• GDCW Weapons
    1,394 replies, posted
  • Avatar of DesumThePanda
  • I notice when you fall and you start shooting you kill yourself. And there is no view model for the iron m4a1 since the update
  • Avatar of beanhead
  • [QUOTE=DesumThePanda;22425622]I notice when you fall and you start shooting you kill yourself.[/QUOTE] I was about to post this
  • This pack is looking really good, only things are; the no recoil when aiming in with the AGOG, the buggy reload (i know why just putting it down) and the off centered muzzleflash.
  • Avatar of Siminov
  • Well I finally got the chance to test these so... 1. HK416 has the shell ejection coming out the wrong side 2. Ak Ironsights are too far in 3. P90 Is using rifle shells 4. When you press E, It spams draw animations 5. When you press E on empty, It spams sounds 6. All shell ejections are at muzzle 7. Muzzleflash is off. 8. I am still impressed, keep it up... Here are some models you could use: [url]http://www.fpsbanana.com/skins/92330[/url] [url]http://www.fpsbanana.com/skins/45947[/url]
  • Avatar of Generic Default
  • [QUOTE=Siminov;22426117]Well I finally got the chance to test these so... 1. HK416 has the shell ejection coming out the wrong side 2. Ak Ironsights are too far in 3. P90 Is using rifle shells 4. When you press E, It spams draw animations 5. When you press E on empty, It spams sounds 6. All shell ejections are at muzzle 7. Muzzleflash is off. 8. I am still impressed, keep it up... Here are some models you could use: [url]http://www.fpsbanana.com/skins/92330[/url] [url]http://www.fpsbanana.com/skins/45947[/url][/QUOTE] The M16 in the first link is definitely going to be added at some point, thanks for the link! I'm working on adding this as a branch to my GDC SVN. Once it's public I will be able to constantly add new weapons and fix stuff without re-uploading stuff every time. By the way if you shoot at your feet in real life you WILL get hurt, so don't call that a glitch.
  • Avatar of DesumThePanda
  • [QUOTE=Generic Default;22426507]The M16 in the first link is definitely going to be added at some point, thanks for the link! I'm working on adding this as a branch to my GDC SVN. Once it's public I will be able to constantly add new weapons and fix stuff without re-uploading stuff every time. By the way if you shoot at your feet in real life you WILL get hurt, so don't call that a glitch.[/QUOTE] Odly I dont see any feet, and when I'm standing perfectly still and I shoot my feet it doesnt hurt?
  • Avatar of Wizey!
  • Looks like someone forgot to use ScrH and ScrW :3: "Fixed in the next version :derp:" On the other hand. I noticed from the screenshots that the scope on screen is just a material overlay, Not a very nice way to do such things, but i guess it works. But other than that, I think its just another pack that shoots bullets... PS: Your particle effects are urm... Diffrent?
  • Avatar of Tobba
  • I like the particle effects, but you really need to fix the debris comming from where you hit, it looks like glass [editline]02:17PM[/editline] Also the AK47 tracer is green...
  • Avatar of Flubadoo
  • 1 hit kill guns really dont work well for npc battles. [editline]04:30PM[/editline] well if you won't change the bullet damage at least tell us how to?
  • Avatar of RikohZX
  • To clear things up about the aforementioned 'kill yourself if you shoot down while falling' glitch; one of the details about this weapon pack is that bullets aren't hitscan (instant hit) but actually take time to travel to where you're shooting. Basically, shooting down while falling has you moving straight into the bullets mid-travel, thus killing you. (Although why you'd have to shoot straight down in such a manner in the first place is beyond me.) Anyway, besides the glitches already mentioned, this pack is great for making fights with NPCs and other players feel threatening and tactical. One good shot, you're dead. Plus it's always fun to shoot an enemy in the head through a wall when they think they're safe.
  • Avatar of Flubadoo
  • Code courtesy of _Killburn, the greatest Swep scripter evar. [lua]hook.Add("EntityTakeDamage", "DoBulletFalloff", function(ent, inf, att, am, dmg) if dmg:IsBulletDamage() then local weapon if inf:IsWeapon() then weapon = inf else weapon = att:GetActiveWeapon() end if not (weapon.DamageFalloffMinDistance and weapon.DamageFalloffMaxDistance and weapon.MininumDamageFraction) then return end local startpos if att:IsPlayer() or att:IsNPC() then startpos = att:GetShootPos() else startpos = weapon:GetPos() end local dist = (dmg:GetDamagePosition() - startpos):Length() if dist > weapon.DamageFalloffMaxDistance then dmg:ScaleDamage(weapon.MininumDamageFraction) elseif dist > weapon.DamageFalloffMinDistance then dmg:ScaleDamage(weapon.MininumDamageFraction + (1 - weapon.MininumDamageFraction) * math.sqrt(1 - ((dist - weapon.DamageFalloffMinDistance) / (weapon.DamageFalloffMaxDistance - weapon.DamageFalloffMinDistance)))) end end end)[/lua] You guys get to figure out what it does. However, this only works for hitscan bullets, although i believe it can be used to work with entity bullets/quasi-physical bullets.
  • Avatar of Generic Default
  • Tobba, the AK47 tracers are green because AK47s use Russian made 7.62x39 rounds with green burning barium stuff. And Flubadoo that code only works with bullet type damage. My bullets use explosive damage. If anybody knows a way to apply damage to an entity at a point from another entity please tell me. I'm working on getting an SVN for GDC guns so I can add those MW2 M16s without releasing another pack.
  • Avatar of laxplayer77alt
  • [QUOTE=Wizey!;22436617] But other than that, I think its just another pack that shoots bullets... [/QUOTE] yes most sweps shoot bullets.
  • Avatar of RenegadeSanta
  • Awesome pack, everything mostly works except the aforementioned reloading glitch and some other things: 1. The HK416 isn't and HK416, it's an M4A1 with a tactical RIS, also known as the S-System. 2. The muzzleflash is off on all the guns. It's a bit to the right and back of the barrel. Other than that, awesome.
  • Avatar of Flubadoo
  • [QUOTE=Generic Default;22453346]Tobba, the AK47 tracers are green because AK47s use Russian made 7.62x39 rounds with green burning barium stuff. And Flubadoo that code only works with bullet type damage. My bullets use explosive damage. If anybody knows a way to apply damage to an entity at a point from another entity please tell me. I'm working on getting an SVN for GDC guns so I can add those MW2 M16s without releasing another pack.[/QUOTE] As I said, I can modify it to work with entitys/explosives. Just add me on steam and I'll find out. Again, how do you change the damage?
  • Avatar of Generic Default
  • [QUOTE=Flubadoo;22460408]As I said, I can modify it to work with entitys/explosives. Just add me on steam and I'll find out. Again, how do you change the damage?[/QUOTE] Open one of the bullet entity init files, such as GDCW\lua\entities\gdcwa_5.56x45_tracer\init Find where it says "util.BlastDamage." There are 3 parts that use this. The first one controls how much damage happens when the bullet hits non-living stuff. The second one changes how much damage there is when the bullet hits players and NPCs. The third changes how much damage there is when the bullet penetrates and exits something. There are 2 numbers at the end. The first one is the blast radius, the second is blast damage. Lower blast damage, but remember that blast damage isn't scaled to player health, so 50 blast damage might do around 100 player damage.
  • Avatar of sOmEcRaZyGuY
  • I was amazed at this pack when I tried it. It really brings a neat feel to the game. Can't wait for the next update.
  • Avatar of Generic Default
  • About that.... GDCW now has an SVN. This means I will be adding new guns, sounds, and updates intermittently between uploads to gmod.org of main packs. Remember that SVN stuff is always up to date so if you report a problem to me I'll probably be able to have it fixed within a day. [url]http://generic-defaults-combat.googlecode.com/svn/gdcw[/url] Check out the GDCW folder to that link. As of now I added 4 M16's and a G36C with ACOG. Oh and most of all I finally figured out a new damage system. The bullets now do damage and force like a normal bullet. I also updated the impact effects so they have concrete chips instead of tile and higher quality dust residue.
  • Avatar of GModAndYou
  • These look really amazing, downloading. I appreciate the time you spent on this man no matter the problems.
  • Hey, this is awesome! One of the best gun packs ever and I absolutely love the smoke effects. However, is there anyway to remove the automatic npc remover? Even if I click Keep Corpses, the corpses goes away quick after shooting them. Thanks.
  • Avatar of Bean-O
  • The SWEPS are well made and come with a nice range of features but are severely overpowered. Most humanoid NPCs ho hurtling head over heels with a single hit to the foot, antlion guards take about 10 rounds to kill, hunters are total pushovers. You should look up the damage stats of the default HL2 weapons and bring the damage stats of your weapons on par with that, maybe some slightly more or less powerful. But not significantly. The way it stands now these things can shoot down the moon, which ruins a lot of fun. All you have to do is hit the enemy once.
  • Avatar of Mutewood
  • Why you took the awesome smoke effects out!?, I tried the SVN and even though I love the couple of new guns and adjustments I just hate the fact you took that awesome dirt effect, without it these look just like any other sweps
  • Avatar of DesumThePanda
  • [QUOTE=Spiderfacev3;22454487]What's the map in the video?[/QUOTE] I think freespace, with some props added. Not sure which freespace though. There are like 7 on garrysmod.org.
  • Avatar of blitzown
  • Hey, whats the word on a final copy/ new pack? Any spoilers? :D B.T.W: Great Sweps! PALLET!!!!