• Mad Cows Weapons Base
    493 replies, posted
  • [QUOTE=SplinterSim4;17910522]Maybe you could make a feature to lessen the breathing effect? Like if you crouch, it goes away (or just gets easier to aim with) I haven't seen this feature, or any requests, so I think I should request it.[/QUOTE] Yeah, something like this would be nice. Or maybe when you hold spacebar you'll hold your breath and it'll stay steady for a bit. On another note, where did you get the headbob that you're using? Shakeview can't be it, and I don't know what else it could be.
  • Heya, love the weapons pack, I'm really enjoying the weapons base used, especially with the snipers. ^^ Though I noticed that the Glock isn't in the pack yet it was demonstrated in the video.
  • [QUOTE=Wizey!;17894981]Grenade cooking sounds dont play in mp, but do in sp? Weapons dont reload automaticcaly because its a nice feature, and if you dont like it, then your to used to half life 2 :3:[/QUOTE] The cooking sounds play in single player, but they only play SOMETIMES in multiplayer. And yeah, maybe I am a little used to hl2 :3: Then again, I just wanted to make sure it wasn't a bug.
  • [QUOTE=Lite :3;17918757]Though I noticed that the Glock isn't in the pack yet it was demonstrated in the video.[/QUOTE] Oh ya I just saw I didn't add the glock. So sorry. Next version, it should be there! :P [QUOTE=That Ninja;17917158]On another note, where did you get the headbob that you're using? Shakeview can't be it, and I don't know what else it could be.[/QUOTE] I coded the headbob and I'll not release it for now. Sorry. [QUOTE=SplinterSim4;17910522]Maybe you could make a feature to lessen the breathing effect?[/QUOTE] Good idea, I'll see. I have a lot to do. [QUOTE=SplinterSim4;17922424]The cooking sounds play in single player, but they only play SOMETIMES in multiplayer.[/QUOTE] I fixed it for the next version.
  • What ammo do the weapons use? I find myself only spawning with one clip of ammo, and spawning the ammo entities my self doesn't give me extra ammo for the guns. Do they use custom ammunition?
  • They use fucked up ammo, such as Gravity, Thumper, Striderammo, AirboatAmmo
  • Could you make it so they each gun spawns with like 3 times the ammo. As in if you spawn the MP7 it would spawn with 45 current ammo and 135 (3, 45rnd magazines technically) reserve ammo? [editline]04:56PM[/editline] Should be easy to code.
  • Great pack. Man, kermite should have waited a bit longer. And, weapons work fine with NPCs. Just not combine. Try rebels, or metrocops. Dan's SNPCs work fine too, but they were made for sweps.
  • [QUOTE=ababs362;17934460]Could you make it so they each gun spawns with like 3 times the ammo. As in if you spawn the MP7 it would spawn with 45 current ammo and 135 (3, 45rnd magazines technically) reserve ammo?[/QUOTE] Right click on the weapon's icon to spawn the ammo. I'll not put 3 extra magasines when you spawn the weapon for one reason : the coders who are using my weapons for their gamemodes. I'll maybee create multiple boxes of ammo in the entities pannel.
  • [QUOTE=Worshipper;17938266]Right click on the weapon's icon to spawn the ammo. I'll not put 3 extra magasines when you spawn the weapon for one reason : the coders who are using my weapons for their gamemodes. I'll maybee create multiple boxes of ammo in the entities pannel.[/QUOTE] Ok. I would much prefer the spawnable ammo boxes in entities anyway.
  • More ammo from spawning is the SWEP.Defaultclip, it defines how much bullets you have on spawn. so say you have a guns clip is 10, and the default clip is 30. when you first get the gun youll have 10 in the clip, and 20 reserve.
  • [QUOTE=Wizey!;17944095]More ammo from spawning is the SWEP.Defaultclip, it defines how much bullets you have on spawn. so say you have a guns clip is 10, and the default clip is 30. when you first get the gun youll have 10 in the clip, and 20 reserve.[/QUOTE] duh :)
  • [QUOTE=Worshipper;17938266]Right click on the weapon's icon to spawn the ammo. I'll not put 3 extra magasines when you spawn the weapon for one reason : the coders who are using my weapons for their gamemodes. I'll maybee create multiple boxes of ammo in the entities pannel.[/QUOTE] Hmm, but clicking on the SWEP's icon in the SWEP menu doesn't give me extra ammo for it. Is there some sort of script that everyone's using to make this happen?
  • Look down at your feet and right click the swep icon. It will spawn a model of the weapon which you can pick up for ammo.
  • [QUOTE=Pwn-o-Matic;17948131]Hmm, but clicking on the SWEP's icon in the SWEP menu doesn't give me extra ammo for it. Is there some sort of script that everyone's using to make this happen?[/QUOTE] take a note of the word RIGHT CLICK. You must of been left clicking before
  • [QUOTE=Wizey!;17880977]INSTANT MP FIX! Remove If (CLIENT) then return end on both the richocet and penetration functions -- SNIP! KEEP THE TIMER THERE! -- TADA!! Multiplayer richochet and penetration :3: PS: THIS ISNT FULL PROOF! PSS: If you want the richochets to be less glitchy, just change the vector to 0 instead of 0.05.[/QUOTE] Confirmed working. Also thank you wizey :3:
  • It seems that I found some kind of bug. When you shoot 15 or more bullets at the same time and they hit metallic surface, gmod crashes (but not always). I think that it is connected with memory overflow in bullet trajectory calculations. Of course, I understand, that it can be connected with age of my pc (currently it is 3 years old and has old hardware). Is it possible to optimise em? A great swep pack though. It is your best release after CSS RW 3 (4th version worked really slow on my machine). I really enjoyed killing combines with ricoshetted bullets!
  • [QUOTE=Vadim;17958592]It seems that I found some kind of bug. When you shoot 15 or more bullets at the same time and they hit metallic surface, gmod crashes (but not always). I think that it is connected with memory overflow in bullet trajectory calculations. Of course, I understand, that it can be connected with age of my pc (currently it is 3 years old and has old hardware). Is it possible to optimise em? A great swep pack though. It is your best release after CSS RW 3 (4th version worked really slow on my machine). I really enjoyed killing combines with ricoshetted bullets![/QUOTE] I tend to edit the admin weapon to max damage (10000) and max bullets being fired at once (20), and only have alittle lag if I go full automatic on a wall. So I think it's your computer, mang. Still need to try an awesome ricochet kill, though. >.>;
  • Oh, I found another (slight) bug. In singleplayer, the Anti-Personnel mine view model only has the little button thing (which I assume is intended.) But on multiplayer, the view model has the actual mine showing, not just the button. So eh, maybe that can be fixed before the next release. Great job, loving these sweps!
  • [QUOTE=SplinterSim4;17970615]Oh, I found another (slight) bug. In singleplayer, the Anti-Personnel mine view model only has the little button thing (which I assume is intended.) But on multiplayer, the view model has the actual mine showing, not just the button. So eh, maybe that can be fixed before the next release. Great job, loving these sweps![/QUOTE] the only reason why that is happening is because the server does not have the SLAM V_model. upload the slam v_models from half life 2 deathmatch to your server, then it should work fine :3:
  • This is an amazing SWEP base and pack, the features are pretty good (even if there are slight bugs in some), and the weapons feel like weapons. Good work.
  • I agree, I have another "Bug" to report, well nothing big and it could be my computer. When I'm killing A lot of NPCs the cross-hair some times disappear, temporarily, and sometimes only when I look at an NPC's corpse , it could be lag, my computer is in bad shape, need to clean it. But just something to look at maybe. Great pack any how!!!
  • I do think you should possibly do something like Wizey did with grenades mind you, removing the pin while still readying a throw would be cool. It was cool enough in the Insurgency SWeps
  • [QUOTE=hexpunK;17974653]I do think you should possibly do something like Wizey did with grenades mind you, removing the pin while still readying a throw would be cool. It was cool enough in the Insurgency SWeps[/QUOTE] You keep going offline on steam :saddowns: Also i agree.
  • [QUOTE=RikohZX;17962823]I tend to edit the admin weapon to max damage (10000) and max bullets being fired at once (20), and only have alittle lag if I go full automatic on a wall. So I think it's your computer, mang. Still need to try an awesome ricochet kill, though. >.>;[/QUOTE] Anyway, bad performance on machines which usually give 80 fps on cs_assault in gmod is not good thing. I'm sure that there must be some way to optimise these trajectory calculations. For example, create a patch, which makes bullet vectors simplier. Just separate patch.
  • [QUOTE=hexpunK;17974653]I do think you should possibly do something like Wizey did with grenades mind you, removing the pin while still readying a throw would be cool. It was cool enough in the Insurgency SWeps[/QUOTE] This system is more authentic and situation-friendly. Worshipper, you should make some door entry functions/weapons for this pack! I remember the shotguns in the old pack busted doors, so this shouldn't be too hard a request I hope. [B]Gorilla Bar[/B] - A Gorilla Bar is like a big tactical crowbar-type utility some groups use to break doors. Could just be a crowbar that breaks down doors. (65% chance of breaking down the door in question would be a nice addition.) (Or you could have your own crowbar that, when it hits something, it punches the player's view a little) [B]Explosive Charge[/B] - The C4 and Rocket Launcher should both break down doors. There should also be an explosive charge. Just like C4 but can only be planted on doors. Right click would switch between timer and remote detonation. Timer would be a 5 second timer (to detonation) when planted, and remote detonation would have the charge sit on the door until the player presses primary fire again. When it detonates, it throws the door in the direction opposite the side the charge was on. It only gives explosive damage on the inside of the door, so it doesn't harm the tactical group that's waiting to enter on the outside :p [B]Shotguns[/B] - As in the old pack, shotguns busting doors down was an awesome and very useful feature. Could stick with buckshot breaking the door down, as long as the player is less than 20 meters from the door. Separate ammo type would be pretty cool, but it isn't necessary really. [B]Battering Ram[/B] - Every tactical force in the world has used some variant of this before. This could use the RPG model playing the shotgun or crossbow holding animation. Players have to be within 10 meters of the door, and if they hit it, the door should fall open with a bit of force. I would also like a new type of grenade that nobody made in GMod yet. I can understand why, maybe it really is something complicated. [B]Incendiary Grenade[/B] - Grenade that blows up in a fiery manner. Could use the same effect as the flare or a similar effect. The effect and damage should linger for about 1 second and anyone (NPC or player) who is in its wake should instantly be killed and turned into a charred corpse (make this a serverside ragdoll) that is on fire. The corpse should disappear after 30 seconds.
  • [QUOTE=GM0D;17973374]I agree, I have another "Bug" to report, well nothing big and it could be my computer. When I'm killing A lot of NPCs the cross-hair some times disappear, temporarily, and sometimes only when I look at an NPC's corpse , it could be lag, my computer is in bad shape, need to clean it. But just something to look at maybe. Great pack any how!!![/QUOTE] Yeah, this is a feature built into the mod. Instead of the crosshair being in the middle of the screen, it is where the player is really aiming. So, say your view is punched to the top, the crosshair will remain. Also, if the ragdoll is moving, that is also an explanation.