but that tight up close without a choke? Damn. As for the power, yeah this weapon seems a little too efficient for this game!
![Wink :wink:](./images/smilies/icon_wink.gif)
Here's a mini-update so far, I modeled some shotgun shells and got high quality shell bounce sounds:
![Image](http://i.imgur.com/BWjyUqz.jpg)
![Image](http://i.imgur.com/Zb7wBFf.png)
Last edited by Josh707 on Tue Sep 24, 2013 10:15 pm, edited 2 times in total.
Re: I've been working on adding the Rem. 870
I wonder if you could do a version of the shotgun where it isn't constantly in ironsights, but instead kind of hip-firing?
Re: I've been working on adding the Rem. 870
Timbles wrote:I wonder if you could do a version of the shotgun where it isn't constantly in ironsights, but instead kind of hip-firing?
Yeah that shouldn't be too difficult, I'd guess that you can just change the resting/aiming position but if not I'll try to figure it out!
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Re: Rem. 870 - Updated Sept. 25
Nice work , Josh
! Did you add the shotgun to the other weapons in the game or you had to remove one of the handguns to add the shotgun ?
![Image](http://i.smiles2k.net/aiwan_smiles/good.gif)
Re: Rem. 870 - Updated Sept. 25
Thanks! It was added so you will still be able to use the other 3, same random spawning as before but with the shotgun includedBrain center wrote:Nice work , Josh! Did you add the shotgun to the other weapons in the game or you had to remove one of the handguns to add the shotgun ?
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Re: Rem. 870 - Updated Sept. 25
NiceJosh707 wrote: Thanks! It was added so you will still be able to use the other 3, same random spawning as before but with the shotgun included
![Image](http://i.smiles2k.net/aiwan_smiles/smile3.gif)
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Re: Rem. 870 - Updated Sept. 25
Dragon's Breath. Add it nao. :PBrain center wrote:NiceJosh707 wrote: Thanks! It was added so you will still be able to use the other 3, same random spawning as before but with the shotgun included! Josh , how about to create different types of ammo for the shotgun ?
Re: Rem. 870 - Updated Sept. 25
If it's added, then you need to make sure that if the shooter pumps before it's finished firing that a trail of flames continues to come out of the shell casing, likely killing the shooter.AmorphousGamer wrote:Dragon's Breath. Add it nao.
Also, I can't imagine Dragon's Breath being as effective as buckshot against robots. Maybe the flames would cause overheating, but that'd take a second or several depending on how hot the flames are. Not to mention it's far more expensive and more likely to catch the whole building complex on fire, including the tapes you need. So no, Dragon's Breath is a stupid idea. But it's still an awesome idea.
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Re: Rem. 870 - Updated Sept. 25
Oh, I know. Dragon's Breath is ridiculous and a completely terrible idea. But it would be badass. :PiLag wrote:If it's added, then you need to make sure that if the shooter pumps before it's finished firing that a trail of flames continues to come out of the shell casing, likely killing the shooter.AmorphousGamer wrote:Dragon's Breath. Add it nao. :P
Also, I can't imagine Dragon's Breath being as effective as buckshot against robots. Maybe the flames would cause overheating, but that'd take a second or several depending on how hot the flames are. Not to mention it's far more expensive and more likely to catch the whole building complex on fire, including the tapes you need. So no, Dragon's Breath is a stupid idea. But it's still an awesome idea.