• GDCW Weapons
    1,394 replies, posted
  • [QUOTE=Raznor;31440812]I, for one, would love to see some more silencers[/QUOTE] If Gen could figure out (or borrow *wink*) the code, the M4, Masada, and possibly the M16 could all have toggleable silencers.
  • [QUOTE=G-Enigma;31437358]I'm back to annoy you too, and I do want a few more attachements. But what's to fix on the G36C? Shouldn't the SG552 take top priority, because of all of its annoying problems?[/QUOTE] MEH. ACOG was way too effing small on the G36c. I don't have very much, time, though. [editline]31st July 2011[/editline] [QUOTE=VengDaSinner;31437436]Hugely underrated pack, this is by-far one of the best SWEP Packs I've downloaded, fantastic job. Also, can you do the same GDCW Script that you did for CS:S on DOD:S too? In regards to bugs (I used the SVN Link), the AK47 Tracer is green, and some of the world models (SIGSG550, FNFAL) are missing attachment world models.[/QUOTE] It's supposed to be green, and most of them aren't supposed to have attachment wees. It's not a bug, it's just my laziness and us trying to keep the size of the pack down. Those aren't bugs, and the AK-47 tracer is supposed to be green in Insurgency too. A bug would be something that's like "the ___ doesn't shoot" or "Firing the ___ gives me AIDS"
  • Well, if you wanted a improvement to your weapons, I'd suggest looking into fixing the physics of your weapon-base since the bullets are actually entities. The result is "non-moving" kills when you shoot a NPC or Player and the Ragdoll falls lazily onto the ground as if it was spawned. [video=youtube;3LiYjIsNU38]http://www.youtube.com/watch?v=3LiYjIsNU38[/video]
  • Ya, that force-less bullet is a problem, but I can't figure out how to trace dead bodies since they seem to be clientside. The AK-47 tracers should be green, and I do want to get the code for silenced guns working eventually. For the next few weeks I won't be working on GDCW very much because I'm trying to do a sound overhaul on GDC and get a bunch of other stuff working so I can do a release of GDC on GMod.org.
  • Ah well, I only wanted force-bullets because your SWEP Pack doesn't work well with Gibmod without physics :P
  • [QUOTE=Generic Default;31456220]Ya, that force-less bullet is a problem, but I can't figure out how to trace dead bodies since they seem to be clientside. The AK-47 tracers should be green, and I do want to get the code for silenced guns working eventually. For the next few weeks I won't be working on GDCW very much because I'm trying to do a sound overhaul on GDC and get a bunch of other stuff working so I can do a release of GDC on GMod.org.[/QUOTE] Well good luck to ya, we really need something besides a 1-and-a-half year old, mostly broken swep pack to be the most downloaded swep-related file on gmod.org.
  • [QUOTE=Generic Default;31456220]Ya, that force-less bullet is a problem, but I can't figure out how to trace dead bodies since they seem to be clientside. The AK-47 tracers should be green, and I do want to get the code for silenced guns working eventually. For the next few weeks I won't be working on GDCW very much because I'm trying to do a sound overhaul on GDC and get a bunch of other stuff working so I can do a release of GDC on GMod.org.[/QUOTE] I don't see why you would need to. It you are firing a bullet when your bullet entity's trace hits a valid target, you can set the force in your ShootBullet function. If not, you can simply use ApplyForceCenter to do it yourself. No client-server hassles there.
  • Also the "Alt" hold position is the Shotgun animation which makes the recoil look really, really really bad. You can still get the Hip-fire position by using the SMG1 Hold type instead.
  • [QUOTE=VengDaSinner;31463425]Also the "Alt" hold position is the Shotgun animation which makes the recoil look really, really really bad. You can still get the Hip-fire position by using the SMG1 Hold type instead.[/QUOTE] How so? If you replace the "shotgun" holdtype with "smg", when you press Alt, the character holds the gun almost exactly the same as normal, except their right hand rotates slightly. The melee, melee 2, crossbow, and most other holdtypes that aren't used look either horrible or ridiculous.
  • Nevermind, your right lol- I was using Tiramisu as a script at the time and it modified animation types similar to that of the SMG holdtype the NPC Metrocops use. e: However it'd be cool if we could manage to apply that holdtype to player models.
  • I un-fucked the G36c ACOG. It is no longer shitty. Now just gotta fix the damn sig... And wait for Generic to post an update.
  • I have a problem with the GDCW CSS Sweps pack on GMOD. It seems the first person to join the server (when it's empty) isn't affected by this. Whenever someone shoots one of the sweps at something that can be killed (player, npc, etc.), they get killed themselves by the person who isn't affected by this. When turning godmode on the server, it looks like bullets trails and impacts are appearing on the shooter's head (as well as blood). This bug is really annoying. I have tried updating the old gmod pack with some new parts from the svn, but that only breaks them (pretty much inevitable). If anyone has any ideas on how to fix this please tell me!
  • [QUOTE=aledTH;31633506]I have a problem with the GDCW CSS Sweps pack on GMOD. It seems the first person to join the server (when it's empty) isn't affected by this. Whenever someone shoots one of the sweps at something that can be killed (player, npc, etc.), they get killed themselves by the person who isn't affected by this. When turning godmode on the server, it looks like bullets trails and impacts are appearing on the shooter's head (as well as blood). This bug is really annoying. I have tried updating the old gmod pack with some new parts from the svn, but that only breaks them (pretty much inevitable). If anyone has any ideas on how to fix this please tell me![/QUOTE] Since I'm assuming that the css version of GDCW includes folders like lua/entities/gdcwa_5.7xwhatever, try updating normal gdcw to the most recent svn version, then copying everything in lua/entites and putting those into the css version folder; If I'm right, it should ask you if you want to override, and you should say yes. For clarification: The actual bullet entities themselves, not the guns, control where they are created, and if you update the code for the bullet entities, they should work properly.
  • [QUOTE=NuvaWii;31723517]A base for dual attachments, Alexis-nyan, like the FAL w/ ACOG and RDS.[/QUOTE] As a helpful tip, if you're addressing a person, press the reply button in the lower right hand corner of the post you're responding to. It really helps clear up who you're talking to. I'm trying to work on more attachments, but it's proving difficult, because some of the models cannot be decompiled, and some others are missing tactical rails. I have a rail model, but it takes time to add it. Also, even assuming that I am able to make more attachments, there won't be new world models for them. You won't be seeing them from a close enough distance to matter, and it pointlessly increases file size.
  • [QUOTE=Heydshaut;31736108]As a helpful tip, if you're addressing a person, press the reply button in the lower right hand corner of the post you're responding to. It really helps clear up who you're talking to. I'm trying to work on more attachments, but it's proving difficult, because some of the models cannot be decompiled, and some others are missing tactical rails. I have a rail model, but it takes time to add it. Also, even assuming that I am able to make more attachments, there won't be new world models for them. You won't be seeing them from a close enough distance to matter, and it pointlessly increases file size.[/QUOTE] Then why not use bodygroups for attachments, instead of making a thousand copies of the same model with different attachments?
  • [QUOTE=Marlwolf78;31742113]Then why not use bodygroups for attachments, instead of making a thousand copies of the same model with different attachments?[/QUOTE] why should we beleave him he only has 6 posts maybe its something else
  • Ive seen a couple of new weapons added, but I guess theyre still WIP. (I mean the new NPC weapons.)
  • [QUOTE=Alexis-nyan;31745401]why should we beleave him he only has 6 posts maybe its something else[/QUOTE] Good point.
  • [QUOTE=Marlwolf78;31750137]Good point.[/QUOTE] What the hell are you two babbling about? And how exactly would bodygrouped worldmodels work? Is there lua to tell the world model which bodygroup to use or something? As for mister "why should we beleave him he has only 6 posts", [I]I[/I] checked, and that is indeed what the dual base does. And if you had half a lua brain, you would have checked first too. :yarr:
  • by bodygrouped models I assume he means something like what LEETNOOB's Customizable Weaponry does. I dunno how that would work out with world models...
  • [QUOTE=Marlwolf78;31742113]Then why not use bodygroups for attachments, instead of making a thousand copies of the same model with different attachments?[/QUOTE] Valid point. Unfortunately, I have no idea how to make it so that the models are bodygrouped. I am still a relatively new compiler, after all. Also, at this point, LEETNOOB's method would be easier and better. [editline]17th August 2011[/editline] [QUOTE=Raznor;31777039]by bodygrouped models I assume he means something like what LEETNOOB's Customizable Weaponry does. I dunno how that would work out with world models...[/QUOTE] It's not the same. The world models work in exactly the same way as the view models. Using LEETNOOB's method would certainly solve lots of problems for me and Generic... However, it may cause conflict with other addons, though that could just be LEETNOOB's free aim and camera bob. I dunno.
  • [QUOTE=Heydshaut;31783672]Valid point. Unfortunately, I have no idea how to make it so that the models are bodygrouped. I am still a relatively new compiler, after all. Also, at this point, LEETNOOB's method would be easier and better. [/QUOTE] Why not check the wiki? It's far better than just saying, I don't know, so that rules it out as a possibility. [editline]17th August 2011[/editline] [QUOTE=Raznor;31777039]by bodygrouped models I assume he means something like what LEETNOOB's Customizable Weaponry does. I dunno how that would work out with world models...[/QUOTE] No, bodygroups are submodels that're attached to a model. CPSpy does a god awful way of adding extra attachements.
  • [QUOTE=Marlwolf78;31794652]Why not check the wiki? It's far better than just saying, I don't know, so that rules it out as a possibility. [editline]17th August 2011[/editline] No, bodygroups are submodels that're attached to a model. CPSpy does a god awful way of adding extra attachements.[/QUOTE] Valid point. I'll go check right now. I completely forgot that site existed. :D Personally, I think the customizable weaponry idea was perfectly sound. EDIT: I think I figured out how to do it. It's pretty simple, and (I hope) can easily be incorporated into the base. I'll do some tests.
  • I am working on a .exe installer for this now. Let me know if any of you want it.
  • [QUOTE=Squerl101;31867424]I am working on a .exe installer for this now. Let me know if any of you want it.[/QUOTE] I'm just going to guess that by ".exe installer", you mean installing the normal, non-svn version. Not very useful, because alot of progress has been made since the original pack. If you meant something that updates using the SVN, sure, cuz it would take alot of pain off updating the damn thing.
  • QUICKLY!! [url]http://www.garrysmod.org/downloads/?a=view&id=124583[/url] ZE ARE USING ALL ZE GOOT VEAPON MODELS! Didn't somebody suggest an Aks74u for the pack earlier (in the year)?
  • [QUOTE=Frank East;31942344]I love GDCW Swep base weps.[/QUOTE] Thats good. I recently tested them in multiplayer, the bullets work fine but the impact effects sometimes don't appear. [editline]26th August 2011[/editline] Whoa post spaz...