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Mr. Elemental
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UGX V.I.P.
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Contact Support - Help Center Get help on the UGX Discord. Join it now!Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Oil Rig Beta Access |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Oil Rig Beta Access |
oh my god its a map from halo
please tell me this will be a thing
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Oil Rig Beta Access |
You only seem to be missing normal, spec and cosine map images for your weapon to make it shiny and more detailed. Other than that, nice job.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Actually the weapons in UGX Mod 1.0 were pretty poorly done. Some didn't have correct sounds and reused WaW sounds, they were all based off the FG42 soundalias which made them have that ting sound to them which was quite annoying, and correct me if I'm wrong but I believe one of them didn't have sounds at all, and no I'm not referring to the missing sounds in Nazi Zombie Titan. Also, some of them weren't even the correct models, some had bad animations, the Thundergun was full-auto instead of semi-auto like in Black Ops 1, and the "semtex" grenades were just molotovs in most of the maps that featured the mod.
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. | |
BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. | |
UGX V.I.P. | |
Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. | |
Oil Rig Beta Access |
I personally think that "broken" it's a bit over the top.
I prefer not ported well, and/or not with the correct settings.
I think that the most important things are:
the damage of the weapon
the firetime (ratio of fire)
the reload times (reload and reload empty)
the first raise time and pullout and putaway times
Clip capacity and number of clips.
There is a good site: http://symthic.com/
with stats and specifications for bo2 - ghosts and some bf games
also this table is very useful for bo2 , at least for me it was
http://i.imgur.com/mtJtv.png?1.
It was just a google search "bo2 weapon stats"
You can find sveral tables for mw2 and mw3 too.
Let's talk about your AN-94:
Your worldmodel seems to be the viewmodel,
because it has the second magazine behind the weapon.
Also this weapon has a nice feature: the barrel moves back and forward
with the fire anim and in the reload empty anim too. Chech the binds on the viewmodel
If You are using tanims or already ported xanims