Open GrechHerald opened 6 months ago
Phew, that's a lot of stuff! I'll do my best to go through it all.
Some early answers:
Thanks again for the feedback! I'll do a lot of thinking about these extra ideas you've floated.
for the CGM shotgun, I think making it more resemble the Benelli M4 Super 90 (european name for the M1014) some more would help it out actually, maybe with a bit of inspiration taken from the Benelli M3 Super 90 (which is a pump action and semi-auto shotgun hybrid)
can you describe a bit more about this hybrid system? could probably work fine, I've worked with "sounds.json" files before
I see on the grenade launchers, bit unfortunate but I do understand it would basically need forking
fair on the Ghillie Mesh, I might make a very basic one myself in the future for personal use
on the laser sight, I was thinking of it as a choice thing between a grip and itself with the laser grip coming in later as a potential solution (pretty much based on what's already existing in baseline CGM) but if you can manage to make a tactical attachment that'd be nice too
flamethrower could use a single canister item I think that you can craft it with blaze powder and stuff
precisely what I was thinking on the PDW, something that like does 4.8-5.3 damage per shot (if considering an assault rifle with actual balance changes does about 5.6 damage) chambered in medium bullets, awesome to see we both basically thought of the same thing more or less
you're welcome, love your mod
I'll also add some of the changes we tossed around in the CGM Discord too.
Sounds that will be played by mods (and not just by commands) need to have a sound event registered, not just defined in the sounds.json. You can see here how NZGE does so. Basically, I can add reload sound events for every gun in NZGE, and retroactively add one for use with CGM's Machine Pistol. Then in sounds.json I can set the sound events to use common reload sound files, which can then be remapped by soundpack creators to other sound files.
The route I take depends on whether I implement an additional attachment category or not (not directly through NZGE at least). I have not come to a verdict on that, but implementing a laser sight as an underbarrel attachment does not necessarily preclude it from being reworked into a tactical attachment down the road.
That is one option. I'd want the canister to fully reload the flamethrower with just one item, so I'd need to do some mixin work on CGM's code to make that work. That might get resolved with another addon mod though.
I was thinking lower damage (>=3.5 damage) with a maxed-out rate of fire like the Micro/Rapid SMGs. It would then fill the same rapid-fire CQC role with a more expensive ammo type, and in return have a better DPS. (Maybe at the cost of accuracy or recoil, nothing is set in stone just yet)
I see I see, thanks again
A few updates related to these suggestions, taking my CGM Expanded fork into consideration:
(Did not mean to close this issue - reopened it since it's still relevant)
awesome
General feedback for CGM AVE and NZGE:
Now for the NZGE suggestions:
These are all of my suggestions for the future of NZGE, certainly take your time with these because it is relatively speaking a lot of things thank you for making this awesome addon