EDIT: You had better ask Garry how to do it properly, but yeah, GCF editing is definitely a no-no.
I'm not sure if I posted this a while back, and I really don't feel like going back, but do you think a mortar launcher would be possible? And if it is, could you include White Phosphorous, Smoke, and Dummy rounds? ( I know you have the mortar in GDC, so you could just take the rounds from that, and make it launch-able via Swep? ) Also, since I see that your working on the sweps again, perhaps a Bipod function would be nice? Or maybe not a bipod, per-say, but a system that is similar, but it simulates you resting the gun on the surface?
In gdcw assault weapons pack none of ironsights work exept ACOG.
How to fix that ?
Never mind. Problem solved.
how did you fix it, i have the same problem
So, is there a way to majorly reduce the particle spam that is firing these guns with out completely removing all muzzle flash effects, because i like seeing the target after i start shooting?
It leaves the muzzleflash, but removes the muzzle smoke.
I gotta say, these guns kick up a lot of dust.. anyone would think those handguns were firing .50 BMG...
Righto, I'll change the dirt kick-up a little bit and reduce the muzzle smoke.
And I'm working on a huge update that I should be able to finish pretty soon (next week maybe?) Pretty much GDCW v2.0
It adds an in-weapon menu that allows you to change all the settings of your gun. You hold E to open the menu, then look at the option you want to change. The menu sort of sticks to the world, and you aim at the option you want to select. Options are;
Tracer spacing--------(every round, every third, every fifth, none)
Firing mode-----------(Semi, full, burst)
Ammo type-----------(hollow point, FMJ, AP, HEI)
Mounts---------------(Suppressor, no suppressor, iron sights, red dot, holo, ACOG)
Crosshair type--------(Circle, cross, none)
Sight field of view-----(high, low)
That's just for assault weapons. Snipers, pistols, and SMGs will all have their own menus.
Any suggestions for what to add? I don't think that mortar will work as a SWEP because there are absolutely no mortar models for me to use.
I'm hoping to get this out next week. Right now I have the GUI done for the assault weapons and I'm just trying to make the variables transfer to the server. I'll probably release it on gmod.org after I release it on the SVN. I hope I don't get busy with other stuff in the next week...
I guess now is the wrong time to wonder about GMod 13 compatablity...
"Suggestions" Could you have a mountable M203, that could fire things like Smoke rounds and HE rounds (Taking from your Explosives pack)? Also, better sounds would be appreciated...
Also, perhaps you could add a feature (Optional, so you can still play on servers) to disable the default flashlight and add an attachment for it, while having it follow the muzzle like in L4D.
Nope, no mountable M203. That will be a separate pack with the HL2 AR2 custom models. That was actually the very first GDCW pack I made, way back in early 2010. I will make that pack eventually though.
Better sounds? Keep in mind that the Gmod sound engine is terrible, but I might be able to improve some of the sounds. What do you want them to sound like? And the flash light think proably won't happen because barely any gun models have flashlights or laser pointers on them.
On the good side, the menu thing is coming along great. The HEI rounds are very addictive. I have the tracer staggering, fire modes, bullet types, and suppressor done so far.
No Mortar models? Resistance and liberation has a German Mortar, I'm fairly sure you can use that.
There ya go!
I Like bitching about Muzzle Flashes and shotguns with tiny spreads.
For the Mortar, you could do like the Cluster Mortar did, and turn the HL2 RPG side-ways. Far Cry 2 has a mortar if someone could port it.
For The mortar you can try to do a BF3 mortar effect
OK I ran into a few problems with this menu thing...
First, how can I get the player's screen resolution set as a serverside variable? Right now I'm able to get it set as a clientside variable to use with scope overlays, but I can't figure out how to get the number of pixels as a serverside variable. Anyone know how to transfer variables from the client to the server in a SWEP?
Second, when I switch weapon view models then use DrawViewModel to make it temporarily invisible, when I turn visibility back on, it resets the view model to the original starting view model that the weapon deployed with. Has anyone else had this problem? It doesn't stop functionality, but it's an annoying glitch.
I keep shooting myself with the sniper rifles when scoped, is there a fix for that
Should all of the assault rifles have burst capability or just the ones that would have it in real life? I'm thinking I should give it to all of them because the player will get to decide if they want to use it or not...
Is it possible to make guns Jam a number of time how it would In reality.. Like How many times you have fired to how much time you have had it equipped. RnL has a jamming system i know of. (Off Topic) I was playing RnL on the german side and my Kar 98 jammed on me on Omaha... There was no way to fix it there, but there should be one in GDCW. Just a suggestion.
It would be pretty neat if GDCW had a jamming system, but you would need an animations or you could do it the lazy way and just have the player reload. Would still be awesome.
Here is a preview of what the E-menu looks like in game. Notice how you switch with it. Also notice that there are a few glitches that I'm still working out, like when you unzoom from the ACOG.
I could add a bullet jamming system, but it seems kind of unnecessary. None of the guns have unjam animations so it would be boring.
hey, by anychance did you fix the reload problems on the npc's. Where they dont reload and continue firing nothing
What are those vehicles in the video, and how do you get them?!?!?
any chance of getting mk 211 mod 0 munition for the .50 cal snipers?
I don't know why NPC's keep firing blanks with the guns, but it seems to be this way with all SWEPS, so I can't fix it.
The vehicles in the video are my own advanced dupes that use GDC weapons.
And yes, the Raufoss will definitely be in the sniper menu. I'm thinking I should also let players change the scope type and magnification and a few other things.