• Mad Cows Weapons Base
    493 replies, posted
  • [QUOTE=Kung Fu Jew;18490285]Version 1 is already out, though it's more of a beta. There's not too many bugs and it's useable. It might not be worth it to get it since it seems like it's coming pretty soon, but it'll definitely hold you over.[/QUOTE] What? The beta doesn't have the weapons... Does it?
  • [QUOTE=SplinterSim4;18490721]He might have joined my server, there was a new guy on there yesterday.[/QUOTE] If it was the Human Medic, that was probably me. Loving the new additions, although the magnum certainly feels different enough to need some adjusting to.
  • It has most of the weapons. Most of the CSS and a couple HL2 ones, also has some grenades. It doesn't have DODS stuff or everything the videos show. The download for the beta's on the front page though.
  • [QUOTE=Worshipper;18463259]Soon on garrysmod.org :) [media]http://www.youtube.com/watch?v=k37Ouj7VpN0[/media] [b]EDIT:[/b] November 21, 22, 28 or 29. I don't know. I'm discovering a bug every minute. I hate LUA.[/QUOTE] 0:11 wow thats epic XD does it unweld and unfreeze props or just unfreeze them?
  • Eh, good job, once again. I happened to encounter this error on Splinter's server with the 30 cal after using the ironsights, toggling them off, then shooting. weapons\weapon_mad_dod_30cal\shared.lua:223: attempt to perform arithmetic on field 'Recoil' (a nil value) P.S. - I'm a jerk who's about to tell you the secret spawnpoint set code - mad_spawnpoint. Works on servers with the addon. There are a lot of other goodies he made too, but I'll let you find those ;3
  • where are the wepons ? i just get errors please tell me that you added a model and materel pack for the people that dont have css
  • [QUOTE=hazerd;18515110]where are the wepons ? i just get errors please tell me that you added a model and materel pack for the people that dont have css[/QUOTE] That would be illegal, you need to buy CSS for the weapons to work. Alternatively you could always go on FPSbanana and download some custom models instead.
  • In addition to the other console spam I posted, in multiplayer, particularly Splinter's server, when I tried to put down an NPC spawner, making antlions, this came up. weapons\gmod_tool\stools/mad_npcspawner.lua:141: attempt to call method 'SendLua' (a nil value) Some other users could use them, while others had this problem. [b]EDIT:[/b]Okay, apparently people said you needed admin? Please, clarify.
  • [QUOTE=Dr Pepper;18518686]You should make a knife[/QUOTE] He did, it'll be in the next release.
  • [QUOTE=Midtown123;18518942]He did, it'll be in the next release.[/QUOTE] Awesome thanks for info
  • This is really awesome, but I have some questions: Does the melee work on all weapons or just the DOD ones? Is the knife throwable? Can weapons now also be holstered while not sprinting? Any new weapons you didn't show in the vid? Thanks for putting so much time in this! -Chief
  • [QUOTE=Chief Martini;18562546] Does the melee work on all weapons or just the DOD ones? [/QUOTE] DoD:S sub machine guns only. [QUOTE=Chief Martini;18562546] Is the knife throwable? [/QUOTE] Not for now. [QUOTE=Chief Martini;18562546] Can weapons now also be holstered while not sprinting? [/QUOTE] Yes. [QUOTE=Chief Martini;18562546] Any new weapons you didn't show in the vid? [/QUOTE] Of course.
  • Thanks for replying so fast! Are you going to add the melee for the other weapons too or will they stay for DOD only? -Chief
  • [QUOTE=Chief Martini;18562699]Thanks for replying so fast! Are you going to add the melee for the other weapons too or will they stay for DOD only? -Chief[/QUOTE] He can only insert melee if the gun has a melee animation.
  • [QUOTE=Chief Martini;18562699]Thanks for replying so fast! Are you going to add the melee for the other weapons too or will they stay for DOD only? -Chief[/QUOTE] Maybee one day because it's possible to use the GetViewModelPosition function to create a "melee" effect. But it's not in my future projects for now.
  • [QUOTE=Worshipper;18563283]Maybee one day because it's possible to use the GetViewModelPosition function to create a "melee" effect. But it's not in my future projects for now.[/QUOTE] Well.. What could be one is modifying the model in 3dsmax and adding the animation. then you would have to export and create the code in lua. But it is a pain in the ass. Something else I noticed, The springfield fires 7.62mm ammo, not 7.92mm ammo. Thanks
  • [QUOTE=Siminov;18564460]:words: Something else I noticed, The springfield fires 7.62mm ammo, not 7.92mm ammo. Thanks[/QUOTE] Talk about picky :3 I dont think he can change EVERY ammo name. he only changes the "wierd..." ammo like Gravity and Strider ammo and Thumper ammo and... urm... ECT
  • Sorry to repeat my self but it was just a long gap between when I asked this and when your last reply was so im just going to copy and paste my last comment XD I have an idea for the smoke gernade... Is it possable to add a block with the texture "block los"? It casts no shawdows, is not visable and does not collide with anything. All it does is keep the npcs from seeing you. It's basically an invisible wall that only npcs can see.
  • [QUOTE=MrClean;18567235]Sorry to repeat my self but it was just a long gap between when I asked this and when your last reply was so im just going to copy and paste my last comment XD I have an idea for the smoke gernade... Is it possable to add a block with the texture "block los"? It casts no shawdows, is not visable and does not collide with anything. All it does is keep the npcs from seeing you. It's basically an invisible wall that only npcs can see.[/QUOTE] You know, I think this might be able to also thwart aimbots that check the LOS, but this is just a random thought. EDIT: Speaking of aimbots, these weapons are ungodly on aimbots/wallhacks that [i]don't[/i] check the LOS - saw a friend on a listen server literally take down an entire army of combine through walls that they wouldn't shoot back at him through.
  • That would be awesome if the special grenades did something to NPCs. [B]Smoke[/B] 8 seconds after the smoke starts coming out (the POOSH sound, in other words), they should not be able to see past the smoke. 28 seconds after the POOSH (20 seconds after not being able to see you), they can see you again. [B]Flash[/B] Flash Grenades should also do something to NPCs too. Could you make them play the cowering animation (the one where they duck and put their gun over their head) for about 6 seconds if they get flashed?
  • [QUOTE=leet;18575973]Can't wait for the new version :biggrin:.[/QUOTE] It's so close, you can almost taste it. :pervert:
  • To much spare time and a hint of peoples love is what makes most coders tick :3:
  • 2 bugs: 1. When using an automatic gun with a scope like the aug or sg552, if you scope in, then when you go fully auto while scoped in, the scope will kick, but not the actual bullets. 2. The idle effect makes all the sweps using tetabonita's realistic swep base idle like craaaaazy.
  • I think there should be a console command to make it so scoped weapons cannot be fired more than once while in the scope. Like, you fire, and you have to scope back in again. That would be great for us realism junkies. [editline]03:36PM[/editline] [QUOTE=Worshipper;18575818]I have really no experience with NPCs.[/QUOTE] Maybe Wizey could tell you? I'm sure you can find an at least hacky way to make it so NPCs can't see you when behind the smoke. And if they're within like 50 meters of a flashbang and it's in their line of sight, they just play the cower animation for 6 seconds, then return to normal.