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Suggestion [DISCUSSION] Willard Weapon Base

M!NT

Village Elder
GALUNGA
Joined
Apr 13, 2020
Messages
479
This isn't as much a suggestion as it is an open-ended discussion. Some of you know that this week I have begun the work on the process of developing a weapon base (mostly) from scratch for Willard to use. ArcCW and TFA's many flaws are well known to us all. However, they are completely opaque systems with little flexibility. As such, it is finally time we make our own base and leave them both behind.

Why do this?

It must be FAST and it must have better hit registration. Without going into too much detail, I have realized why ArcCW's hit registration feels so bad on Willard, and it's due to some really questionable and expensive custom hit detection code that, at 20tps, just does not work well. I'm certain it works great in singleplayer, or on 66tps darkrp servers, but it does not work for us. What we need is a truly simple and fast solution, with as little code as possible in between the client clicking M1 and the server detecting a hit or not.

In the same vein, there is a lot of other redundant or completely unnecessary code which runs taking up CPU time on the server between ticks. Both ArcCW and TFA have these issues. We should get much more server stability and performance when we remove both addons.

At the same time, I have written a lot of code which should make it quite easy for a developer to use a model designed for another base within this one. This is a good thing, it means we should be able to port in really any SWEP on the workshop. I have a lot of custom animation override code that allows someone to easily dictate how a weapon should animate when it raises, shoots, fires, reloads, etc. That's usually the main pain point.

It also grants us a lot of flexibility. We can use it to consolidate a number of different SWEPs we already have in IXHL2RP (vort sweps, stunstick melee, etc) under one umbrella, so they all use the same set of UI features and act in the same predictable manner. At the same time, due to it's flexible nature, we can use it to add even non-guns: think fire extinguishers, spore cleanup equipment, binoculars, etc.

We can then fold in and rework a bunch of override code to make it all centralized to this base. Think audio, damage balancing, stamina based sway, gun level based recoil, etc.

What about attachments?

Unless someone else does this concurrently, I highly doubt we'll do attachments. They're so incredibly specific to a certain base that they're really a lot less flexible than you'd think they are. I do know that we will do them at some point. This does not means that the weapons themselves will be without accessories, instead they will just come prepackaged with them. Aka: A sniper could come with a 4x-12x scope, and a suppressed pistol will come with a suppressor, and so on. Flashlights are sort of pointless, given that you already have one in your inventory.

What does it look like?
This is still a bit up in the air. I do have some prototypes though.

I wrote a flexible picture-in-picture optics system to use for this base. This is how that work:

Given that it's procedural, I could do some interesting things with it. For example, for Civil Protection, I can integrate the new UI in such a way so that names could appear above heads within the optic. Or maybe if they're BOL the optic paints a red skull above their head or something. It's all totally customizable to that end.

For ADS weapons, it works as you might expect them to. I have code that allows you to aim down the sights of really anything, its pretty customizable. Below is a demonstration of that, as well as what I'm thinking about when it comes to how the crosshair will look.



How will damage / bullets / magazines work?
Well, let me roll all this into one answer. Just as before, you will need to put bullets into magazines if it is a weapon which requires a magazine. This will no longer be a requirement for shotguns, revolvers, etc. For those guns it will pick them up out of their inventory as per whatever the player sets as priority. I plan to implement some sort of system, similar to zomboid, where you will need to pack bullets into a mag one at a time. You can do multiple but each bullet takes a half second or so to load, and as you level up your guns, it will load faster. Gone are the days of being able to just have 2 mags and instantly pack infinite bullets into one of them.

We can also do away with a number of the bugs the magazine code has, as it will no longer depend on setting this ephemeral Clip1/Clip2 variable on the player so that the gun can shoot. The weapons will look directly into your inventory, skipping all of the underlying code branches that can sometimes grant ammo which never existed or delete ammo from your inventory for no reason. It'll also actually show how much ammo you have in reserve on the UI (see the earlier demos, as they were correctly showing primary / reserve ammo)

Now this will serve a purpose which isn't entirely just realism or necessity. In the second demo, you could see the pistol was loaded with 9mm +P. That is because I plan to have a magazine type accept a caliber, and that caliber can have many different subtypes, which all have different pros & cons. There will be a menu you can use to load let's say 20 rounds of standard 9mm into a mag, then put 10 rounds of +P in the top. The system will then shoot those 10 loaded at the top first, then it'll use the remaining 20 standard rounds from the magazine, preserving the order they were loaded in.

In this base, guns will shoot a caliber. That caliber will determine that gun's range, damage, and armor penetration values. The entity can define some multipliers to increase or decrease those values, as a 9MM SMG should do more damage than a 9MM Pistol, but it still works based on the caliber regardless. There will be lots of different ammo types for each caliber that the player can choose from depending on the situation. It'll be trivially to add more subtypes in the future, say if we want to add dragon breath 12ga.

When it comes to shotguns & revolvers, there will have to be some way to set priority. Aka, if I mark buckshot & slug both as priority 1, it will load 1/2 slug 1/2 buckshot. Then if I run out of slug, it'll load all buckshot, then when I run out of that it'll load whatever else. It'll just pull them off of the stacks in your inventory, no need for magazine items.


Refunds???
I don't know yet. It's too early to talk about that. We probably won't have nearly as many weapons to start in this base. I'm thinking a few pistols, a couple SMGs, a couple shotguns, and a rifle or two, plus some guns for OTA.


Do you all have any big requests or considerations when it comes to this new weapon system? If you do, then speak now or forever hold your peace. All that I ask is that you read the Q&A section prior to leaving any feedback.

This thing will probably take a few weeks to complete, then a bit longer after to integrate into IXHL2RP. It won't release this week, or next week, or the week after. But, I'd like to open this up for you all to provide feedback early on so that we can look into addressing it with this new system prior to any sort of major work being completed.
 
Only thing I care about it having the hands look cool. Civpro hands for civpro, Combine hands for overwatch, and human hands for rebels.

Is this even possible? Big if true
 
Only thing I care about it having the hands look cool. Civpro hands for civpro, Combine hands for overwatch, and human hands for rebels.

Is this even possible? Big if true
I added this to my own project a few years ago, with the only problem being the fact the c_model hands didn't get updated on equipping 'suits' or different models [we didn't have a modular equipment system it was very oldschool, it just changed your model straight up] which required a manual re-flag to update. Cops, OTA, and even various rebel suits had their own c_hands that mostly matched their models with some liberties. Content's still on the workshop and it was super easy to implement, although it just takes a little while with having to cover all your bases model wise

Do you all have any big requests or considerations when it comes to this new weapon system? If you do, then speak now or forever hold your peace. All that I ask is that you read the Q&A section prior to leaving any feedback.
Do you plan on adding custom viewbob/aimbob in the future? The default looks a little impuse-pilled but otherwise everything else here looks solid. I always had the plan to commision a replacement to the late SWB [sleek weapon base] spy made years ago through the guys who made MWBase (i was cool with em) but never got around to it and this looks a happy medium between literal swep.base and the more feature rich complicated bases we have available, plus the direct integration with the server with regards to the magazine system and ammotypes is fucking awesome

Holler if you need somebody to manually do the holstered positionings for them as it's a massive pet peeve of mine with the current iteration of the weapons on server [with half of them not even having a holstered model whatsoever I'm more than happy to help out.
 
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Only thing I care about it having the hands look cool. Civpro hands for civpro, Combine hands for overwatch, and human hands for rebels.

Is this even possible? Big if true
Yeah it's NP we just need to have the hand model, and make sure the hands are set on character load, which is pretty straight forward.
 
Yeah it's NP we just need to have the hand model, and make sure the hands are set on character load, which is pretty straight forward.
Pretty sure there's custom HL:A civpro hand models on some pack somewhere, if you want to join me on a heist. I got a balaclava with your name on it!
 
Why does the sight on the MP7 zoom... it's a reflex sight not a zoomed optic 😭
 
Pretty sure there's custom HL:A civpro hand models on some pack somewhere, if you want to join me on a heist. I got a balaclava with your name on it!

this is what i used for my project, it has everything in this video plus the civil protection hands, if you've got enhanced playermodel selector from the workshop you can demo em in singleplayer sandbox too to see what they're like, things like the blacksuit and rebel suit hands had bodygroupable gloves for bare, full and fingerless so if you got really silly it could probably be integrated into the willard equipment system so equipping gloves would update on the fly c_model wise [which is a little out of scope of a weapon base update, but w/e]

keep in mind this was a few years ago and there could be better alternatives available these days
 
 
Just for RP can we please add custom descriptions to weapons, describing damage to the body, stickers and other customizations. This will also stop people wanting them to be visually represented through more development.

Perhaps add another sub-description underneath player description when specifically looking at the gun in someone's hand.

And obviously have it show up when looking at it on the floor / in inventory

Example:

You pick up a generic sniper that the whole server uses, but the description states.

"A L115A3, the barrel is scratched to shit and on the stock of the rifle the name "Sarah" is visible".

None of the values change nor the model but the description adds a ton of flavor. Maybe have the make and model of the rifle be un-editable by the player.

Additionally to add value to the crafting skill have it so that there is a small upgrade system that by using scrap metal and other random parts you can increase whatever stats, with a random chance of failure depending how high the guns level is and how high the players skill is. If you fail you get a "Broken Rifle" (Example) in return requiring more materials to fix and resetting the improvements.
 
Just for RP can we please add custom descriptions to weapons, describing damage to the body, stickers and other customizations. This will also stop people wanting them to be visually represented through more development.

Perhaps add another sub-description underneath player description when specifically looking at the gun in someone's hand.

And obviously have it show up when looking at it on the floor / in inventory

Example:

You pick up a generic sniper that the whole server uses, but the description states.

"A L115A3, the barrel is scratched to shit and on the stock of the rifle the name "Sarah" is visible".

None of the values change nor the model but the description adds a ton of flavor. Maybe have the make and model of the rifle be un-editable by the player.

Additionally to add value to the crafting skill have it so that there is a small upgrade system that by using scrap metal and other random parts you can increase whatever stats, with a random chance of failure depending how high the guns level is and how high the players skill is. If you fail you get a "Broken Rifle" (Example) in return requiring more materials to fix and resetting the improvements.
CSGO wear & tear on weapons actually ain't the worst idea. Could probably also make it alter the weapon durability.
 
I feel like the new weapon base should make guns feel like guns.

1. No more bullet sponges with zero armor. In real life even .22 can kill someone if you hit your shots right. So make it so that guns add a shock feeling to your character and have strength/simulants determine if you get a speed/whatever debuff when shot.

2. With the above point (1) there should also be a change where scrap guns can hit hard but just fall apart really fast given that they are made of scrap and rust. This should mean that while you can still do a quick shot into someone's stomach a few times with a scrap whatever and maybe kill them your weapon will be near or totally useless after that.

2.a. With point 2 there should also be a shift in mentality towards s2rp for close engagements but if it is long range (not across a room or street but like a field or entire length of subway) or a chase by a sweep or such then you can do s2k.

3. Just adding/affirming(for ideas that are already in it) ideas for the base.

3.a. Have pistols and higher calibers be loud, in real life even a .22 pistol is a lot louder and has more recoil than a .22 rifle. Make it feel like you are firing a weighty firearm.

3.b. Make it so that if you have a pistol or rifle in your main inventory that it is displayed on your character, maybe for pistols and possible derringers that you can stuff it in a pocket/other place but then it will take a small timer to equip it.

3.c. Have gunsmithing feel more realistic by allowing normal players only access to scrap guns for crafting (I think this is already the case), but then for full on guns have them need either a player auth to know gunsmithing or have staff oversee them as they take apart another gun to analyze the parts and reproduce it. Don't have it locked behind a blueprint either but then allow anyone with it to just craft one, make it so that it shows that it takes a lot of time, equipment, and knowledge to build a good gun.

3.c.a. Make crafting overall open to more RP, creativity, and allow players to make and build things and structure while still holding them to the idea of realism. An example could be a zipline, allow them to build it but they have to get adhesive, RP making the cable and having the number of uses/reliability depend on their materials.
 
What Addon Weapon System will be utilised for V3?

-- and... what progress has been made on this?

I know all of these dev projects take a lot of time, especially if you aren't getting paid to do it; but the issues M!NT mentions are very catastrophic.

this post has given me hope for a peak weapon system that won't be bloated or causes lag...

thank u M!NT for being so gosh darn cool dude!
 
What Addon Weapon System will be utilised for V3?

-- and... what progress has been made on this?

I know all of these dev projects take a lot of time, especially if you aren't getting paid to do it; but the issues M!NT mentions are very catastrophic.

this post has given me hope for a peak weapon system that won't be bloated or causes lag...

thank u M!NT for being so gosh darn cool dude!
We can but only hope
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