RCM - Redesigned

RCM - V1.3.0
Active Developer Build: TB13
Active User Build: TB12


Fixes:

  • Issue where game.Player.(player):LoadCharacter() removes the ability to click with guns
  • Players being able to equip weapons when dead (Fixed by adding tags to characters on death)
  • arm issue
  • Old code fix from a old script I use to base this on (Model Rotation Fix)
  • TB7 | Weapons are now checked on the server for improper welds
  • TB8 | Sometimes chambering a gun may result in the gun stance to be a number outside the range, added a fix to make sure it doesn’t happen.
  • TB8 | Marks on a target weren’t colored
  • TB8 | Fixes for the AI’s
  • TB9 | Fixed bullets pulling information from current gun and not gun shot
  • TB10 | Fixed /clear guns
  • TB11 | Fixed the warning for collisions
  • TB11 | Fixed guns having nil as a value for ammo when deselecting too quickly
  • TB11 | Fixed guns sometimes breaking on loading of any weapon
  • TB12 | EMGCY Head Rotation Fix

Additions:

  • TB1 | You can set self.FloatTech = true to add G11’s burst recoil
  • TB1 | You can add self.BurstRate to modify how fast the burst shoots
  • Rewrote CAS to be inside the Event Handler
  • Added:
    • Death Handler (Handled @ line 1358-1360)
  • bolting
  • Bolting weapons can have a variable called “CanBolt” being set to false makes it impossible to bolt.
  • Bolting now resets your gun stance to last gun stance
  • Targets now can have the tag “Target” and have dots, with a attribute for “markcolor” allowing any color of mark
  • TB7 | You can rename the viewmodel in the configs
  • TB7 | Finished up CAS-A system
  • TB8 | Forcefields of AI sometimes not existing (Check)
  • TB9 | Targets now have a tweened fadeout option
  • TB9 | Options for the targets to disappear faster or slower
  • TB9 | bullet data pointer for bullets shot by players
  • TB10 | Added additional check for weldconstraints on weapon weld checks
  • TB10 | Added base Grenade template
  • TB11 | RCM GDP system (Unfinished, but a start)
  • TB11 | Tazers
  • TB12 | Unfinished Grenades
  • TB12 | Unfinished Refill V2
  • TB12 | Templates
  • TB12 | Typing chart (For AI creation with grenade handling)
  • TB13 | Refill V2
  • TB13 | Grenades

Changes:

  • Event system is now named “PlayerHandler” instead of “EventHandler”
  • Pickups now have a requirement to not have the “ACSDH” tag
  • Damage handling is now handled through the config of DamageHandler
    • this is kinda wierd to work with, might restructure
  • TB7 | Removed config “TK”/“TKMulti” for a simple toggle in damage handler
  • TB8 | Fixed a issue in M870 being unanchored, and having parts anchored still
  • TB8 | Updated AI tracking
  • TB8 | Created a fix for nil forcefields
  • TB11 | AI now is completely synced based on the tool instead of per-tool
  • TB11 | Sniper AI now uses a modified bolt system (Refer to sniper to base your NPC’s off)
  • TB12 | Head Rotation Remote turned to Unreliable Head Rotation Remote

Plans:

  • WeaponActiveAction variable to prevent some actions
  • Make a event for reload boxes or tag for them
  • Surrender not allowing unsurrender (Fix)
  • Better vehicle support | Redirected to V1.3.1
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