What kind of pistols are we looking at for the pistol pack?
What kind of pistols are we looking at for the pistol pack?
And here are the pistols in the pistol pack so far;
About half of these have world model problems with textures or size, which is delaying me.
Oh and one more thing. For about a month now I've been seeing error textures and models for CSS stuff, which means it's not working right. I checked and it says I have CSS mounted in the extensions menu, which means it should be working. There is no CSS folder in my addons folder.
Yes, I do have CSS installed and both CSS and gmod are NOT pirated. Is anyone else having this problem? How can I fix it?
uninstall and re-install CCS? worked for me
Verify the integrity of the CS:S GCF, defragment it, and run CS:S. That should fix it.
Well I finally fixed it. CSS wasn't the problem. I had to disable CSS content on the extensions menu, restart gmod, then re-enable it and restart again.
And I have been working on the pistols and MG pack a little. I made some nice gunshots sounds and stuff.
Any progress on the bug of setting everything on fire?
Well it's not really a bug, it's one of the drawbacks of having the bullets do explosive damage. And it only does it to destructable props.
I've always wondered, actually. Why DO the bullets do explosive damage? It makes close pistol fights kinda dangerous.
Well close pistol fights are always dangerous, right? I might remove the blast damage thing in the future, I just have it in now because it makes sense that you might bleed with all of the little chunks and fragments of concrete or whatever flying around.
I can understand that. Can you adjust the code so if it detects hitting a player, it does normal bullet damage instead of explosive damage? Kinda makes sense, considering that people's guts exploding don't really hurt you as much as rock and dirt. Though I'd assume you'd have to edit the damage code and have it run through two functions, may try that myself actually.
I switched to that a few months ago in the SVN version. The download from garrysmod.org still has the old damage system, though.
Then it's strange that it still does explosive damage when you're next to the player. The ifs make sense, so why is it running both situations? Blast damage is run SOMEWHERE in the entity code, unchecked by the player-hit if, so where could it be?
If you kill the player or NPC and the bullet hits or goes through the rag doll, then it will do blast damage since the rag doll isn't a player or NPC.
Yeah, found it. You were right, it's when you kill them that the bullet does blast damage. Anyway to make fix this?
Turn off physical rag dolls(it's actually my fault that it's on, just go to utilities). If it still does it, it's Garry's fault.
I'm having a slight issue with this weapon pack. The weapons work perfectly and amazingly, but when i use npc battlemod to clean up the weapons they wont disappear any other sweps i have will disappear. Anyone know how to fix this?
You know when you will be adding the pistol pack?
And two of the pistols (glock18 and fiveseven) have error texture world models that I can't seem to fix.
I do have all of the gun sounds done now, some of the pistols sound pretty nice.
Christmas release predicted? It'd be a sweet present if you had a complete pack by then, or if you have it done now, could wait that long :P.
So, that Machine Gun addition ever coming?
I'll try to release the pistols pack on Christmas, I'm finishing a few reloading sounds and I added a revolver to the pack. Also I'm trying to get a new dynamic bullet impact so when you shoot a headcrab dust doesn't spray out like concrete. Progress is going good so far!
Machine gun pack will be coming soon too, maybe new years?
Regarding the explosive damage...while it might make some sense for high-calibre weapons like the AS50, I don't think a 9mm pistol or the P90 with it's tiny sharp bullets should damage you when you shoot it at the floor or be able to kill NPCs without actually hitting them.
OK, I'll try to have the pistol pack out by Christmas. It's pretty much finalized now.
Colt Python (Revolver)
I finally got around to fixing all of the world models and finishing shooting sounds, all I have to do is make a few more reloading sounds. Also I have to package all of it. So I should finish before Christmas.
In the next few updates expect a new bullet impact system. Bullet's now have several different effects depending on what they hit. For example, if you shoot a metal object sparks will fly off, or if you shoot a dead body blood will come out. It looks epic when you hit a metrocop with a .50 cal.
not sure why I get an error message (haven't had any issues with other sweps), but every weapon gives
weapons\gdcw_base_(type)\shared.lua:(#): attempt to call method 'SetWeaponHoldType' (a nil value)
entities/gdcwa_(caliber)__tracer/init.lua:100: attempt to call method 'SetDamageType' (a nil value)
the bullets are going right through NPCs?
BTW: I'll have the MG36E out in January, you can add it to your pack, I'll send you the files in a week or two. You won't be able to decompile it, but I'll add scripted sounds, and working wees, etc.
Yes, I already have the glock in my pack. And I don't know why you're getting all of those errors from basic functions that are included with gmod, are you a pirate(don't answer)?
Alexis and Russian I already have a deagle in my pack.
And Heydshaut thanks for the advice on the world models but generating a collision model from a normal detailed model would lag waaaaay too much.
This was a World model I made for a legit intervention...
See those red lines? That's the Collision model generated when you compile like I did.
OK I'm putting the pack together and I have all of the content in. Should I include download scripts for these so server owners can send all of the models and sounds and materials to players, or should players just have to download this pack for themselves to save loading time?
If you want download scripts tell me if this is the right code to put in autorun/server;
function AddDir("sound/GDC") // recursively adds everything in a directory to be downloaded by client
local list = file.FindDir("../"..dir.."/*")
for _, fdir in pairs(list) do
if fdir != ".svn" then // don't spam people with useless .svn folders
for k,v in pairs(file.Find("../"..dir.."/*")) do
That's what I got from garry's code, I just need to people to check it because there is no way I can test it.
You first line should be function AddDir(dir).
Otherwise your function will be trying to fetch "dir", which won't exist. Using AddDir("sound/GDC") is correct the second time, though.
Do you understand how this works? Or are my explanatory skills a pathetic failure?
I think I get it. Originally the first one was just "dir" but I thought it had to be defined so i switched it out for the directory. So if I just put this fixed code in the autorun/server file, it will download everything in the GDC sound folder, right?
Just uploaded the Pistols pack. Feedback please!
No video yet.