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. >.>;
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!
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
You keep going offline on steam :saddowns: Also i agree.
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.
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.
Gorilla Bar - 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)
Explosive Charge - 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
Shotguns - 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.
Battering Ram - 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.
Incendiary Grenade - 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.
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.
Looks good, keep up the good work, im considering using this as my new base for Stalker RP, you have one accurate Arsernal right there Worshipper ! One of the best ive seen.
I wouldn't mind seeing some melee weapons done right too E.G.: Swinging left (A and left click) or Swinging Right (D and left click) and Right click to Parry.
Swinging left and right is as simple as a think function, or putting it in the primary. If IN_LEFT then do this animations and the primary attack, in IN_RIGHT do this one and the primary attack. So on so forth.
A white phosphorus grenade would be quite nice, along with a fitting effect for it.
I'm coding right now an incendiary grenade like this one:
Yeah, that's basically what I meant :p
But that one doesn't even explode D: I mean one similar to this video (skip to 1:45)
But do what works for you. It's your pack and you've steered it in a great direction so far. What is the word on the breaching weapons?
I have such idea - when bullet impacts metallic surface and reflects from it, it loses movement energy, right? So I think that it is neccesary to reduce damage done by bullet, for example, in 2 times after each collision. I'm sure, that it is really easy to code. Also this impovement will make your package much more realistic!
For exaple if basic damage of shot is 100 hp, after ricoshetting it will be 50 hp. You know when bullet kills combine after 50 refletions it looks strange. Also I suggest to remove parameter "max reflections on metal" and swap it with cycle like
while damage>1 do
begin
{code of ricoshet};
damage:=damage/2;
end; (I made this like pascal code because I know only this programming language)
So when this parameter becomes less than 1, bullet stops ricoshetting. You may make this depend on ammunition type.
It's already like that Vadim. :P
Yes, you're right :)
Simply I was testing you swep kit only with your admin gun because it has customisable settings.
By the way when you will release your package with sniper scope blobbing, ww2 sweps and other things from youtube demo?
WW2 Sweps, I don't know... because I've done only 5 or 6 weapons and it has no icon.
Scope blobbing is already on the beta version
Hmm.. What about when you shoot through an NPC/player you put a wound on the opposite side of the shot.
I think he means bobbing like when you move around, the scope gets moved more drastically to make it harder to run'n'gun with your scope on.
EDIT: You should make a separate script that limits ammo. Would be really useful, at least I think it would be. I'll make a list in a little bit if I have time later.
Yep, I meant exactly that. Also ask Wizey about her Insurgency swep pack. She worked with sniper rifles from that mod, so she has to know how to make and code physical scope, which continue to render picture in ocular ever when weapon holstered.
I'm sure that this package will be your ultimate work if you'll finish everything what you planned and add this feature. I'm sure that Wizey won't be against this :D
Hm...it isn't working for me. The weapons do not appear.
What could be causing this?
You dont have the Counter-Stike Content, and some other guns that use other valve games content that i cant remember
Can bullets penetrate multiple (organic) targets? I just think it would be a little cooler if they wouldn't just get killed from the ragdoll.
Yeah. At least a few of them go through NPCs. I dunno about if you have Keep Ragdolls on, though, but if it's off, yes, it will go through them and if you're lucky you'll catch the effect of the bullet coming out their back. It's rad in multiplayer to watch a NPC get skewered by a high power, rapid firing gun.
Great work.
I think your the greatest swep coder..
As fast as the non-beta version get out, I will download it to my server.
I know, nothing better than an instant triple kill.
Would it be too much of a burden to make it so that the player moves slower when they've ironsights deployed?
Where did you get that idea? :3:
Yeah, good point.
If you really want to move slower with ironsights just hold your walk button. :smug:
Exactly. My server uses realistic movement speeds (wizey made em, privv'yet wizey!) and that would probably mess 'em up.
Hmm, is it a private thing or has Wizey released it? I would like to see this.
Oops, I derailed the thread :ninja:
You're funny. You didn't invent this idea. You only coded it for Garry's mod.
P.S: And why do you still reply on my freakin' topic? I hate you.
Oi oi, so she stole alittle code for the penetration and ricochet, she still credited you mang. Let's keep the hate to a minimum and focus more on the weapons themselves.
And speaking of, godDAMN even Metrocops can be deadly with these things. Now put one of your AK-47s in the hands of one of the "Dan's Mega SNPC Pack" terrorists, and you have an NPC that can kill you on sight with a single shot. o_o
Any news on the beta v2 (or official V1) update?
Lol, i know you dont hate me :3:
Actually I remember Wizey did not make them, I edited a few lines in a file in the sandbox gamemode folders. Player speeds are defined in init.lua somewhat near the top of the file.
Farcry 2
Play it.
X3
I just use a concommand ran on if (CLIENT) then
blah blah blah
end