• GDCW Weapons
    1,394 replies, posted
  • [QUOTE=Hellsing;24067996]I can resize world models. What world model do you need resized? To what size? Or I can teach you how to. Hey why did you not add my hit boxes? They make the pack so much more realistic? And I did not think about using the tracers as the originators of the water explosion. I will work on the script immediately.. Please include the hit boxes I posted.[/QUOTE] I will add those in the next update and give you credit. I'm thinking 2-5 hits on arms 2-4 hits on legs 1-3 hits on torso 1 hit for head And I think there's some way to use filters or masks to detect if the trace hits water. In XSI I can get the world models to resize but when I test them out in game they remain the same size they were before I enveloped them. Thanks for helping me with GDCW!
  • [QUOTE=Generic Default;24076381]I will add those in the next update and give you credit. I'm thinking 2-5 hits on arms 2-4 hits on legs 1-3 hits on torso 1 hit for head And I think there's some way to use filters or masks to detect if the trace hits water. In XSI I can get the world models to resize but when I test them out in game they remain the same size they were before I enveloped them. Thanks for helping me with GDCW![/QUOTE] Thats the response I have been waiting for. O.k... I personally think 1-2 for torso , and 1-3 for stomach. That would be good. Rest are fine. I can teach you how to resize without the use of xsi. When you decompile go into the .qc file and add this "$scale # " after "$surfaceprop "weapon"" just mess around with like .7-.8 depending on scale you want... then compile. Then re-decompile. And you will have your resized model waiting for you to make the hands match up. And dont forget "Inside the sweps base You must change the Primary attack if self:alive function to if self:canprimaryattack in line 6 of the swep:primaryattack code. Or else it will spam console errors when npc's use them." to go in with the hitboxes.
  • Hi , once again awesome swep pack the best in fact imo, dunno whats going on with damage type though as its not doing bullet damage more like explosive ? is this because of rockets its sets crates etc on fire or is that the env firetrail? is it a limit of the source engine that only bulletdamage if using original firebullets?(instant trace) anyway awesome pack any chance of a mingun ? :)
  • [QUOTE=Flubadoo;24082051]I don't think it should be that random. I mean, 1-3 is a huge difference.[/QUOTE] Maybe you are right... maybe give the stomach a 1-2 hit also. But less likely than the chest. Which should be a highly likely kill like 9/10 times.
  • Well it will depend on the type of bullet. Weaker bullets like 5.7 or 5.56 will take 1-3 hits on the torso, 3-5 on arms, while more powerful ones like 7.62x51 will probably only take 1 or 2 on torso and 2-3 on arms. .50 cal is 1 hit kill anywhere.
  • [QUOTE=Generic Default;24088200]Well it will depend on the type of bullet. Weaker bullets like 5.7 or 5.56 will take 1-3 hits on the torso, 3-5 on arms, while more powerful ones like 7.62x51 will probably only take 1 or 2 on torso and 2-3 on arms. .50 cal is 1 hit kill anywhere.[/QUOTE] .50 cal Should be 1-2 on arms and legs. No bullet should in indefinitely kill you on 1 hit anywhere.
  • When i shoot a npc i see the blood effect, but i cant see the blood decal in the body or in the ground/wall. Does the explosion damage cause this? I hope this will be fixed, because it would make this already awesome pack superawesome!
  • [QUOTE=Axumokk;24090643]When i shoot a npc i see the blood effect, but i cant see the blood decal in the body or in the ground/wall. Does the explosion damage cause this? I hope this will be fixed, because it would make this already awesome pack superawesome![/QUOTE] It does not apply the decals right because the bullets are entities. Not actual half life-2 bullets with fancy calculations. Edit: And as a suggestion for GDCW I think we need to replace the bullet model you have now. [url]http://www.garrysmod.org/downloads/?a=view&id=67038[/url] .... Then again if you dont have tracers active then this will look like a flying ball of yellow comically heading towards the enemy.... But since you have tracers that should not be a problem.
  • I have the most up-to-date svn and hr m4a1 iron sight model is missing. Doesn't show an error, just invisible. I hear the sounds.
  • perhaps you did not completely uninstall the older files. Do a complete re-set. And re-install. Should fix it.
  • Blarg haven't commented for a few days. Anyway I made a shotgun base that can use several different types of rounds. So far I have Buckshot, Slugs, Breaching rounds, and FRAG-12 grenades. Oh and I have grenades too. I'll add them to the SVN soon.
  • [QUOTE=Hellsing;24168134]perhaps you did not completely uninstall the older files. Do a complete re-set. And re-install. Should fix it.[/QUOTE] Didnt have the older ones to begin with.
  • [QUOTE=DesumThePanda;24170846]Didnt have the older ones to begin with.[/QUOTE] That is weird. Any more specifics. Or is the model missing, yet everything else is working perfectly. =.O? [editline]06:48PM[/editline] [QUOTE=Generic Default;24169960]Blarg haven't commented for a few days. Anyway I made a shotgun base that can use several different types of rounds. So far I have Buckshot, Slugs, Breaching rounds, and FRAG-12 grenades. Oh and I have grenades too. I'll add them to the SVN soon.[/QUOTE] Nice. Shotguns will be cool on this base cant wait.
  • [QUOTE=Generic Default;24169960]Blarg haven't commented for a few days. Anyway I made a shotgun base that can use several different types of rounds. So far I have Buckshot, Slugs, Breaching rounds, and FRAG-12 grenades. Oh and I have grenades too. I'll add them to the SVN soon.[/QUOTE] Nice... =) Any chance of having guns with grenade launchers, since you have the FRAG-12? And can you add an MG36 to the machine guns pack?
  • I really want both in my pack. If you can find me good models for grenade launchers and G36's from CSS I will put them in my pack. I've already tried the A35 but the animations suck.
  • [QUOTE=Generic Default;24240836]I really want both in my pack. If you can find me good models for grenade launchers and G36's from CSS I will put them in my pack. I've already tried the A35 but the animations suck.[/QUOTE] you can try shortez's G36c's, they're on the first page under "M4A1". You can material hack the aimable ones so that you get four different guns. However, you must use the unaimable ones to get the ironsight coords. The MG36, I found one on CDG: [url]http://www.cdg.net/forums/viewtopic.php?f=29&t=37050&view=next[/url] However, I couldn't download it. :( G36E (the export version of the G36 with integrated sight)- [url]http://www.fpsbanana.com/skins/28619[/url] G36K (shortened version of the G36e, integrated sight)- [url]http://www.fpsbanana.com/skins/28417[/url] The G36E and G36K have working LAM's I'm learning to use 3ds, so I might edit Strelok's G36e with m203 for ar2 to have CSS arms and anims. If I do, I'll post it here.
  • I really like the MG36 but the download link isn't there, and it isn't on fpsbanana. If you can find a working link for it please tell me! Oh and I just added the shotgun to the SVN along with a few other minor changes. It's not done so expect a few bugs. Known bugs; -Buckshot pellets sometimes hit each other in midair. -Reloading when you aren't out of shells will only show 1 shell get inserted. Enjoy it and feedback please.
  • [QUOTE=Hellsing;24173824]That is weird. Any more specifics. Or is the model missing, yet everything else is working perfectly. =.O? [editline]06:48PM[/editline] Nice. Shotguns will be cool on this base cant wait.[/QUOTE] I have the most up-to-date svn and hr m4a1 iron sight model is missing. Doesn't show an error, just invisible. I hear the sounds.
  • [QUOTE=Generic Default;24250652]I really like the MG36 but the download link isn't there, and it isn't on fpsbanana. If you can find a working link for it please tell me! Oh and I just added the shotgun to the SVN along with a few other minor changes. It's not done so expect a few bugs. Known bugs; -Buckshot pellets sometimes hit each other in midair. -Reloading when you aren't out of shells will only show 1 shell get inserted. Enjoy it and feedback please.[/QUOTE] Nice.. But one word... HITGROUPS. You have it on a few things i see. But It needs it to be on all. +Update Your Svn Version Name/+Credits and You = Win.
  • I'm not sure if you're looking any model requests, but i've got a few shotguns and LMGs you may be interested in. M1014: [url]http://www.fpsbanana.com/skins/14712[/url] Mossberg 500: [url]http://www.fpsbanana.com/skins/48391[/url] XM8 LMG: [url]http://www.fpsbanana.com/skins/56606[/url] M60: [url]http://www.fpsbanana.com/skins/43006[/url] Also about the A35, unfortunately thats probably the best grenade launcher skin for CS:S. CS:S wasn't made for grenade launchers, and most don't have reloading animations or proper firing animations. Your best bet for a grenade launcher is either finding an HL2 mod that has a decent one(Firearms: Source has an m79) or making your own.
  • [QUOTE=Marine123;24291709]I'm not sure if you're looking any model requests, but i've got a few shotguns and LMGs you may be interested in. M1014: [url]http://www.fpsbanana.com/skins/14712[/url] Mossberg 500: [url]http://www.fpsbanana.com/skins/48391[/url] XM8 LMG: [url]http://www.fpsbanana.com/skins/56606[/url] M60: [url]http://www.fpsbanana.com/skins/43006[/url] Also about the A35, unfortunately thats probably the best grenade launcher skin for CS:S. CS:S wasn't made for grenade launchers, and most don't have reloading animations or proper firing animations. Your best bet for a grenade launcher is either finding an HL2 mod that has a decent one(Firearms: Source has an m79) or making your own.[/QUOTE] I second Those Skins.. We need some High Cal. Pistols, and revolvers. I can work on making them and then upload em to filefront for you to include in gdc if you want me too. And while I am at It make some new caliburs, + add hitgroups. No water effects yet, script still needs re-working. Generic Too Bad that there are not any grenade launchers.
  • I just found out SMod: Tactical Delta 6 is supposed to have an M79, but it isn't supposed to be released for a while. Just a heads-up.
  • [QUOTE=Marine123;24292542]I just found out SMod: Tactical Delta 6 is supposed to have an M79, but it isn't supposed to be released for a while. Just a heads-up.[/QUOTE] I love smod so much. Great weapons system.. We need them in gmod... We need all of them... But noone can seem to port em. Or get gmod into smod. Whatever..
  • [QUOTE=Hellsing;24296948]I love smod so much. Great weapons system.. We need them in gmod... We need all of them... But noone can seem to port em. Or get gmod into smod. Whatever..[/QUOTE] Smod is pretty original. If someone can pack me the models and mats, ill be sure to recreate all the fun weapons. Ive got not much else to do.
  • [QUOTE=Marine123;24291709]I'm not sure if you're looking any model requests, but i've got a few shotguns and LMGs you may be interested in. M1014: [url]http://www.fpsbanana.com/skins/14712[/url] Mossberg 500: [url]http://www.fpsbanana.com/skins/48391[/url] XM8 LMG: [url]http://www.fpsbanana.com/skins/56606[/url] M60: [url]http://www.fpsbanana.com/skins/43006[/url] Also about the A35, unfortunately thats probably the best grenade launcher skin for CS:S. CS:S wasn't made for grenade launchers, and most don't have reloading animations or proper firing animations. Your best bet for a grenade launcher is either finding an HL2 mod that has a decent one(Firearms: Source has an m79) or making your own.[/QUOTE] Hitgroups will be included in the next SVN update with credits. I'll check out the auto shotgun and M60, but no guarantees that I'll put them in the pack because they might have crappy animations or major flaws. I'll add the HL2 revolver, SMG, and pistol to the SVN, as well as an M9 and M1911 for pistols.
  • [QUOTE=Wizey!;24297436]Smod is pretty original. If someone can pack me the models and mats, ill be sure to recreate all the fun weapons. Ive got not much else to do.[/QUOTE] I do not think it is possible to even give it the right code. Smod had things that if you could add to gmod would make them great including. - slow motion with bullets. -realistic aiming. -realistic ballistics. -kickass gore all of them are really hard to add- I am assuming. since noone has done them yet.
  • [QUOTE=Hellsing;24297993]I do not think it is possible to even give it the right code. Smod had things that if you could add to gmod would make them great including. - slow motion with bullets. -realistic aiming. -realistic ballistics. -kickass gore all of them are really hard to add- I am assuming. since noone has done them yet.[/QUOTE] Gore is a simple tradition of particles. The aiming i care not for. I care for the originality of the weapons in the ORIGINAL Smod. Slow motion bullets are easy if the swep is DESIGNED to do it.
  • [QUOTE=Wizey!;24299537]Gore is a simple tradition of particles. The aiming i care not for. I care for the originality of the weapons in the ORIGINAL Smod. Slow motion bullets are easy if the swep is DESIGNED to do it.[/QUOTE] I am talking about smod tactical. And if you can make them into there original state. Even without aiming. I would be very greatfull. But I think you are overestimating your own power. If all you want are the models and materials I can get them to you easily. And best of luck if you do accept this challenge. I do not want the original smod weapons because they already exist on garrysmod.org downloads. If you can make a fully functional weapons pack from smod, with full features from smod. Than your base will be better than all bases on gmod. Even mad cows.
  • You guys realize that all of the devs stopped working on SMod, right? At least, SMod Tactical, because someone took the leaked beta and bashed it for sucking.