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Guns keep on slippin' into the future #8945

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merged 11 commits into from Sep 12, 2014

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commented Sep 12, 2014

With Leadworks LLC, you don't have to void your warranty or wear out your thumb to achieve felon-stopping firepower. The L39B, tried and true by the cyborgs in blue, now is available in .45 ACP for that extra punch, and we now offer semiautomatic (but equally robust!) versions for the civilian market.

For our brave women and men in uniform, Leadworks is proud to offer the L523 modular weapon system. No more must armorers stock and maintain stacks and stacks of rifles, carbines, and squad support weapons, juggling multiple incompatible ammunition types! Just procure a base unit for every trooper, and use the lightweight and portable conversion kits to swap from house-to-house CQB carbine to rooftop-patrol DSR, safely and cleanly!

(Leadworks LLC does not recommend swapping weapon-configurations in the field. The L523 is designed to be reconfigured in a secure location, with appropriate tools and a gunsmith's mechanical understanding.)

KA101 added some commits Aug 15, 2014

More pistols
L39 in 9mm w/o burst , and rechambered in .45 with and without burst.
spawn groups
l_sp_9
homeguns, reduced glock/USP by 2 each
pistols, reduced glock/USP by 1 each
allguns

l_mp_9
homeguns, reduced to 1

l_sp_45
homeguns, reduced M1911 and USP by 1 each
behindcounter, Enforcer reduced to 4
pistols, reduced Enforcer by 2
allguns

l_mp_45
homeguns
behindcounter
smg, reduced mac_10 by 4
allguns
Modular guns-the guns
Because the only thing better than magic rechambering kits is a magic
base platform that can be repurposed via the crating interface.

This is the first pass; it's based on the SCAR-L.  Feel free to comment
if something looks out/whack, please.
Modular guns-recipe concept
The idea is that you can re-configure the gun by swapping out parts, but
that swap is time-consuming and requires both skill and the proper
equipment to get right.  The guns are pretty good but not perfect, and
can't be tacticool'd out.

Numbers here are not set in stone and frankly I've not cross-checked
them because I'm thinking they're likely to be changed as firearm fans
check in.  So let me know what you think of the details, please.
WIP
Needed to change branches.
Modular weapons: guns, kits, recipes
All the parts are in.  Now to get them spawning.
Spawns
mil_rifles:
All variants, reduced SCAR-L

cop_armory:
DSR reduces amount of Rem700
Added .223 ammo for the DSR (Civilian!)

cop_weapons:
Carbine, DSR reducing the M4 and Rem700
.223 ammo, same

cop_evidence:
Base version and upgrade kits
Time tweak
Was an order of magnitude too small.  Fixed now.
proofreading
Cleans up a typo and streamlines language a bit.
More spawns
allguns:
All variants at 3, reduced SCAR-L to 3

rifles:
DSR, 3

Assault:
MBR, 4, reduces SCAR-L to 3
(The carbine is a little bit too much firepower in a small package to go
on the civilian market, IMO)

drugdealer:
(Not that that stopped it)
Carbine, 3
L39B-45 at 7, reduces MAC-10 to 7
L39 at 5, reduces Glock to 5
@Shoes01

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commented Sep 12, 2014

I hope that flavor text is found in the game too!

Rivet-the-Zombie added a commit that referenced this pull request Sep 12, 2014

Merge pull request #8945 from KA101/LeadworksUP
Guns keep on slippin' into the future

@Rivet-the-Zombie Rivet-the-Zombie merged commit c9af20e into CleverRaven:master Sep 12, 2014

1 check passed

default This has been rescheduled for testing as the 'master' branch has been updated.

@KA101 KA101 deleted the KA101:LeadworksUP branch Sep 12, 2014

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