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Adding weapon lights, laser aim modules and appropriate spawns for each + change to police belts #71825
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Also adjusts some stats of the pre-existing laser
This flag helps specify flashlights that are appropriate for use with firearms
I'm curious about the inclusion of the PEQ-15. Is it significantly-different from the existing rail laser sight? The combat-related stats are the same, which I assume is the result of you copying the JSON? I would never argue against an abundance of different models of gunmods, but here, it doesn't make much sense. As general notes not directly related to this PR: Laser sights should see some sort of an audit. Both of the existing ones (and, by extension, the PEQ-15) list Aside from that... PEQ-15's visible laser diverges at 0.5 mrad, or roughly 1.72 MOA, which should put its dispersion (at the existing ratio of 1 MOA = 100 dispersion) at 172. The existing lasers are as abstract as a gunmod can be, but the few lasers I've modelled for Loadout vary wildly in their divergence. Holosun LS117, one of the higher-end lasers on the market, also has 0.5 mrad of divergence, so it's safe to presume that an average red-laser sight would probably be above that. (I haven't tested the lasers' performance with these stats yet. I'm simply going off what the docs are telling me.) |
I (incorrectly) assumed "integral volume" to mean "How much of the item is inside of the weapon, thereby not increasing volume" That's a simple fix. I appreciate the quick reviews, but please keep in mind I'm still in draft and not all my changes are in yet. |
Ah, understood. I jumped the gun. Will reserve notes until the PR is out of review. Glad to see a big-boy laser finally in the game. :) |
Distribution based of LAPD SWAT inventory report Carbines ~1500 AR15 ~900 M16/A1 ~100 M4 ~500 HK416
contents-group "SWAT_shotgun_mods" added to "SWAT_shotguns"
Includes slings, suppressor, underbarrel light,
Co-authored-by: Tonkatsu <[email protected]>
Co-authored-by: Tonkatsu <[email protected]>
Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details. Click to expand
This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to |
Co-authored-by: TheShadowFerret <[email protected]> Co-authored-by: Tonkatsu <[email protected]>
If 1 shot creates 1 level of dirt, there's no way average Joe cop would have discharged his pistol 5000+ times
Shouldn't the police/SWAT professions be updated to start with some of these 👀 |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Summary
Content "Adds weapon lights, laser aim modules and appropriate spawns for each"
Purpose of change
Weapon lights are a common accessory on police and SWAT firearms, LAM are common on military rifles. This PR adds both to the game and gives them appropriate spawns. There is also work being done to create new groups for the police and SWAT teams that reflect appropriate weaponry with appropriate attachments.
While attempting to clean up item groups to aid in those spawns, I noticed the police belt didn't seem to accurately reflect it's namesake so I changed some pockets.
Describe the solution
Add the items and give them spawns.
Describe alternatives you've considered
The way that the weapon light works is as a container currently. The "mount mod" is attached to the weapon, which creates a small pocket that only fits items with the "GUNLIGHT" flag. That flag is used as putting a regular flashlight on a firearm is likely to break it within a few shots.
Testing
Still being done, but so far military and SWAT spawns are partially completed.
Additional context