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ar15 gun

Discussion in 'Ideas' started by EPICTOASTERGUY, May 1, 2014.

?

add this

  1. yes

    14.3%
  2. no

    57.1%
  3. i dont give 2 S---'s

    28.6%
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  1. EPICTOASTERGUY

    EPICTOASTERGUY Active Member

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    AR15

    lvl unlock: 50
    cost: 1000 credits
    range: same as ak47
    firerate: same as deagle
    accuracy: in between deagle no aim and deagle aiming
    EDIT damage: 12 halfhearts
    ammo provided: 32 shots
    bullets per pull of trigger: 1
    type of ammo shot: snowballs
    left click to zoom right to shoot
    reload time: 2.5 seconds
    can headshot: yes
    type of gun: assault rifle
    ammo: flint
    ingame item: emerald
     
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    #1 EPICTOASTERGUY, May 1, 2014
    Last edited: May 1, 2014
  2. Parkman1221

    Parkman1221 Well-Known Member

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    16.5 damage in each shot?!?!
    16.5 damage in a semi auto gun? It seems really OP to me.

    But do you have any idea what item it would be?
     
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  3. BBSlayer5150

    BBSlayer5150 Well-Known Member

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    So what you mean by 16 half hearts is 16 damage??? That is way to OP. The only other thing I can think of is that you meant 4 damage.
    You also forgot the magazine size.
    The hip fire is WAY to OP, you can no scope with this gun and hit almost every bullet if you tried. There seems to be no point to aiming if it is as accurate as the deagle when hip fired.
    One more thing, I think somewhere on the forums a long time ago a staff member, maybe even orange himself, said that they can not make a semi automatic gun. It will always have to be full auto or burst. The only way to make a semi auto gun is to use phanta's client.
     
  4. kingocheese

    kingocheese Active Member

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    This is correct, I believe it was stated on @BrawlerAce_ 's thread by @GreySwordz . Apparently the plugin cannot tell the difference between if someone is holding down their mouse or clicking it repeatedly. Guns can only be truly automatic, not burst. The skullcrusher is a prime example, you can hold down right click and the gun will shoot. It shoots automatically in bursts of three. @GreySwordz confirmation please?
    hopefully I didn't just sound really stupid by saying something completely untrue :V
     
  5. BrawlerAce

    BrawlerAce Well-Known Member

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    This is way too OP for an assault rifle. 16 hit points per bullet, from an assault rifle is OP. You can't have semi automatic weapons anyways, without mods. It's impossible at the moment, with Minecraft's current system.
    In addition, the AR-15 is pretty much the M16 or the M4A1.
     
  6. SoMuchWinning

    SoMuchWinning Well-Known Member

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    8 hearts with one bullet? Are you serious?
     
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  7. GreySwordz

    GreySwordz Well-Known Member

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    Correct
     
  8. IronRaven

    IronRaven Well-Known Member

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    I concur. Also, if semi-automatic did work, do you know how fast people can click their mouse? The rate of fire could be insane even without macros/fastplace.
     
  9. TheguynamedToby

    TheguynamedToby Well-Known Member

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    Super Duper MaTistic Op!!
     
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  10. EPICTOASTERGUY

    EPICTOASTERGUY Active Member

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    i will change it
     
  11. ZapCrusher

    ZapCrusher Well-Known Member

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    Wow... Too op.
    -1
     
  12. kingocheese

    kingocheese Active Member

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    phew
     
  13. IronRaven

    IronRaven Well-Known Member

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    That's better.
     
  14. BlackBm

    BlackBm Active Member

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    Taken from BrawlerAce_

    A lot of threads about adding new guns lack detail that is needed, and/or are inaccurate. When you make a thread, please make sure you have these things in them....<br /><br /> * Level to get the weapon<br /> * Amount of credits needed<br /> * Donor weapon or normal weapon<br /> * What item it is<br /> * Type of gun (assault rifle, sniper rifle, shotgun, pistol, etc.)<br /><br />I'll go into more detail now.<br />How much ammo it uses per shot: All primary weapons start with 64 actual rounds, and all secondaries start with 32. (unless you have VIP or MVP, but let's assume you don't) However, some guns have less ammo than others. Why? Because they use multiple rounds per shot. For instance, the raygun uses 4 clay balls per shot. Also, the Barrett uses 2 clay balls per shot. Take that into account when thinking about ammo. Of course, you can suggest different ammo amounts, but if you make it 64 rounds and have it use 1 or more rounds per shot, the idea has a higher chance of being accepted.<br /><br /><b>Clip size</b>: How many rounds can you shoot before a reload kicks in? Most assault rifles have a 30 round clip, although that can be changed depending on your gun.<br /><br /><b>How many rounds per burst (if it is a burst weapon)</b>: If you want a burst firing weapon, you need to specify here how many rounds it will shoot in a burst per click.<br /><br /><b>Rounds fired per shot</b>: Used for shotguns, how many bullets are fired at once when you shoot once.<br /><br /><b>Bullet Type</b>: This one should be obvious. It's snowballs by default, but you could really use any projectile in Minecraft.<br /><br /><b>Maximum distance</b>: Pretty obvious. The distance of a Python is 30-40 blocks or so.<br /><br /><b>Accuracy</b>: There are technically 3 variables in accuracy, even though orange usually only uses two. The first one is unaimed accuracy. This is the accuracy that you have when you are standing. Next is sneaking accuracy, which is usually not used. If you are sneaking and are not aiming, it will use this accuracy. Otherwise, it will use the unaimed accuracy. Next is the scoped accuracy. This is the accuracy when using sights.<br /><br /><b>FOR ADVANCED USERS ONLY</b><br />If you want a custom value, you'll need to use a decimal. Decimals are used in PvPGunPlus to edit accuracy. These are actual values defined in configuration, and you should only use them if you are absolutely positive about how these work.<br />The lower the decimal, the more accurate the weapon is. For instance, a weapon with an accuracy of 0.1 is more accurate than a weapon with an accuracy of 0.2.<br />Accuracy will generally depend on whether you're sneaking/aiming or not.<br />First, let's compare the Tier 1 weapons and the Tier 4 weapons. This would be the M16, FAMAS, M1014, Model 1887, L118a, MSR, USP45, and Desert Eagle.<br />The M16 and Famas generally have the same unscoped accuracy. Through testing of the PvPGunPlus plugin, I have narrowed it down to an approximate value. This goes for all other guns, as well. <i>Remember that these aren't totally accurate, I'm taking guesses here. They may be off by a bit, but they're mostly accurate.</i><br />Sneaking is an unused variable, so I've ignored that. Feel free to add it, if wanted.<br /><b>M16/FAMAS</b><br />Unscoped: 0.15<br />Scoped: 0.01<br /><b>M1014</b><br />Unscoped: Around 0.2-0.23<br /><b>Model 1887</b><br />Unscoped: Around 0.15<br /><b>L118a/MSR</b><br />Unscoped: Around 0.25<br />Scoped: 0<br /><b>USP .45</b><br />Unscoped: 0.15<br />Scoped: 0.01-0.02<br /><b>Desert Eagle</b><br />Unscoped/scoped: 0.04<br /><b>ADVANCED PART END</b><br /><br /><b>Reload time</b>: Pretty obvious, how long it takes the gun to reload. I think of the reload time in ticks, but you can say it in seconds of course. The M16 has a reload of about 60ish ticks, which is 3ish seconds. 20 ticks is equal to 1 second.<br /><br /><b>Reload/shooting type</b>: Only really needed if you want to specify a specific one. For instance, the raygun uses the sniper node. However, additional sounds will be added after every shot and/or there will be a special reload sound if you use a different one.<br /><i>Format: [Reload] ([configuration name]): [description]</i><br /><b>Normal (NORMAL)</b>: The default reload type. This is generally used for magazine based weapons like assault rifles and semi automatic sniper rifles. All assault rifles, the minigun, the flamethrower, the crossbow, and all pistols currently use this. The SMGs, when released, will likely use the same.<br /><b>Bolt (BOLT)</b>: Used for bolt action sniper rifles, or weapons with a lever. All sniper rifles (for some reason) and the raygun use this. After every shot, you will hear the default sound of a door opening, then closing. This replicates the lever being pulled.<br /><b>Pump (PUMP)</b>: Used for pump action shotguns, where you directly insert the shell into the weapon. In addition, you "pump" the weapon after every shot so you can fire again. Used by all shotguns except the AA-12. To replicate the pump, a piston extend and piston retract sound will be played after every shot. When reloading, you will hear the note snare drum and note sticks. This replicates a shell being placed inside the weapon. This repeats for the number of shells per "clip."<br /><b>Individual Bullet (INDIVIDUAL_BULLET)</b>: It is nearly identical to the above. However, you do not need to pump it after every shot. It has the same reload sound, however. Used by the AA-12 and the LAW.<br /><br /><b>Gun Shooting Sound</b>: Feel free to define a custom sound here, if you want. The gun sounds are generally combinations of default Minecraft sounds, set to a pitch of 2. Otherwise, you could always just say "Same as ____."<br /><br /><b>Bullet delay time</b>: How fast it fires, duh. For burst weapons, it's the delay between a burst, not the delay between the bullets in a burst. The AK47 has a bullet delay of about 3.<br /><br /><b>Recoil</b>: How much does the gun push you back? Currently, due to a plugin bug, recoil is disabled. However, you should still remember this.<br /><b>Knockback</b>: Similar to recoil, except this defines how far the enemy is pushed back.<br /><b>MORE ADVANCED STUFF</b><br />In the PvPGunPlus configuration, decimal values are used to define recoil.<br />Because automatic weapons shoot bullets at high speed, they generally have less recoil than a sniper rifle.<br />These decimal values are easier than the accuracy values, because they are simply how far you are pushed back/an enemy is knocked back in blocks.<br /><b><u>Approximate Recoil Values</u></b><br />AK-47: 0.06<br />L118a: 0.2-0.3<br />MSR: Around 0.1<br />Python: 0.085<br /><b>ADVANCED PART END</b><br /><br /><b>(optional) Bullet speed</b>: How fast the bullet travels. It's generally 3-4 in the config, because if it goes any faster, the bullets/gun begins to get glitchy. However, the bullet glitch can be bypassed, as seen with the raygun.<br /><br /><b>(optional) Custom feature</b>: This would probably be to specify that your gun has a custom feature. For instance, the raygun shoots a laser, and the crossbow shoots arrows that explode after a delay of 2 seconds or so.<br /><br />Don't know if there's anything else to add here, I'll add it if I see something that should be added. I'm not forcing you guys to use it when making an idea, but using this format will make it more professional, and if your idea is accepted, it will make it easier for an admin to actually configure the gun.<br /><br /><b>ADVANCED STUFF AGAIN</b><br />If you want to make it easier for Orange to do, or for others to test the gun on a private server, you can create a configuration file! Again, this is only for advanced users. If you know how the decimal values work, you could try this. But you don't need to.<br /><b>Sample Configuration:</b><br />
    <br />Here, some sample configurations. Coming #soon (which actually means soon, for once)<br />These are created by me, and are not taken from the server. Therefore, they may be a little inaccurate, although they are close to what the guns are actually like. Note that this is prior to the removal of recoil due to a code bug. <br />Also note that damage is slightly higher, to compensate for armor. <br /><b>M16:</b><br />
    <br /><b>M1014:</b><br />
    <br /><b>L118a:</b><br />
    <br /><b>USP .45:</b><br />
    <br/>
     
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