• GDCW Weapons
    1,394 replies, posted
  • Avatar of Generic Default
  • I thought the new effects looks better but I'll reset them now that I see people liked the old ones more. Still keeping the concrete flakes though.
  • Avatar of beanhead
  • [QUOTE=RenegadeSanta;22457091]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.[/QUOTE] he is right, its not an HK416 look, [url]http://img811.imageshack.us/f/gmskyscraper0002.jpg/[/url] [url]http://img20.imageshack.us/f/gmskyscraper0001.jpg/[/url]
  • Avatar of Generic Default
  • I know it's not an HK416, but it's hard to tell the difference because they look very similar. Also it was one of very few gun packs that had an RIS system and I didn't want to have two sets of M4s in my swep pack.
  • Avatar of Draze
  • I only have two problems with this pack 1. The hands are not consistent (g36 uses hl2 hands while all the others use css) 2. As of now the relod animations on some of the new weapons are fucked up Other than that, awesome sweps dude, keep up the good work!
  • Avatar of MBAfortytwo
  • [QUOTE=laxplayer77alt;22454523]yes most sweps shoot bullets.[/QUOTE] They are not outsmarted :suicide:
  • Avatar of Flubadoo
  • You should add a sniper rifle! [editline]01:13PM[/editline] [lua] burst = 0 SWEP.Primary.Delay = 0.3 //put the stuff above at the top somewhere function SWEP:PrimaryAttack() burst = burst + 1 if (burst < 3) then timer.Simple( .075, self.PrimaryAttack, self ) end if (burst >= 3) then burst = 0 end end [/lua] Burst code FTW for m16.
  • Avatar of Generic Default
  • No, I can't fix the reload problem since Garry messed up the reload triggering function. I'll have to wait for him to revert whatever he changed about it. I can't change models either so there will be guns with both Hl2 and CSS hands. When I get the grenadier guns into the pack they will all be HL2. Yes I will make sniper SWEPS. Remember that since I used up all of the decent RIS packs for assault weapons I won't have similar sights for each gun. This means that I might have a SCAR-H with a grenade launcher and ACOG scope and no red dot sight or holo sight or iron sights. And I'll work on getting that burst code into the assault base so I can use it for the M16.
  • Avatar of adadadsd
  • LMG's and snipers would be so cool for this, LMG's for major bulletsorm with dust flying everywhere, Snipers for (semi) realistic bullets
  • Avatar of Generic Default
  • Right now I'm finishing up with the sniper part. I added a new mil dot scope reticle and also changed the G36C ACOG to CSS hands. Here's the sniper rifles so far; M82(Barret) --- Semi, 50 cal AS50 --- Semi, 50 cal M24 --- Bolt, 7.62 L96(AWP) --- Bolt, 7.62 FAL --- Auto, 7.62 M76(Cheap Dragunov knockoff) --- Semi, 7.62 It's nice to have flying bullets instead of instant traces when using sniper rifles. It makes you feel like you actually have some skill when you pick off a running target at 900 meters after the bullet flies for over a second. I shouldn't have a problem finding machine guns because I already have bunch in my folder.
  • Avatar of Flubadoo
  • [QUOTE=Generic Default;22527641]Right now I'm finishing up with the sniper part. I added a new mil dot scope reticle and also changed the G36C ACOG to CSS hands. Here's the sniper rifles so far; M82(Barret) --- Semi, 50 cal AS50 --- Semi, 50 cal M24 --- Bolt, 7.62 L96(AWP) --- Bolt, 7.62 FAL --- Auto, 7.62 M76(Cheap Dragunov knockoff) --- Semi, 7.62 It's nice to have flying bullets instead of instant traces when using sniper rifles. It makes you feel like you actually have some skill when you pick off a running target at 900 meters after the bullet flies for over a second. I shouldn't have a problem finding machine guns because I already have bunch in my folder.[/QUOTE] I've managed to make bullet dropoff work on your sweps. It works like this: [img]http://uppix.net/d/0/c/6a725f4b912889c9ab06aee859067.png[/img] win.
  • Avatar of Generic Default
  • But bullets don't get weaker as they fly farther. As long as they penetrate all of the way through the body damage is maximum.
  • Avatar of Kung Fu Jew
  • [quote=OP]Everything comes with download scripts so people joining your server will be able to see, hear, and use the guns without pink textures or error models or missing sounds.[/quote] [quote=download page]Size: 68.37 MB[/quote] :crossarms: Nobody will join a server that has 20 minutes or more worth of downloads.
  • Avatar of beanhead
  • [QUOTE=Generic Default;22538193]But bullets don't get weaker as they fly farther. As long as they penetrate all of the way through the body damage is maximum.[/QUOTE] The bullets velocity goes down as the farther the bullet goes, or rather the acceleration
  • Anyone have problems with world models? I cant see any of them. :( I can only see what I have in my hands
  • Avatar of shoe
  • Not sure if it was mentioned, using the SVN release here... You need to fix a lot of the shell ejection positions on the weapons... most are either on the wrong side of the gun OR too far forward - looking as if they're coming out of the barrel. Also - should mention that the POA ( Point of Aim ) and the POI ( Point of Impact ) is slightly off and to the right, try putting a still NPC at 10 or so feet away, and fire a shot to the head, 9 out of 10 times it will zing off his cheek and hit the wall behind him to the right. ALSO... due to the fact you're using entities - you need to factor in additional CPU usage on servers, which may make them less popular AND the entity is spawning too far forward. Spawn an NPC, and stand directly in front of them - fire the gun, nothing will happen, the entity will spawn behind the target and hit the wall.
  • Avatar of Generic Default
  • [QUOTE=shoe;22548461]Not sure if it was mentioned, using the SVN release here... You need to fix a lot of the shell ejection positions on the weapons... most are either on the wrong side of the gun OR too far forward - looking as if they're coming out of the barrel. Also - should mention that the POA ( Point of Aim ) and the POI ( Point of Impact ) is slightly off and to the right, try putting a still NPC at 10 or so feet away, and fire a shot to the head, 9 out of 10 times it will zing off his cheek and hit the wall behind him to the right. ALSO... due to the fact you're using entities - you need to factor in additional CPU usage on servers, which may make them less popular AND the entity is spawning too far forward. Spawn an NPC, and stand directly in front of them - fire the gun, nothing will happen, the entity will spawn behind the target and hit the wall.[/QUOTE] Yes, those are some of GDCW's main flaws except for the CPU usage thing. My bullets are well optimized and barely make any more lag than the regular ShootBullet function that other sweps use. Unfortunately I don't know how to reposition the muzzle or shell ejection attachments for both world and view models, and I can't find any tutorials on how to do it. If anybody can explain, please do (I do know how to reposition the world models, though.) And that offset bullet thing is supposed to correspond with the view model. It's a minor problem that I'll try to fix. I also need to make the bullets spawn at the muzzle and not hit the owner, which will require tables in the bullet file. I don't know how to do tables in lua, so somebody should explain that too. If anybody knows how to fix these problems rather than just reporting them, PLEASE post in detail how to do it and I'll try my best to fix them. On a brighter note, the sniper rifles should be coming soon. As of now I have all of the view models done and I'm working on repositioning the world models. The new scope overlay looks pretty sweet and I got nice, booming rifle sounds to match the guns.
  • Avatar of Flubadoo
  • [QUOTE=beanhead;22545774]The bullets velocity goes down as the farther the bullet goes, or rather the acceleration[/QUOTE] Ahh exactly, resulting in decreased damage further away. How do you think that pistol shots are pretty much useless at 2km? [editline]10:56AM[/editline] And also resulting in bullet drop, but I doubt that GenericDefault can pull that off.
  • Avatar of Generic Default
  • In case you haven't noticed these sweps shoot physical bullets with realistic velocity, air resistance, gravity(bullet drop), penetration, and inconsistency. Try it out in game on a big map. Shoot at a target far away and you'll notice that the bullet hits below the target. Here's some of the ballistics info for my bullets for those of you who want to know. 5.7x28 Velocity- 715 m/s Penetration- 7 inches Ballistic Coefficient- 1/80 velocity per tick 5.56x45 Velocity- 900 m/s Penetration- 10 inches Ballistic Coefficient- 1/100 velocity per tick 7.62x39 Velocity- 715 m/s Penetration- 15 inches Ballistic Coefficient- 1/120 velocity per tick And that thing about pistol bullets being useless at 2 kilimoters, I know somebody who got accidentally hit by a revolver bullet from almost a mile away through the outside wall of their house. Bullets penetrate a lot and retain killing power no matter how far away they're fired from.
  • I'm having problems with world models. They are invis to me. Like, when I use the camera stool and look at my self, there is nothing there. When I right-click your guns to make a world model, that is invis too. And I don't even see the NPCs holding them. Help me!
  • Avatar of Generic Default
  • Sorry, I have no idea why the world models aren't showing up for you. You might have to have CSS but I'm not sure. And combine can't use these yet. Once I release a pistol pack metrocops will be able to use them normally, but combine soldiers will never be able to use them. Until then it's rebels only.
  • Avatar of nemomurder22
  • [QUOTE=Generic Default;22565349]Sorry, I have no idea why the world models aren't showing up for you. You might have to have CSS but I'm not sure.[/QUOTE] But, but, I have the same prob and I already have CSS. :(
  • Avatar of nemomurder22
  • Here is a pic: (as soon as I figure out how to add it) [img]http://img215.imageshack.us/img215/4186/gmflatgrass0000j.th.jpg[/img] forget it, [url]http://img215.imageshack.us/i/gmflatgrass0000j.jpg/[/url] that is the link. Notice how when I want to spawn a world model, nothing in the icon is there. Is that a issue with your guns? And do I need PHX? Because I noticed that most of your uploads need PHX
  • Avatar of Zikry
  • I know! Instead of changing the weapons damage why not change the NPC's HP?
  • Avatar of Flubadoo
  • [QUOTE=Generic Default;22560318] And that thing about pistol bullets being useless at 2 kilimoters, I know somebody who got accidentally hit by a revolver bullet from almost a mile away through the outside wall of their house. Bullets penetrate a lot and retain killing power no matter how far away they're fired from.[/QUOTE] I sense over-engineered revolvers. I don't see why your reload anims don't work when there are 0 bullets left. It works on other guns. You may as well make a random function that says if there are 0 bullets left, then play the reload animation else, play the reload animation. Its not really necessary, but it [i]might[/i] fix it. And I see that you are using math.Rand for the sweps when npcs use it. 70-110 damage. Isn't that a little too high value for randomness? [editline]09:23PM[/editline] Also, each weapon should behave differently even if its using the same ammo. The HK416 and M16 shouldn't have identical damage and such. The M16 should deal slightly more damage since it has a longer barrel and also has a high muzzle velocity.
  • GD I talked to Nemo and we both got SVN version. Only the G3 shows the models and doesn't lag. I think we can't see them because the world model is too awesome for my Video Card :D [editline]09:12PM[/editline] Our* Video Cards
  • Avatar of Generic Default
  • [QUOTE=howdoidothis;22594236]GD I talked to Nemo and we both got SVN version. Only the G3 shows the models and doesn't lag. I think we can't see them because the world model is too awesome for my Video Card :D [editline]09:12PM[/editline] Our* Video Cards[/QUOTE] There is no G3 in this pack, or the SVN. Are you sure you downloaded the right thing? Just to check, can anybody who can see the world models confirm please? And panda I already have an M82 model in my sniper pack. I will release it as soon as I finish with a few reloading sounds. EDIT; WOOO I finally fixed the reload glitch! It turns out that when Garry updated the reload function a while ago he made it so it can't be triggered correctly; it has to trigger itself. So I just took out the part of my code that triggers it. Guns will now show reload animations when they run out of ammo.