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Modding API(Weapon Particular)

Got a great new idea for the game?

Do you think a modding API is needed?

Yes
7
58%
Maybe
2
17%
No
2
17%
What are mods?
1
8%
 
Total votes : 12

Modding API(Weapon Particular)

Postby Shinmaru » Tue Apr 17, 2012 3:37 am

Here is an Idea that the devs should really look into, a Modding API that works Server and client side, since there is future plans to make a registration system, lobby(Server Listing) and so on, then this one should not be overlooked.

Let's begin with, "How will it work?"

Well for starters the server mods should be compressed files that are ready to distribute to the clients, it should be stored in this fashion "Ace of Spades > Servers > SERVER_NAME > Mods >"

The modding should be devided as such:
    Body Mod
    Weapon Mod
    Game Mod
    Misc Mod*

* This will have any kind of uncategorized mods.[To expand]

Let's talk about the Weapon Mods, there should be a file with a "package".
The file will have the weapon specs and info and the package will have the graphics/sounds/art/etc.
this is my Idea on how the file should be:
Code: Select all
[WEAPON_NAME]#package and file will be named the same so there is no need to specify file path.
stats={
type=rifle, #(shotgun, SMG, LMG, sniper, handgun, assault, melee, explosive_throw, explosive_drop(or dropt(trigger)), explosive_shoot)
single_shot=true,
fire_rate=1, #from 1 to 6, from -3 to 3 if single_shot=true.
damage_rate=25, #from 1 to 100.
range=20, #can be ingame block range, from 1 to 100, different types of weapon have pre-set max distance.
splash=0, #for explosives, from 1 to 10(blockrange).
weight=2, #from 1 to 10(8-10 = LMG class weapon weight), affects your moving and sprinting speed.
reload_rate=2 #from 1 to 10.
}


I might be forgetting some stuff, will thing of more.

Will add more thoughts to the rest(Game, Body and Misc) you can drop your "two cents" to this also.
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Re: Modding API(Weapon Particular)

Postby Moonkey » Tue Apr 17, 2012 4:22 am

INTERESTING. If the modding will be easy to use, I'm with this Idea.
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Re: Modding API(Weapon Particular)

Postby HaloWarLord711 » Tue Apr 17, 2012 6:42 am

THANK YOU THANK YOU THANK YOU!!!
finally someone who makes their first post a decent one!!
thank you!!
USE THIS POST AS AN EXAMPLE!
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Re: Modding API(Weapon Particular)

Postby Shinmaru » Thu Apr 19, 2012 5:17 am

HaloWarLord711 wrote:THANK YOU THANK YOU THANK YOU!!!
finally someone who makes their first post a decent one!!
thank you!!
USE THIS POST AS AN EXAMPLE!


Thanks, I'll try to elaborate even more, once I get more Ideas on this, I think this will enhance customization for Ace of Spades.
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Re: Modding API(Weapon Particular)

Postby Paratrooper » Thu Apr 19, 2012 5:19 am

Just like my old idea, but this time server-side, not client-side.

I like it.
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Re: Modding API(Weapon Particular)

Postby bobbotheclown » Thu Apr 19, 2012 10:20 am

im not a fan of this.

What it implies is that my gun will act different from server to server, and to be honest i don't like that. it seems like something silly from source engine.

I don't want to build up a bunch of skill on one server, then have it instantly be invalid on the next server i go to.
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Re: Modding API(Weapon Particular)

Postby SICKfudge » Thu Apr 19, 2012 9:44 pm

Sorry, but what exactly would this do? I dont really understand what this means, so a short explination for us uneducated lower classes who do not understand all this code stuff please :L

However if this means that the stats of the weapons will chage from server to server i disagree with it. If it just lets me see others mods than yes.

(however the fact that in this code it mentioned an LMG is concerning me, you are not suggesting extra weapons?)


still, like everyone else is saying, thats one hell of a good first post
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Re: Modding API(Weapon Particular)

Postby bobbotheclown » Fri Apr 20, 2012 4:03 am

Fudge, the what this would do is have servers control weapon stats.

Meaning that the weapons will behave different from server to server.
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Re: Modding API(Weapon Particular)

Postby Paratrooper » Fri Apr 20, 2012 4:05 am

bobbotheclown wrote:Fudge, the what this would do is have servers control weapon stats.

Meaning that the weapons will behave different from server to server.


Hmm? And how is this bad?
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Re: Modding API(Weapon Particular)

Postby SICKfudge » Fri Apr 20, 2012 6:30 am

thanks bobbotheclown
The problem that I can see with this is people may just start troll servers where guns either do no damage or are ridiculously overpowered. That would annoy me.
I'm thinking that Ben has worked hard to try and ballence the game and would not be a fan of letting any Deuce have controll over it.
What are the percived benifits of this though, all I have been able to see so far are 'thats a good idea' but not reasons why.
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Re: Modding API(Weapon Particular)

Postby hindos » Fri Apr 20, 2012 6:32 am

Wow one hour after I posted the same suggestion under my hindos's suggestions' D: . Our ideas are very similar though :) .

Although I do feel bad that I get 0 replies despite posting it first and you get 10+ really quickly D: . Here's the link: http://ace-spades.com/forums/viewtopic.php?f=65&t=5878 , so you can see what i mean. I suppose I'll just share ideas then :D .

Having it both server and client side will add more variety in servers, it would be nice if you auto-downlaoded(with popup to ask you to confirm) the mod needed to play a particualar server.

My idea goes more into the interface itself and how it works.
Last edited by hindos on Fri Apr 20, 2012 6:43 am, edited 1 time in total.
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Re: Modding API(Weapon Particular)

Postby Maxxis » Fri Apr 20, 2012 6:39 am

Client-side should be skins, HUD enough.
meanwhile server-side are full game mechanic edits.
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Re: Modding API(Weapon Particular)

Postby Paratrooper » Fri Apr 20, 2012 6:41 am

SICKfudge wrote:thanks bobbotheclown
The problem that I can see with this is people may just start troll servers where guns either do no damage or are ridiculously overpowered. That would annoy me.
I'm thinking that Ben has worked hard to try and ballence the game and would not be a fan of letting any Deuce have controll over it.
What are the percived benifits of this though, all I have been able to see so far are 'thats a good idea' but not reasons why.


Can't I already do that with pyspades...
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Re: Modding API(Weapon Particular)

Postby hindos » Fri Apr 20, 2012 6:48 am

Paratrooper wrote:
SICKfudge wrote:thanks bobbotheclown
The problem that I can see with this is people may just start troll servers where guns either do no damage or are ridiculously overpowered. That would annoy me.
I'm thinking that Ben has worked hard to try and ballence the game and would not be a fan of letting any Deuce have controll over it.
What are the percived benifits of this though, all I have been able to see so far are 'thats a good idea' but not reasons why.


Can't I already do that with pyspades...

Well the server has power over it's mod, players are prompted to download the mod upon entering the server and any other mods they have won't function on the server. I.e. both the server and client need the mods installed for it to function. Troll issue == fixed ;)
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Re: Modding API(Weapon Particular)

Postby Paratrooper » Fri Apr 20, 2012 6:52 am

hindos wrote:Well the server has power over it's mod, players are prompted to download the mod upon entering the server and any other mods they have won't function on the server. I.e. both the server and client need the mods installed for it to function. Troll issue == fixed ;)


Nonononono... He was saying that a server owner may troll people my editing the properties of a weapons so that they won't do any damage.

This is already do-able via pyspades script.

And besides, people would surely leave when they find out nothing does damage. The server would simply be left empty and die.
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