• Twitch Weaponry (CS:S)
    83 replies, posted
  • Avatar of SEKCobra
  • [QUOTE=Devenger;15676680]Thanks a lot, although it's a pity your enthusiasm did no favours for your spelling. :D If any garrysmod.com moderators could fix up the spelling errors on that post (particularly the title, if possible) that would be very welcome... or simply copy the description from the garrysmod.org download, which is a little clearer on the features IMO... New version is incoming tomorrow probably, just adding stupid cvars like 'twitch_aim_bullettime_onjump' now. (But trust me, auto-bullettime when you are airborne is really cool!)[/QUOTE] mm3guy fixxed the speling xDDD
  • Avatar of Devenger
  • [QUOTE=robowurmz;15685274]Did this use those Stat. Aim weapons as a base? Or did you start fresh?[/QUOTE] I just built upon the roughly robust Stat.Aim weapon base. I'd even go far as to say Twitch is functionally the same, it's just a vast improvement in presentation with some additional functionality. I worked out ways of doing things I assumed were impossible when I first made Stat.Aim, often little things you could reasonably take for granted but pose vector-based and angle-based nightmares. [QUOTE=Mooee;15680723]1. the pump-shotty is 'lolwut?' (reloads uber fast and drags behind the cursor in aim mode, not a very good weapon to put in there) 2. USP is simply amazing 3. haven't tested out the flashlight thing yet, but it looks awesome 4. needs 'weapon modes' to change styles of firing 5. referring to number 4, this should beable to overlap the [url=http://www.garrysmod.org/downloads/?a=view&id=62657]CS:S Realistic SWEPs[/url], just so we can have it for all weapons and beable to use the firing modes.[/QUOTE] 1. That's odd. I've slowed the reload, but it wasn't game-breakingly fast before (I just wanted consistency with the M1014 which needed a slower rate to animate correctly). The dragging behind the cursor in aim mode must be a bug, that's not meant to happen. Anything else odd happen when you tested it? 4. Weapon modes... possibly, but probably not next version. 5. Unlikely, it would be a real bitch to combine code at this point. [QUOTE=Bean-O;15679236]It looks nice but you could have them looking down the actual sights while twitching (except for the M4, FAMAS, P90 and Sig 552 where they are obstructed, messed up or nonexistent).[/QUOTE] The way models move around the screen when you move your aim - or, more confusingly, the way they don't relative to your actual aim angles, means the movements will never be accurate enough that real sights will work. You'd have to approach the problem quite differently to make the sights constantly align with the screen as you move the weapon around. (One reason I didn't attempt this is that I dislike how ironsight views show up severely incomplete models.) Also, if anyone happens to know the names of a scope texture (transparent circle inside black area) in HL2 or CS:S or GMod, that would be very handy. I want to add scoped weapons, but I don't want to have non-lua downloads required for the weapons to work.
  • Avatar of MakeR
  • I absolutley love these SWEPs, you have done an amazing job, well done.
  • Avatar of Mooee
  • [QUOTE=Devenger;15692302]1. That's odd. I've slowed the reload, but it wasn't game-breakingly fast before (I just wanted consistency with the M1014 which needed a slower rate to animate correctly). The dragging behind the cursor in aim mode must be a bug, that's not meant to happen. Anything else odd happen when you tested it? 4. Weapon modes... possibly, but probably not next version. 5. Unlikely, it would be a real bitch to combine code at this point.[/QUOTE] 1. Might've exagerated a bit on reload time, it's not neckbreaking, but it's really unrealistic. Ever seen Ultra Violet? Yea, reloading that fast. Haven't tested the auto-shotty yet, but I get what you mean about the anim being out-of-wack with slower reloads. And nothing else is funky that I know of. 4. Haha, that's better than a 'no'! 5. Ya, I can understand that, was just a suggestion.
  • Avatar of SteeleCratos
  • I have to agree with Mooee. The reload time is a bit messed up. After firing a shot, I can simply hit "r" and reload that shell in half a second and keep going without running out. Other than that, this is a godly pack. What are the commands that allow you to disable the HUD, crosshairs, etc? I can't seem to find them anywhere. EDIT: This is a bit of a bug report. After I stripped myself of weapons in assmod (single player) and spawned some NPC's to fight with, the twitch weapons have a sort of orange glow to them. Not sure if this is a bug of the weapons themselves or because I had the grav gun on when I stripped my weapons, but it's something to investigate.
  • Avatar of russduck
  • I suggest that when you sprint, your weapon is held not in a ready-to-fire position, but against your body (like here: [url]http://www.youtube.com/watch?v=7GnWnx-ZH5w[/url]) I also suggest adding grenades to the pack, since there's no good grenades that aren't a part of packs. The HE, smoke, and flash grenades from CSS. I have a sound for the flash here: [url]http://www.garrysmod.org/downloads/?a=view&id=71243[/url] Also, if you're going to add firemodes: Don't, unless you have an original method. All previous methods have failed. Miserably. Weapons with single shot, for example, will continuously tell the client he's firing, but while not depleting his ammunition, spamming muzzleflashes, recoiling, shell ejections, etc, and it's just terrible. Full-auto weapons usually keep depleting ammo without recoil, muzzleflash, or shell ejection - and that's HELL! [QUOTE=SteeleCratos;15696148]What are the commands that allow you to disable the HUD, crosshairs, etc? I can't seem to find them anywhere. EDIT: This is a bit of a bug report. After I stripped myself of weapons in assmod (single player) and spawned some NPC's to fight with, the twitch weapons have a sort of orange glow to them. Not sure if this is a bug of the weapons themselves or because I had the grav gun on when I stripped my weapons, but it's something to investigate.[/QUOTE] cl_drawhud 0, crosshair 0 And the bottom problem is probably because you stripped when you had your crossbow out or something. With RagMod (and probably parachute), if you ragdoll with the crossbow out, its glow gets stuck on weapons. There is no fix for this, it's been a horrid nuisance since GMod9 (but back then it was like nothing caused it D:) EDIT: garry just fixed the orange sprite issue :)
  • Avatar of Mooee
  • [QUOTE=russduck;15702953]I suggest that when you sprint, your weapon is held not in a ready-to-fire position, but against your body (like here: [url]http://www.youtube.com/watch?v=7GnWnx-ZH5w[/url])[/quote] Just need to combine this, CS:S Realistic, and Condition. Then you got one realistic gun. [QUOTE=russduck;15702953]I also suggest adding grenades to the pack, since there's no good grenades that aren't a part of packs.[/quote] Again, CS:S Realistic has some awesome ones. [QUOTE=russduck;15702953]Also, if you're going to add firemodes: Don't, unless you have an original method. All previous methods have failed. Miserably. Weapons with single shot, for example, will continuously tell the client he's firing, but while not depleting his ammunition, spamming muzzleflashes, recoiling, shell ejections, etc, and it's just terrible. Full-auto weapons usually keep depleting ammo without recoil, muzzleflash, or shell ejection - and that's HELL![/quote] Eh? I was talking about the E+Mouse2 thing, i.e. Glock is single shot in first mode, switch modes, now it's burst fire.
  • Avatar of Combiner8761
  • I just went and added all weapons that was left, except the grenades. Great sweps, and when you edit them you can come up with really interesting weapons.
  • Avatar of russduck
  • [QUOTE=Mooee;15708531]Just need to combine this, CS:S Realistic, and Condition. Then you got one realistic gun. Again, CS:S Realistic has some awesome ones. Eh? I was talking about the E+Mouse2 thing, i.e. Glock is single shot in first mode, switch modes, now it's burst fire.[/QUOTE] 1. You can't just combine them. 2. I'm not using their pack just for their grenades. Devenger is a scripter and I'm sure he's determined to make his pack better when he knows he can. 3. I wasn't talking to you. Plus, those break. A lot. And those were what I was referring to. Unless you play SP alone all the time, you'd know they are VERY prone to not working correctly.
  • Avatar of Devenger
  • New version released. Look at the first post for the new video and new pictures, or just grab and play: [url=http://www.garrysmod.org/downloads/?a=view&id=71393][img]http://www.garrysmod.org/img/?t=dll&id=71393[/img][/url]
  • Avatar of Devenger
  • [QUOTE=DaKakis;15737372]Can i disable that crosshair somehow?[/QUOTE] You can disable the crosshair entirely by cvar, in the console (twitch_aim_hidecrosshair 1) or in the menu (Q menu -> Settings tab -> Twitch Weaponry -> ...) [QUOTE=russduck;15734613]Will there be another version?[/QUOTE] If I find anything I actually want to add, possibly. I'm not trying to make Super-realistic Breakable Jammable Technically-accurate weapons, so I'm happy enough to ignore all your requests for x feature from another pack that is actually trying to be those things in the first place. So unless anything awesome comes up, I'm devoting my time to a gamemode project now.
  • Avatar of Michaeldf
  • In slowmo why does the tracer go correctly but the bullet itself goes at normal speed. Would have been cool if the bullet really went in slowmo.
  • Avatar of Poser-ific
  • I think this broke my toolgun's cursor. Now it's like the Twitch guns, but not in aim mode.
  • Avatar of ZombieWaffle
  • How exactly do you turn on slowmo mode in Singleplayer? [editline]05:20PM[/editline] Once i turn on Slowmo (NO HUD) This appears in console. [code] Unknown command: twitch_aim_hidecrosshair Unknown command: twitch_quickdraw Unknown command: twitch_aim_bullettime_colourdrain Unknown command: twitch_aim_bullettime_onjump Unknown command: twitch_hidehud Unknown command: twitch_aim_bullettime_timescale Unknown command: twitch_aim_hidehud Unknown command: twitch_aim_bullettime Unknown command: twitch_aim_infiniteammo [/code] [editline]05:20PM[/editline] Any help? [editline]05:22PM[/editline] Yes, I am doing it in singleplayer.
  • Avatar of FullStreak
  • Slomotion is way too confusing, just put in the options to set it on or off, or set it to a bind key.
  • Avatar of Devenger
  • [QUOTE=ZombieWaffle;15771573]Once i turn on Slowmo (NO HUD) This appears in console.[/QUOTE] I can't replicate this. Try not using a preset and setting options manually. Bold text added to main post about how to enable options like slowmo. Once they are enabled, there are no binds involved - for example, if slowmo is enabled, slowmo is entered whenever you enter aim mode. (Yes, I cheated in the video, and changed a cvar mid-play to enable slowmo in aim mode only at a certain point.)
  • Avatar of deth_reign
  • My slowmo has suddenly stopped working. I downloaded these sweps last night and they were working great. Now when I try to go into slowmo its doesn't do anything, I just shoot at normal speed.
  • [QUOTE=Michaeldf;15750555]In slowmo why does the tracer go correctly but the bullet itself goes at normal speed. Would have been cool if the bullet really went in slowmo.[/QUOTE] It's the way the Source engine handles bullets, really badly. One way of doing this could be to delay the firing of the bullet. Or to make a physical one or something. Unless there is a simpler method,
  • Avatar of Devenger
  • [QUOTE=deth_reign;15802277]My slowmo has suddenly stopped working. I downloaded these sweps last night and they were working great. Now when I try to go into slowmo its doesn't do anything, I just shoot at normal speed.[/QUOTE] Remember you need to reactivate cheats (sv_cheats 1) every time you start a new game, otherwise the slowmo will not work (it needs cheats in order to use host_timescale). The bullet/tracer inconsistency issue is one it would take a lot of work to resolve, so I'm unlikely to do that.
  • Avatar of Vir
  • Is there a particular reason that the guns themselves make no firing noise? (There's a bullet impact, but the gun doesn't make a noise)