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This project forked from ormtnman/realgunsmod

6.0 6.0 3.0 23.93 MB

ORGM Rechambered, a continuation of OrMtnMan's Real Guns Mod for Project Zomboid

Lua 49.47% HTML 49.85% CSS 0.68%
mod project-zomboid projectzomboid

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realgunsmod's Issues

Toolbar/HUD for firearm controls

Inventory context menus are a less-then ideal method for accessing various firearm controls and functions. A fly-out toolbar similar in style to the inventory and status buttons (top left screen) would make for a better system.
It allows for collapsible sections (like the pickup/drop/rotate/dismantle moveable objects) and will be far less clunky then opening up inventory and right clicking, as well as allowing quick access to more features then could be done with hotkeys.

Firearm Manuals for maintenance

Books and magazines should be added as manuals for the various firearms.
Level 1: Magazines teaching basic cleaning and maintenance and field stripping. Standard owners manual.
Level 2: Armorer's Manual, teaching advanced maintenance and component repair/replacement
Level 3: Gunsmith Manual, teaching advanced repair and modification, performance turning.

tooltip issue

image

  • i don't know why a big space is shown here, but i'm pretty sure this is a problem with ORGM.
    because this happens only with ORGM items

Vanilla ReloadManager needs replacing.

The use of the ReloadableWeapon class is a minefield for bugs, constantly performing data syncs between the a InventoryItem's modData and Reloadable object. It is a entirely unnecessary layer of complexity that serves no purpose other then being able to use a OO syntax. There should be a minor performance improvement by not constantly syncing data OnPlayerUpdate.
All calls to the vanilla ReloadManager and ReloadUtil need to be checked and replaced if needed.

Integrating an item

I'm trying to modify Nolan's old ORGM Silencer/Supressor mod but it was designed for OrMtnMan's version. I've looked over the old version and your rewrite and it's very well done. I'd like to add it to the component table but don't completely understand how the game works and I haven't used lua since ye olde minecraft's computercraft.

From what I can tell calling ORGM.Component.register is the way to go so the component spawns in containers and pre-attached to guns. If I do something like the code below would it be similar to how Nolan was just inserting "Silencer.Silencer" into the tables?

if (ORGM.Component) then
	ORGM.Component.register('Silencer', { moduleName = 'Silencer',});
end
if(CivModTable) then table.insert(CivModTable, "Silencer.Silencer"); end
if (NonCivModTable) then table.insert(NonCivModTable, "Silencer.Silencer"); end
if (WeaponUpgrades) then
	if(WeaponUpgrades["Ber92"] ~= nil) then table.insert(WeaponUpgrades["Ber92"], "Silencer.Silencer"); end
        ...
end

1-handed / 2-handed mode should be enabled for most firearms

This will require extra animations (for build 41) but many (if not all) firearms should allow for switching stances, modifying weapon stats per stance.
Even rifles and shotguns should be able to fire single handed with massive penalties. Current PZ engine mechanics for weapons that can be used 1 and 2 handed suffer a damage reduction when used 1 handed (java hardcoded).
A new system will need to be put in place that simulates 1h/2h usage by toggling if a weapon is 2h required, and adjusting hit chances and other stats on switch

MP server settings difficult to edit

Currently server settings must be manually edited and the server restarted. Admins should be able to change settings either via the orgm options tab, or a custom window. New settings should be transmitted to all clients.

Cleaning and maintance needs implementation

Cleaning of dirt and crud and proper maintenance to prevent failures needs to be added. With the the hybrid attachment/component planned for 4.0, maintenance features will only be half-implemented as not all firearm components will exist.

Related:
#10

Ammo choices are too limited

More options for ammo needs to be added beyond the current FMJ/HP types.
These should be based off real-world ammo (by real manufactures) and include various bullet types, features and powder loads

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