All in all, I like this update, do want.
All in all, I like this update, do want.
I hope that made any sense.
Yep Uncle, I was just working on that like 10 minutes before I saw your post! Looks like it's going to be like COD, where the dot stays in the middle of your screen and the sight moves around it. This will help with aiming a lot.
I'll just make the M16 have semi, burst, and auto to please everyone. Same with the SG552.
For some reason, The only sounds the guns (not the grenades/rocket launchers) make are the bullet hit sounds, even though I have all the sounds.
I just released the E-Menu update. Right now it's only for assault rifles. I need to get feedback before I do the rest of the guns. Go update your SVN!
1. Some glitchyness when switching viewmodels on certain guns; g36c had broken (no) animations after I switched to eotech, but this bug seems to come and go randomly.
2. I think you'll find the HK416 has an extra surprise when you try to silence it.
3. I coulda sworn the M16 has silencing animations.
4. Holding E with the UMP is a good way to get the Bad Coder achievement.
5. Muzzleflashes all around still seem a bit smoky, but maybe that's just me.
6. Would you really raise the weapon to not shoot when close to an enemy NPC? Again, still nitpicking, but I'd say maybe tweak this a little, if possible.
The acog scope changing sight types is pretty irritating, so is the gittery animation when holding your gun to your side or against a wall.
1- Get rid of the now redundant weapons in the spawn-list.
2- Get the rest of the E-menu ready to roll, because it increases the "do want" of this addon by a great deal
4- There is no number 3. Just thanks for putting all the effort into this great mod :D
any chance you could create a pickup system that enables E menu options when you run over them, sort of like the HEV suit?
OK, I'll try to fix those bugs as soon as possible.
-The HK416 silence bug is because the HK416 models were made with M4A1 animations for looking down the sights in CSS. I'll fix this soon.
-The M16 doesn't have suppressor animations. I thought it did too, until I tried to use them!
-The UMP, M249, and I think a few other guns accidentally got put in the update before I finished updating their shared file to the E-Menu type. I'll fix this soon.
-I'll reduce the muzzle smoke even more.
-I'll fix that close-range glitch with the guns holding up to NPC's. Sorry, I didn't even think about that one!
I just fixed the glitches mentioned above, except the muzzle smoke.
One other glitch that I don't have a solution to yet is switching to the ACOG sight. It works fine when you zoom in, but it reverts to the previous view model when you unscope. I can kind-sorta fix this by giving each type of gun one SWEP listing which would be ACOG by default, but the glitch will still happen when you draw from another view model. This glitch may take a while to figure out!
And I need your opinions on something. Should I remove all of the SWEP listings except one for each category? So instead of having the option to choose 4 different guns from the SWEP menu, you would only choose 1, then switch the sights from there?
I would say yes. Having them all there seems redundant.
also, when can we expect to see the different bullet types and tracers? I'll be honest, this recent E-menu type updating with the (yet-to-be-released) ammo-types and tracers has me spawning zombies again and practicing my aim.
The tracers and ammo types are chosen in the E-menu. Watch this video
There's still a muzzle flash when you attach a suppressor.
My Muzzle flashes aren't brighter too.
Generic, once you get further into development could you code it so that these weapons could easily be added to gamemodes such as Open aura, Tiramisu 2, and so on? I recently had a large fire fight in an RP server, and I was rather disappointed when I compared it to the more intense fire fights with your weapons.
My guns sounds aren't working, like none of them, firing and reloading are both totally silent on all of the weapons, is there something else I needed? or is there something conflicting?
Are you going to put this stuff on to Steam Workshop?
Plus, this addon has some bugs in GM13, and the E-menu might have serious problems, though I've not tested it yet.
*Well, test it whenever Garry bothers to fix Gm13.
Quick question for anyone who might be able to help. I had to re-install the Assault weapons pack after some scope issues, and that did the trick for the ACOG scope. But now I've got another problem: All the sniper weapons' reticles are the ACOG crosshairs. I tried re-installing the sniper rifles as well, but that didn't help. Any ideas?
Thanks very much, that did the trick.
the view models arent working please fix this
Theres no Iron and red dot site though.
missing world models anyway to fix this
I can not hear sound
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I'm having problems making the sounds play through my server. I can use the guns, and all the materials and models download, but the sounds don't work.
Got a problem: Combine NPCs can't use rifles. They just stand still and shoot blanks. Rebels can use them, and Metrocops can use Pistols only. Any help?