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 Post #1
 22nd September 2008 Last edited by Silverlan; 24th May 2010 at 08:33PM..
Silverlan's Avatar
October 2005
1,299 Posts
THIS IS DEAD, STOP BUMPING THE THREAD!

Hey guys,
I've been working on these SWEPs for quite a while now, and I decided to release them. They're not perfect yet, but I tried to make them as similar to the originals as possible.
Included are:
- All the TF2 SWEps (except for the unlockables, sapper and engineers build/destroy PDA)
- Ammo pickups SENTs
- Resupply SENT

Media:


http://img143.imageshack.us/img143/9564/weaponmeleejn0.jpg
Bugs:
- Flamethrower effects sometimes don't appear/disappear
- Flamethrower doesn't have a secondary attack (That's because I couldn't find the effect for it)
- Medigun healeffect doesn't show up for any player except for the healer (This is not fixable)

Note:
- I didn't test them much in multiplayer, so there could be some bugs that I don't know of
- If you want to install my tf2 buildings addon, you should do that before you install this! Otherwise there could be some problems.

Credits:
- Jinto: Made the code for the custom ammunition types.

Download:






- Have Fun!
 Post #2
 22nd September 2008
LF9000's Avatar
November 2005
1,277 Posts
Looks awesome :D
 Post #3
 22nd September 2008
Gold Member
Dennab
May 2008
2,317 Posts
I'm totally getting this!

I hope that sexy HUD is in there. :D

Also, take away the bracket in the filr description on garrysmod.org. If you click it you have ot take off the bracket to get it to work because the bracket is included in the link.
 Post #4
 22nd September 2008
Dennab
February 2006
2,409 Posts
What happens 3rd person wise? Do you see players holding weapons correctly?
 Post #5
 22nd September 2008
simzboy's Avatar
September 2008
2,103 Posts
So we just extract it into the addons folder?
 Post #6
 22nd September 2008
Iced's Avatar
January 2007
1,643 Posts
holy shit awesome
 Post #7
 22nd September 2008
Gold Member
Dennab
May 2008
2,317 Posts
simzboy posted:
So we just extract it into the addons folder?
What else is there to do. You shouldn't expect a "How to get this working" accompanying every new release, should you.

If there is an info.txt it is ALWAYS an addon. ALWAYS.
 Post #8
 22nd September 2008
KevinESP's Avatar
October 2007
118 Posts
Awesome has always.

PD: Oh my god oh my god oh my god! A heavy playermodel on that image <3
 Post #9
 22nd September 2008
ZonicTH's Avatar
July 2007
167 Posts
These are just beautiful. Excellent work, can't wait for your gamemode.
 Post #10
 22nd September 2008
dacling's Avatar
August 2008
32 Posts
Do you need tf2 for this
 Post #11
 22nd September 2008
Edd Gould213's Avatar
August 2008
87 Posts
I can't believe you actaully managed to do this... I love you :')
 Post #12
 22nd September 2008
ZonicTH's Avatar
July 2007
167 Posts
@Dacling: Of course you do.

I found some bugs.
ONE: The Medigun completely fails at working when aVoN's Stargate mod is installed.
Code:
stargate/shared/lib.lua:35: attempt to index upvalue 's' (a number value)
Is spammed whenever it is out.

TWO: After firing the Heavy's Minigun once, the firing animation continues playing (Not the muzzle flash, but the hand keeps moving)
I'd love to see the Minigun Spin, if you do that, you can do what no one has yet. (Suggestion)

Keep up the good work.
 Post #13
 22nd September 2008
prop_dynamic's Avatar
December 2007
1,472 Posts
Good work.
 Post #14
 22nd September 2008
blackops7799's Avatar
December 2006
1,993 Posts
The name for the pyro push effect is "pyro_blast" :D
 Post #15
 22nd September 2008
Pwn-o-Matic's Avatar
December 2007
1,970 Posts
I cannot believe this, you are truly a LUA god among us.
 Post #16
 22nd September 2008
Lizardman's Avatar
September 2008
1 Posts
Do you need the game for these sweps to work?
 Post #17
 22nd September 2008
Pwn-o-Matic's Avatar
December 2007
1,970 Posts
Lizardman posted:
Do you need the game for these sweps to work?
Yes, including the models would be warez.
 Post #18
 22nd September 2008
Dennab
May 2008
1,290 Posts
I love these sweps can't wait to use these!! Thank you.
 Post #19
 22nd September 2008
Gold Member
Ehanced_AI's Avatar
July 2008
3,063 Posts
add a sticky and rocket jumping code.
Thing is great so far.
 Post #20
 22nd September 2008
Gold Member
Lucinice's Avatar
July 2007
4,468 Posts
The medicgun doesn't seem to work for me
 Post #21
 23rd September 2008
J-Dude's Avatar
December 2007
883 Posts
Awesome as always with you Silver.

One question though: Are you going to do the upgrade versions of some weapons as well, like the stuff unlocked in the Medic, Pyro and Heavy updates?
 Post #22
 23rd September 2008
Silverlan's Avatar
October 2005
1,299 Posts
AlfieGroove posted:
I hope that sexy HUD is in there. :D
Sorry, it isn't.

Devenger posted:
What happens 3rd person wise? Do you see players holding weapons correctly?
Impossible, unless someone would rerig all the player models.

ZonicTH posted:
I found some bugs.
ONE: The Medigun completely fails at working when aVoN's Stargate mod is installed.
Code:
stargate/shared/lib.lua:35: attempt to index upvalue 's' (a number value)
Is spammed whenever it is out.
aVoN's Stargate mod seems to cause a lot of problems, I don't think I want to bother with that.

ZonicTH posted:
TWO: After firing the Heavy's Minigun once, the firing animation continues playing (Not the muzzle flash, but the hand keeps moving)
I'd love to see the Minigun Spin, if you do that, you can do what no one has yet. (Suggestion)
Well, I can't figure out how to do the spinning stuff, there are no pose parameters in the model, and it doesn't spin automatically with the animation...

blackops7799 posted:
The name for the pyro push effect is "pyro_blast" :D
Thanks. :)
Tell me, where did you find it? I looked through all the tf2 particle files and couldn't find it anywhere...

//EDIT:
Weird, I can't find the blast sound neither...

Ehanced_AI posted:
add a sticky and rocket jumping code.
Already included.

Lucinice posted:
The medicgun doesn't seem to work for me
That doesn't help me at all.
If you have a problem, please describe what exactly the problem is.
Oh, and you can use the medigun only on other players, not on NPCs.

J-Dude posted:
One question though: Are you going to do the upgrade versions of some weapons as well, like the stuff unlocked in the Medic, Pyro and Heavy updates?
Well, I couldn't figure out how to do that.
The unlockables don't have normal viewmodels, they only have "c"-models.
There are also viewmodels for each players hands, so I think you have to attach the c-models to the hand-viewmodel, but for some reason that didn't work out...
 Post #23
 23rd September 2008
Shinamori's Avatar
February 2008
117 Posts
Silverlan, you should be able to open the particle files with a text editor like Notepad++.
 Post #24
 23rd September 2008
Luk3Gou1D's Avatar
December 2007
114 Posts
Great Job!
 Post #25
 23rd September 2008
blackops7799's Avatar
December 2006
1,993 Posts
Silverlan posted:
Thanks. :)
Tell me, where did you find it? I looked through all the tf2 particle files and couldn't find it anywhere...
Looked in the particle editor.
 Post #26
 24th September 2008
Dennab
April 2008
1,825 Posts
Silver, whenever i fire a sticky the charge sound plays(Even if it's not charged) and can you tone down Rocketjump damage? it's nearly 200!
 Post #27
 24th September 2008
Explodieren's Avatar
September 2008
3 Posts
Holy shit! Silverlan, you're a god!
Awesome!
 Post #28
 25th September 2008
gmodfan423's Avatar
October 2007
1,815 Posts
Best on yet!
 Post #29
 25th September 2008
Gold Member
Dennab
May 2008
2,317 Posts
Just a couple of things I noted down.

There's no indicator dial on the dispenser to show how much metal is in the dispenser.

The teleporters charge way too fast.

The trail isn't the same as the TF2 one. I think.

The buildables are buildable so they can clip into eachother.

You can jump and build something in the air if you do it fast enough.

The sentries build animations are too quick and when upgraded to level 2 it appears as level 2 then level 1 and then does the anims into level 2. And if you're standing too close to the sentry when it's being upgraded you get stuck and have to noclip/kill out.

The waiting time that you have to wait to be teleported is longer. If you walk straight through the tele on GMod version you will get teleported. Where as on TF2 you have to stay in it. Around 2 secs.

Whenever you are holding the Pyro's flamethrower this lua error is totally spammed in console:
weapons/base_swep_tf/cl_init.lua:54: attempt to call global 'GetPanelScale' (a nil value)
I'm still able to shoot.

When you change weapon from the flamethower to another weapons there is this errors once:
weapons/tf_weapon_flamethrower/init.lua:192: attempt to call method 'StopReload' (a nil value)
I'm still able to shoot.

Spam console with the one below, switching from one to another, Demoman's grenade launcher, as soon as taken out, can't shoot:
weapons/tf_weapon_grenadelauncher/init.lua:175: attempt to call method 'GetClip' (a nil value)

Same scenario as above:
weapons/tf_weapon_grenadelauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)

Medics Needlegun, had this spamming:
weapons/tf_weapon_syringegun_medic/cl_init.lua:33: attempt to call method 'GetClip' (a nil value)

And this everytime you shot:
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)


Heavys minigun, you right click and his gun goes down into position, there's no spin effect on the barrel and when you fire and stop firing and holding right mouse he'll carry on shaking his fist as if he's still firing.

Demoman's Pipe Bomb Launcher, console is spammed with this error all the time when having Pipe Bomb out:
weapons/tf_weapon_pipebomblauncher/init.lua:177: attempt to call method 'GetClip' (a nil value)
Cannot shoot

Same sceanrio as above:
weapons/tf_weapon_pipebomblauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)
Cannot shoot.

Soldier's Rocket Launcher, same as the demoman's:
weapons/tf_weapon_rocketlauncher/init.lua:158: attempt to call method 'GetClip' (a nil value)
weapons/tf_weapon_rocketlauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)


Engies pistol, able to shoot, cannot reload, never need to reload, can shoot forever, whenever shot:
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value) once in console

Engie pistol all the time, spammed in console only:Warning: Couldn't find font TF2_font_ammo1

Scouts pistol, exactly the same as the engie's pistol.
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1


Spy's revolver, same as the scouts pistol and engies pistol:
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1


Sniper's SMG, same as the pistols and revolver:
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1

Too many crits.

All of the shotguns. Scatters, engie, heavy, soldier, pyro. Come up with the same errors this spamming in console:
Warning: Couldn't find font TF2_font_ammo1

and whenever any of them shot:
autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
__________________________________________________ _______

Alot of them are multiple mistakes. So a couple of fixes and bugs there fro you to fix.
 Post #30
 25th September 2008
Silverlan's Avatar
October 2005
1,299 Posts
AlfieGroove posted:
[A lot of errors]
About all those lua errors, you most definitely haven't installed it correctly. I tried it on a fresh lua installation and none of those errors showed up.
Where did you unzip the files to? The "team-fortress" directory should go to the addons folder in your garrysmod directory.

Now about the other errors:
AlfieGroove posted:
There's no indicator dial on the dispenser to show how much metal is in the dispenser.
Already said that in the first post. That's because I couldn't find the display anywhere (I don't even know if it's a model or an effect or whatever) and nobody seems to know where to find it.

AlfieGroove posted:
The teleporters charge way too fast.

The trail isn't the same as the TF2 one. I think.
Charging should be the same as in TF2, and the trail is the same as the TF2 one.

AlfieGroove posted:
The buildables are buildable so they can clip into eachother.

You can jump and build something in the air if you do it fast enough.
Weird, I'll look into that.

AlfieGroove posted:
The sentries build animations are too quick and when upgraded to level 2 it appears as level 2 then level 1 and then does the anims into level 2. And if you're standing too close to the sentry when it's being upgraded you get stuck and have to noclip/kill out.
Yeah, I know, haven't figured out the best way for the animations yet. And I can't really do anything against the clipping.

AlfieGroove posted:
The waiting time that you have to wait to be teleported is longer. If you walk straight through the tele on GMod version you will get teleported. Where as on TF2 you have to stay in it. Around 2 secs.
That's weird. I actually made it like the TF2 one, you have to stay on the teleporter for awhile, and it shouldn't teleport you if you walk straight through it.
 Post #31
 25th September 2008
Gold Member
Dennab
May 2008
2,317 Posts
Seems like most of my problems are the wrong folder name.

Because both of the buildables and the SWeps have the same folder name I changed the name of one of them.
 Post #32
 25th September 2008
Gold Member
Zackin5's Avatar
May 2008
3,540 Posts
Well I was having lots of errors, but I installed the buildables you made and then this on top, and that removed most of the errors, but the non-generic weapons (Flamethrower, Grenade launcher, Etc) Give me errors like Alfie said
But not the shotguns, pistols, Etc. The non-generic weapons still fire though
 Post #33
 25th September 2008
Gold Member
Dennab
May 2008
2,317 Posts
Reinstalled them. Buildings then weapons. Same errors, same weapons. :/
 Post #34
 26th September 2008
Silverlan's Avatar
October 2005
1,299 Posts
AlfieGroove posted:
Reinstalled them. Buildings then weapons. Same errors, same weapons. :/
You put them in the same folder right?
Pretty weird, it works fine for me.
Is there a file called "client_fonts.lua" in the team-fortress/lua/autorun/client directory?
 Post #35
 26th September 2008
Gold Member
Zackin5's Avatar
May 2008
3,540 Posts
Silverlan posted:
You put them in the same folder right?
Pretty weird, it works fine for me.
Is there a file called "client_fonts.lua" in the team-fortress/lua/autorun/client directory?
There is for me, Also I think my errors had something to do with reload
 Post #36
 26th September 2008
Gold Member
Butthurter's Avatar
August 2007
13,007 Posts
This is kind of a stupid question, but will you ever add the airblast alternate fire to the Flame Thrower?
 Post #37
 26th September 2008
someguyihate's Avatar
July 2008
1,108 Posts
Wow! nice job man

and by the looks of one of the pictures you've got a heavy player model in gmod :D

maybe that could be you're next release? :)
 Post #38
 26th September 2008
Gold Member
Dennab
May 2008
2,317 Posts
Silverlan posted:
You put them in the same folder right?
Yes.
Silverlan posted:
Is there a file called "client_fonts.lua" in the team-fortress/lua/autorun/client directory?
Yes.
 Post #39
 26th September 2008
Fhux's Avatar
May 2008
1,184 Posts
This is, without question, the absolute best addon for gmod so long, I LOVE IT!!!

Edit:

Lua king...
 Post #40
 26th September 2008
FullStreak12's Avatar
October 2007
782 Posts
SVN?
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