• GDCW Weapons
    1,394 replies, posted
  • Avatar of Heydshaut
  • [QUOTE=Hakati;34403206]I put these in my addons folder then started my game, they all show up and work great except none of them have any sound at all. Can anyone help me with this problem?[/QUOTE] This problem has only been brought up a couple thousand times. Take the scripts folder from the addon and drop it into the garrysmod/garrysmod folder, the "root" folder.
  • How come i can't see the guns when the npc's have them? Or when i spawn them for ammo?
  • Avatar of G-Enigma
  • [QUOTE=ShockWhale;34581328]How come i can't see the guns when the npc's have them? Or when i spawn them for ammo?[/QUOTE] I think you need to bump up some of your graphics settings, I seem to recal someone who had the same problem solving it by doing that.
  • Avatar of G-Enigma
  • [QUOTE=Crossu88;34760770]Why can't I hear the gun noises? Was there ever a fix for that?[/QUOTE] Click [URL="http://i.imgur.com/w6T3d.gif"]Here[/URL] for what to do about your problem.
  • Avatar of sentrygunman
  • [QUOTE=Crossu88;34760770]Why can't I hear the gun noises? Was there ever a fix for that?[/QUOTE] [img_thumb]http://i.imgur.com/TQS8u.png[/img_thumb]
  • [QUOTE=Abizaga;34845069]Why won't my sounds work? D:[/QUOTE] Why wont you read the goddamn thread?
  • Avatar of G-Enigma
  • I really need to make a demo video of the horribly simplistic but nonetheless fully functional burst mode I coded for this base...hmmm.
  • Avatar of Smartuy
  • When I use these weapons, I can't kill a NPC. I shoot them, then they start bleeding (I have gore mod), but that's it! HELP!
  • Avatar of NuvaWii
  • Been wanting to use this base and develop it further, but I'm having a problem with this code: [code]SWEP.SightsPos = Vector (3.0729, -3.3862, 0.9386) SWEP.SightsAng = Vector (0, 0, 0) SWEP.RunSightsPos = Vector (-4.0726, -2.2463, 0.5766) SWEP.RunSightsAng = Vector (-10.8855, -47.285, 11.5733)[/code] It doesn't give me an error, but I just have no single idea on how to actually configure that, any tips, Generic?
  • i really love the way the bullets are actual bullets in these sweps instead of just hitscan. the weapons themselves are sort of boring though, since there's literally no recoil.
  • Avatar of sentrygunman
  • [QUOTE=NuvaWii;34975306]Been wanting to use this base and develop it further, but I'm having a problem with this code: [code]SWEP.SightsPos = Vector (3.0729, -3.3862, 0.9386) SWEP.SightsAng = Vector (0, 0, 0) SWEP.RunSightsPos = Vector (-4.0726, -2.2463, 0.5766) SWEP.RunSightsAng = Vector (-10.8855, -47.285, 11.5733)[/code] It doesn't give me an error, but I just have no single idea on how to actually configure that, any tips, Generic?[/QUOTE] Ignore where it says Sights on the run part. The RunSightsAng and Pos define where the gun moves and rotates when you run.
  • Avatar of NuvaWii
  • [QUOTE=sentrygunman;34979184]Ignore where it says Sights on the run part. The RunSightsAng and Pos define where the gun moves and rotates when you run.[/QUOTE] I know that, I just need to know how to determine it (use SWEP Construction Kit or something?)
  • Avatar of huntingrifle
  • Either use the Swep Construction Kit or use this [url]http://www.garrysmod.org/downloads/?a=view&id=29787[/url] The Ironsights designer saves the angles you made the ironsights in and puts them into a .txt file. As for run pos/ang, you can do the exact same thing, but you should only copy the number values and the the part where it says "ironsight pos/ang"
  • Avatar of G-Enigma
  • [QUOTE=huntingrifle;34992926]Either use the Swep Construction Kit or use this [url]http://www.garrysmod.org/downloads/?a=view&id=29787[/url] The Ironsights designer saves the angles you made the ironsights in and puts them into a .txt file. As for run pos/ang, you can do the exact same thing, but you should only copy the number values and the the part where it says "ironsight pos/ang"[/QUOTE] What he said, but also make sure you change to FOV to 45 or whatever it says in the individual file (subtract 5) or the iron sights might be off a little.
  • Avatar of Generic Default
  • Nope, it's not. I've just been really busy for the last few months and I haven't had time to put in updates. I'm working on a few additions to the code to make you hold the guns up when you face a wall that's very close. A few other guns will be added, too, like the Masada with a scope. Any requests for GDCW?
  • [QUOTE=Generic Default;35674171]Nope, it's not. I've just been really busy for the last few months and I haven't had time to put in updates. I'm working on a few additions to the code to make you hold the guns up when you face a wall that's very close. A few other guns will be added, too, like the Masada with a scope. Any requests for GDCW?[/QUOTE] Could you make the shooting less laggy? When I fire full auto with any gun, my fps drops from 200 to 40. Another thing that I think should be changed are the sounds. They're really loud and they sound pretty bad.
  • Avatar of smileykiller447
  • [QUOTE=Generic Default;35674171]Nope, it's not. I've just been really busy for the last few months and I haven't had time to put in updates. I'm working on a few additions to the code to make you hold the guns up when you face a wall that's very close. A few other guns will be added, too, like the Masada with a scope. Any requests for GDCW?[/QUOTE] I hope that there will be an option to disable some of the effects (gun smoke, Bullet impact smoke, etc.)
  • Avatar of Marxman
  • [QUOTE=Generic Default;35674171]Nope, it's not. I've just been really busy for the last few months and I haven't had time to put in updates. I'm working on a few additions to the code to make you hold the guns up when you face a wall that's very close. A few other guns will be added, too, like the Masada with a scope. Any requests for GDCW?[/QUOTE] Ah, okay. Maybe a handheld mortar launcher... More handguns... And if you could talk to Hoffa, the maker of NeuroPlanes, and do the explosion effects for him. I love the explosions from this, and it would make his addon 400x better.
  • Avatar of Generic Default
  • OK, so make the smoke less laggy, change sounds, add more pistols, work with other developers? I don't know about working with other developers because I barely have any time. If anyone wants to use my explosion effects feel free to do so. As for the sounds, I'd love to redo them. I think BFBC2 style sounds would be awesome, but the source sound engine fails so massively that I don't think it will work. Remember that last year Garry actually took out support for custom sounds, so this sound scripting thing is a nightmare. Real gunshots have 3 basic parts Overpressure Early Reflection Reverberation Each shot in the swep base would require a function timer to do the early reflection, and the rest might work out. I'll look into it. Right now I'm redoing the swep bases to make them more efficient and cooler. So far I've added SEMI AUTOMATIC FIRING MODE as a toggle and SUPPRESSORS for guns with the right animations. Also a thing to make you point your gun up if you walk right up into a wall. Pressing E with the guns will no longer hold them down, because E will control both the suppressor function and the firing mode toggle. Burst seems to be REALLY hard to add in, I don't know why. All this stuff will be added in my next update.
  • Avatar of Marxman
  • [QUOTE=Generic Default;35695209]OK, so make the smoke less laggy, change sounds, add more pistols, work with other developers? I don't know about working with other developers because I barely have any time. If anyone wants to use my explosion effects feel free to do so. As for the sounds, I'd love to redo them. I think BFBC2 style sounds would be awesome, but the source sound engine fails so massively that I don't think it will work. Remember that last year Garry actually took out support for custom sounds, so this sound scripting thing is a nightmare. Real gunshots have 3 basic parts Overpressure Early Reflection Reverberation Each shot in the swep base would require a function timer to do the early reflection, and the rest might work out. I'll look into it. Right now I'm redoing the swep bases to make them more efficient and cooler. So far I've added SEMI AUTOMATIC FIRING MODE as a toggle and SUPPRESSORS for guns with the right animations. Also a thing to make you point your gun up if you walk right up into a wall. Pressing E with the guns will no longer hold them down, because E will control both the suppressor function and the firing mode toggle. Burst seems to be REALLY hard to add in, I don't know why. All this stuff will be added in my next update.[/QUOTE] Okay, for the burst fire, couldn't you do something like a shotgun, but with a very tight cone, and a little delay, with three round shots?
  • Avatar of G-Enigma
  • [QUOTE=Generic Default;35695209]{Finally an update} :rock:. Burst seems to be REALLY hard to add in, I don't know why. All this stuff will be added in my next update.[/QUOTE] Awesome that you're working on this again! While I disagree about the sounds being too loud (whatever happened to realism, no need to copy BF3s airsoft-sounding gunshots), I guess a change is in order. Also, no offense Gen, but the incredibly overdone muzzle-flash not only looks a little strange, I've recently noticed that it actually makes staying on target with continual fire a lot more difficult. Maybe for the next update you could tone it down a lot (ie not so hugenormous and flashy)? Lastly, over the last few months I was kinda bored with Gmod and decided to try my hand at lua (I suck), but I did manage to code in bullet chambering, some other stuff (which you already did apparently, lol) and also the apparently ever-elusive burst mode (no offense people, but really? Its not that hard D: ) So would you like me to PM you the code for the burst mode (and bullet chambering included ofc), I've had lots of time to bugtest it, and while it makes the primary attack function a lot longer, I'm sure you could optimize and update it for your fancy gun sound realism tomfoolery; I also coded in a toggle between burst mode and semi-auto, and proper shooting when you only have 2 shots (2 shots then stop). Or I could just post it here and everyone could just steal it :( Also, this may sound a little demanding, but could you switch the bullet entities fired when you primary attack when a silencer is equipped? It just seems weird to me to see a silenced gun firing tracer bullets.
  • [QUOTE=G-Enigma;35696624]BF3s airsoft-sounding gunshots[/QUOTE] Obviously you've never played it. All the weapon sounds in BF3 are recorded from real weapons and no, they sound nothing like airsoft guns.
  • Avatar of G-Enigma
  • [QUOTE=Uncle Bourbon;35697221]Obviously you've never played it. All the weapon sounds in BF3 are recorded from real weapons and no, they sound nothing like airsoft guns.[/QUOTE] Actually: [url]http://bf3stats.com/stats_pc/TheG-Enigma[/url] (thats me, don't mind my lack of skill) Moving on, perhaps I should rephrase that: From my few but memorable times at the gun range, having heard a (small) variety of weapons fired, I can say that, when standing behind someone firing, say, a Beretta 92fs pistol (or when firing one myself), the sound produced seems significantly louder than that of a weapon fired in BF3, even fired in an indoors map. While the raw power of the guns should perhaps be reduced for realism's sake, I still think that making the guns considerably quieter is a bad idea, especially since the sound scripting is already so iffy that certain gunshots are drowned out [I]by the sound of the bullet impacting[/I]. As for the airsoft gun comparison, that was the first thing I thought of, I'm willing to admit I may be wrong.