• GDCW Weapons
    1,394 replies, posted
  • [QUOTE=Big Blue;29343820]Thank you, this has been the consensus of the past 3 days[/QUOTE] Will this ever be fixed though?
  • fuck let me go grab my crystal ball [editline]21st April 2011[/editline] i swear i can never find that thing
  • [url]http://www.facepunch.com/threads/986675-Niggles?p=29339289&viewfull=1#post29339289[/url] The answer is yes.
  • [QUOTE=Generic Default;29322292]What's wrong?[/QUOTE] The firing sounds are broken. :(
  • I have'th some good news, I figured out a ghetto fix! go to GDC Weapons<scripts<sounds now copy all those text files and paste them in garrysmod<scripts<sounds then delete the game_sounds_manifest.txt and start gmod! worked for me :D
  • CG62 - Yes, I already have an RPG done, but I haven't put it in the pack yet. Everyone - There are no sounds because Garry made scripts not work. I hope he fixes them, until then there is nothing I can do. Mitch - There is bullet drop, that's one of the main features of this pack....... GodOfWhore - Thanks for posting that, it seems to be the only way to fix the sound problem for now. Unfortunately scripts don't load into that folder from addons because of the update, so I can't fix it. Recently I've been working on a version 2 of the CSS SWEP pack, it just takes a lot of time to test them online and stuff. I completely remade the bullet code and made some new effects and stuff, it looks pretty nice and doesn't lag as much. Bullets (once I put them in the SVN) will hit water and penetrate different amounts in different materials. There are no more penetration glitches. Maybe I'll add the RPG in the next update too...
  • [QUOTE=Generic Default;29430287]CG62 - Yes, I already have an RPG done, but I haven't put it in the pack yet. [/QUOTE] Hell yeah. I eagerly await it's inclusion.
  • All that needs fixing now is the sniper sensitivity. Also the disappearance of the player model when using the feign death addon
  • [QUOTE=Generic Default;29430287]CG62 - Yes, I already have an RPG done, but I haven't put it in the pack yet. Everyone - There are no sounds because Garry made scripts not work. I hope he fixes them, until then there is nothing I can do. Mitch - There is bullet drop, that's one of the main features of this pack....... GodOfWhore - Thanks for posting that, it seems to be the only way to fix the sound problem for now. Unfortunately scripts don't load into that folder from addons because of the update, so I can't fix it. Recently I've been working on a version 2 of the CSS SWEP pack, it just takes a lot of time to test them online and stuff. I completely remade the bullet code and made some new effects and stuff, it looks pretty nice and doesn't lag as much. Bullets (once I put them in the SVN) will hit water and penetrate different amounts in different materials. There are no more penetration glitches. Maybe I'll add the RPG in the next update too...[/QUOTE] Could you please add the CSS Weapons v2 to the SVN when you finish them?
  • I have a problem, when ever i fire a weapon a big giant ERROR is ejected out of the gun, this happens for all of the guns. (exept the pistols...i havent tried that pack yet)
  • [QUOTE=SlytheRaccoon;29491127]I have a problem, when ever i fire a weapon a big giant ERROR is ejected out of the gun, this happens for all of the guns. (exept the pistols...i havent tried that pack yet)[/QUOTE] Do you have Counter Strike: Source?
  • [QUOTE=CG62;29492203]Do you have Counter Strike: Source?[/QUOTE] no i do not...and i find that to be a big problem when using mods :(
  • [QUOTE=SlytheRaccoon;29526672]no i do not...and i find that to be a big problem when using mods :([/QUOTE] Well that's the problem. The empty shell models are from CS:S. pretty sure you could find a pack that reskins them on GameBanana, I think I've seend that as a possible fix before.
  • OK I just put out a big update, I remade the bullet code, effects, and a few other things. Also I finally added that RPG and a new sniper rifle (AWP) and renamed the old one the TRG. Tell me of any errors you have with this update please!
  • [del]the sounds still don't seem to be working[/del]I have no reading comprehension I'm not sure if this was intended or not, but the RPG seems to have no "blast" effect. Like if the rocket explodes right next to a soda can that isn't frozen in place, it won't be moved at all. the AWP has no icon That's all I've noticed so far
  • The RPG is awesome, the effects are excellent and the back-blast smoke is pretty cool. You don't see that alot in RPG SWEPs. The AWP works great, besides having no icon, and like the other weapons, no sounds. The RPG, just like Bloodgasm said, does not move props. This is a bit bothersome. [editline]1st May 2011[/editline] The new bullet code is orgasmic. Love it [editline]1st May 2011[/editline] If the RPG is suppost to have different warheads it doesn't work
  • Sorry about the AWP icon, I noticed that yesterday right after I committed the update but I got detained and I couldn't get out of holding until just a few hours ago. So AWP icon has been fixed as of ~3 minutes ago. I don't know why the RPG isn't moving props, it's using the standard blast damage function. Maybe the damage is too low, I'll look into it. And yes, I was also thinking about doing the warhead switch type thingy. So far I'm planning on having; -High Explosive -High Explosive Anti Tank -Tandem HEAT -Thermobaric -White Phosphorus -SABOT -Napalm? Slug? Premature Explosion? (Your suggestions here) Sounds are still broken because Garry is too lazy to fix them. A few posts up/down there is a method to fix it. I can't do anything at all for the sounds, I'll just have to wait and hope Garry gets around to making sound scripts load sometime soon.
  • Napalm would be awesome. Add that. I would also like an explanation of the warhead types. Obviously I know what HE and HE AT is, but Tandem HEAT? Thermobatic? White Phosphorus? SABOT? Premature Explosion? Slug? [editline]2nd May 2011[/editline] GD, you should put the fix in the OP if you haven't already.
  • [QUOTE=Generic Default;29578110]Sorry about the AWP icon, I noticed that yesterday right after I committed the update but I got detained and I couldn't get out of holding until just a few hours ago. So AWP icon has been fixed as of ~3 minutes ago. I don't know why the RPG isn't moving props, it's using the standard blast damage function. Maybe the damage is too low, I'll look into it. And yes, I was also thinking about doing the warhead switch type thingy. So far I'm planning on having; -High Explosive -High Explosive Anti Tank -Tandem HEAT -Thermobaric -White Phosphorus -SABOT -Napalm? Slug? Premature Explosion? (Your suggestions here) Sounds are still broken because Garry is too lazy to fix them. A few posts up/down there is a method to fix it. I can't do anything at all for the sounds, I'll just have to wait and hope Garry gets around to making sound scripts load sometime soon.[/QUOTE] Psst... util.BlastDamage doesn't apply physics force. Do it yourself by looping through ents.FindInSphere or use an env_physexplosion.
  • [QUOTE=DesumThePanda;29582098]Napalm would be awesome. Add that. I would also like an explanation of the warhead types. Obviously I know what HE and HE AT is, but Tandem HEAT? Thermobatic? White Phosphorus? SABOT? Premature Explosion? Slug? [editline]2nd May 2011[/editline] GD, you should put the fix in the OP if you haven't already.[/QUOTE] Tandem HEAT - Two charges, one goes off initially to detonate any explosive-reactive-armour, second does the killing Thermobaric - Charge designed to destroy via a large pressure change (one such example is a fuel air bomb, which spreads its fuel in a cloud and detonates it, creating said pressure change as a wave), brilliant against buildings White Phosphorus - Small HE filler shreds some white phosphorus fragments which ignite on contact with air making shitloads of white smoke and burning fragments which fuck up infantry BAD. Sabot - Essentially a smaller round encased in a disposable casing which falls away at launch.. Only really see it in big guns with enclosed barrels, not with anything to do with self propelled warheads (its the main type of round for use in the Abram's series of MBTs) Slug - Again, odd for an RPG or anything bigger than a shotgun. Implies a solid, single round. Premature Explosion - Most probably refering to a warhead with a timer/sensor which detonates it before it reaches its target ala airburst or proximity.
  • 2 things on the new RPG: -WAY too much smoke, look a this video [media]http://www.youtube.com/watch?v=na-BtfkGEF4[/media] - reload sounds are misplaced with another gun
  • I notice in the NPC weapons list there is a "GDCW SG552 Iron". Is that suppose to be a upcoming weapon? It doesn't work for NPCs. [editline]4th May 2011[/editline] also the unscoped AWP doesn't work for NPCs [editline]4th May 2011[/editline] I also notice an MP5 [editline]4th May 2011[/editline] and a UMP [editline]4th May 2011[/editline] I wish NPCs could use RPGs. [editline]4th May 2011[/editline] Yeah, GD, could you start working on those shotguns?
  • Watching the RPG fire from third person (or preferably, a camera off to your side somewhere) Why is it so awesome?
  • the new bullet code is awsome but there is a lot of smoke! could you decrease the smoke effect?
  • It would be nice to have a compressed version of this, with toned downed smoke and blur effects, also GD, I used to have you on my friends list, can you add me again?
  • Sorry for the bump, but the sounds don't seem to be working for any of the packs. Will they be fixed?
  • [QUOTE=SonicHitman;29801699]Sorry for the bump, but the sounds don't seem to be working for any of the packs. Will they be fixed?[/QUOTE] They will be fixed whenever Gary figures out the bug that caused it. Currently GMod doesn't load any sound manifests, so addons and other mounted games do not have sounds if they use a manifest.