When the gun has one round or more left in it the gun can reload to full mag (30) +1 (31).
When the gun has no rounds left in it, the reload will only give 30 bullets (one full mag).
When the gun has one round or more left in it the gun can reload to full mag (30) +1 (31).
When the gun has no rounds left in it, the reload will only give 30 bullets (one full mag).
I don’t get why KC or PF do this. There aren’t any benefits to trying to be realistic in this way, and all it does is add unnecessary complexity and irk players that they don’t spawn with full mags and can reload twice. A similar instance is automatically putting leftover ammo from discarded mags back into reserve vs realistically discarding the leftover ammo. If you implemented the former, I’m not sure why you’d awkwardly feature chambering.
Honestly it had me confused before they added those console hints in PF. I will say it becomes a lifesaver with snipers, that one extra bullet is one extra shot you have in a pinch.
Oh I get what you mean now. The reason we don’t do this is because you can reload cancel.
Alternatively game developers that use chambering can increase the size of low-capacity mags by 1 to achieve the same effect without a convoluted implementation.
I honestly like ShareX for screenshots, gifs, etc.
Not sure if that works too
They’ll model that, and which kind of bullets are compatible with which guns, but when you run over a discarded gun they automatically add it’s ammo to your total count as if the bullets in it’s magazine magically teleported into your spare mags.
I’d like to see a game that tracks exactly how many bullets you have in each magazine you’re carrying and realistically limits how many mags you can carry (and which kinds of mags are compatible with which kind of guns). You’ll get to a point where you may have 10 mags, but they each have less then 10 bullets and only 4 are compatible with your current gun, so you’ll have to hide somewhere and painstakingly pop each bullet out of the useless mags and put them one at a time in your good ones.
People would hate it and no one would play it. Such fun!
Or for the low, low price of 5 Robux you could instantly balance your ammo! Such a deal! (only works on the ammo for the currently active weapon)
And for only 10 Robux a day you wont have to spend the first 5 minutes of each round loading all of your weapons magazines by hand one bullet at a time. Such a time saver!
I just thought of a new player class for tactical shooters! The Loader. Runs around the battlefield gathering unspent ammunition; can carry more mags and re-load them faster than any other player class. The Heavy and Tanks best friend in the whole world! Chain-gun out of ammo? You’re only hope is The Loader who can re-load your chain almost as fast as you can shoot it…
I had gotten inspired by Doctor Strange to make some particle effects. Here’s the first one completed!
Looks neat, now everyone will ask me to add one to my game
I have two questions:
How is the steering?
What kind of constraints are you using?
I’ve attempted to make these in the past but they always handle terribly (the rear section never seems to straighten out)
It steers like a tractor-trailer.
lol
Aha, the quest to make an articulated bus with PGS continues then,
That said, I wasn’t able to make one that handled well with the old physics system even 5 years after I first attempted it.
It handles alright, my biggest issue is that thing has some killer FPS drops whenever you drive past anything remotely complex. I can’t seem to figure out why.
Tunnels!
and
Yo dawg, we heard you like Beziers
so we put a bezier, on your bezier!
I wish roblox could handle something such as the ArmA series
Well, as my current project is nearing completion…
TIME TO START A NEW SIDE PROJECT! I’ll get right on that!
Pls gib ur plane physx
Like… the one i wrote for my mini city thingy?
i don’t see why, it’s really quite simple.
here’s the gist of it
local pcf = pl.Handle.CFrame*CFrame.new(0,0,1)
local pc2f = pl.Handle.CFrame*CFrame.new(1,0,0)
local ydiff = (pcf.p.Y-pl.Handle.Position.Y)
local ydiff2 = (pc2f.p.Y-pl.Handle.Position.Y)
drag = (speed/300)^2
if ydiff < 0 then
ydiff = ydiff*-ydiff
else
ydiff = ydiff^3
end
speed = speed - (ydiff-0.05+drag)
edit: added drag
but what is drag? (and pc2f)