G General

[Z-DAY] SKO SMG Boxed 1.0 Versión 1.2

[Z-DAY] SKO SMG Boxed 1.0
Detalles
Funciones
Contenidos
Reseñas

Z-DAY PRODUCTIONS

Scorpion Sub-Machine Gun

NOTE:
This item WILL WORK with GCS, but only at GCS sims which allow the use of 3rd-party weapons. This item is not officially supported or endorsed by GCS. It will not work with the GCS HUD.

CREDITS:

Modeling, texturing, animations, & scripting by Dreizehn Kozlov

OVERVIEW:

A compact SMG that's fast everywhere it counts- rate of fire, reload times, and recoil-recovery.

BACK STORY:

"Small spaces were problematic. My natural claustrophobia was only heightened by being unable to carry my favourite rifle in with me. I couldn't have been happier to have Rook volunteer. Besides, the SMG he carried could practically out-class my rifle in a tight space like that..."

CONTROLS

Weapon uses standard mouselook controls with arrow keys. The SKO SMG is fully automatic by default, but can be set to semi-automatic or burst-fire.

The SKO SMG is magazine-fed. Upon emptying the magazine, click again to reload, or use the reload gesture. You don't have to reload to swap ammo types.

Firing continuously will degrade accuracy, pausing fire will gradually return accuracy to normal. Various attachments will affect performance aspects such as reload time, accuracy, and special abilities. You can also modify specific handling attributes such as bullet velocity and RayCasting.

A number of quick keys are built into the weapon controls. Pressing left and right simultaneously will reload. Pressing forward and backward simultaneously will melee.

IN THE BOX

Included with the SKO SMG:
-The SMG itself
-A holstered version of the SMG
-The SKO SMG user manual
-A set of gestures for quick-keys

RE-SIZING

Both the SMG and its holster can be re-sized to fit the user. The holster is mod, and can be scaled freely. The SMG itself can be sized incrementally using the 'Scale' command. Both the SMG and its holster will automatically update themselves after scaling to ensure attachments and moving parts function properly. Avoid unlinking or re-naming any parts, as this can cause the script to animate on the wrong parts.

GESTURES

The SKO SMG is a primary weapon. Using the included gestures, it's mapped to the 1 key. If used with a secondary weapon (such as the Breacher Shotgun), pressing 1 will automatically safe the secondary weapon and deploy the primary weapon. CTL + S to safe (using included gestures.) Gestures may be modified to use this weapon-swapping functionality with any secondary weapon.

ANIMATIONS

The SKO SMG features an animation overrider. It takes over certain animations such as standing, running, and walking. As such, it's always best to turn off any and all other animation overriders you might be wearing, as they could conflict with the SKO SMG's animations.

ATTACHMENTS

Extended Magazine (emag) - A huge drum magazine which holds 72 cartridges.

Folding Stock (stock) - A built-in wire folding stock which can be deployed for better stability.

Compensator (comp) - A ported muzzle compensator which decreases recoil (accuracy loss caused by holding down the trigger) at the cost of decreased overall accuracy.

AMMUNITION

The SKO SMG fires the 9x19mm pistol cartridge. It's highly accurate and very effective at close and medium range, but its low energy gives it a larger drop at distance.

Ammo types:

9x19mm FMJ - A standard fully-jacketed cartridge, effective at most ranges.

9x19mm Tracer - Cartridges loaded with phosphorus, creating a highly visible tracer effect.

AMMO MODES

The SKO SMG can be switched between several Ammo Modes with unique properties:

Standard (STD) - Typical Linden combat damage mode. Each projectile deals 100% damage.

Reduced/Realistic Damage (RD) - 'Realistic' damage mode. Each projectile deals 20% damage per projectile.

RayCast - Raycasting mode. Each projectile deals 100% Linden damage, as well as 1-3 HP anti-tank damage.

NOTES

-RayCasting rounds will function against collision-based objects such as GCS zombies and vehicles, and deal 1-3 HP of damage per hit, per projectile.
-This weapon will function with GCS and similar collision-based damaged systems in all modes, provided those systems allow the use of third-party weapons.

COMMANDS
(Chat commands work on channels 0 and 69, and can also be accessed via menu by touching the weapon)

SKINS

Weathered (blued steel), black, snow, od (green), tan, pink, soviet (TTsKO Camo), bluecamo (blue urban), redcamo (red urban)

AUTO-UPDATES

The SKO SMG comes with free automatic updating. Simply equip the weapon, and its update script will search for any new updates and deliver them to you automatically.

TECH SPECS

20 or 72 round magazines.
2.5 - 3.0 second reload time
4 scripts, 112kb total script memory.
2 Firing cores
Melee range: 3m
Melee Cooldown: 0.75 seconds
RayCast Enabled: yes

  • Hyper-detailed, 100% Mesh build with Materials
  • Tons of customisation, with configurable skins, attachments, and user settings
  • Fully re-sizeable via script
  • Supports Reduced/Realistic Damage Modes
  • Supports GCS combat (where 3rd-party items are allowed)
Clasificación media: estrella llena estrella llena estrella llena estrella llena estrella llena
  • 5 estrella:
  • 4 estrella:
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  • 2 estrella:
  • 1 estrella:
Fun little thing.
estrella llena estrella llena estrella llena estrella llena estrella llena Publicado December 26, 2018 por Herzpfoten

For the price, this is quite a amusing little smg. Options are just a fun plus and make this such a functional little toy. :3

¿Te ha resultado útil esta revisión?
dat SKO
estrella llena estrella llena estrella llena estrella llena estrella llena Publicado September 13, 2014 por Sveta Nimble

One of my favorites, it works great even in the laggiest environments and shreds gruntz/anthropomorphic critters/zombies with ease.

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