So we want change explosive bullets to normal bulletz wut about ammo typies? D:
perfect sweps, it is so cool when ur playing with GDCW Sweps +slow-mo + combine onslaught map =)
it could be awsome if someone make special gore-mod for this sweps.
M4A1
AK47
HK416
P90
All
So we want change explosive bullets to normal bulletz wut about ammo typies? D:
perfect sweps, it is so cool when ur playing with GDCW Sweps +slow-mo + combine onslaught map =)
it could be awsome if someone make special gore-mod for this sweps.
I like the Change bullet type idea.
I SVN'd the new update, the pistols are awesome! However, I'm having a bit of trouble with the NPC Weapon List. It seems that the pistols have completely replaced the rifles and submachineguns (The M4s, the HK416, AK, P90, etc). The only GDCW weapons in the list are the new pistols. Assistance would be appreciated.
EDIT: Nevermind, fixed it. :D
Later i will make video with GDCW sweps + slo-mo + onslaught map.
Generic Default can u fix m3 shotgun reload(it reload full magazine with 1-2 bullet)? and m3 shotgun dont have blood particle effect.
Can u say map name on screenz with pistol pack? and upload save file with ur npc onslaught <3
They all worked pretty well, really liked the models you've choosen, they all fit perfectly.
I guess I'll be poinitng a pretty obvious problem but, those exploding bullets are kinda off ridiculous, you can kill yourself by firing a 9mm pistol in the wall in front of you, and just by missing your target you can pretty much kill him if the shot lands near him. Maybe instead add ammunition types, exploding, flammable and normal.
Oh, before I forget, your sweps seems to have some trouble with WAC sweps system, the vector aiming addon to be more precise, if "free aim with all weapons" is enabled, whenever you zoom in with mouse 2, it toggles iron sights and zooms as long as you keep the mouse 2 button pressed, as soon as you release it unzoom but stays on ironsights. Might be something to do with the crosshair disappearing on mouse2 thingy WAC has.
how do i spell correctly and use good grammar?! omg! <3<3<3<3<3 :D
WAC usually works with base/basic weapons and ones designed specifically for it. However, it's bound to be incompatible with weapon packs that do things differently. You'll either have to go without WAC on this weapon pack, or hope GD knows a way to make them compatible.
I'm really thinking about creating a custom combine SNPC, just so I can see them use these weapons. Another thing, try decreasing the FOV at ironsights, there is way too much zoom, and the unscoped AWP doesnt have any kind of ironsights, it zooms in just like the scoped version.
Another thing, when you lower your weapon, you must hold your 'usekey', why not instead make it toggle able , making the player press 'use'+'attack1' or hold 'usekey' for x seconds
WAC allows you to disable that feature from the Q menu, doesn't it?
If you really want free-aim with the GDCW weapons, try SharpEye.
Well I don't have SharpEye or WAC or any of those so I don't know how GDCW guns will be affected by having those addons installed. Also I need your opinions on some stuff.
Your votes on....
-Changing M4/M16 sound to something less metallic
-Re-compressing all weapon textures to save file size(quality will stay pretty much the same, I did this with the pistols pack)
-NPC Cleanup(Keep it out, or re-add to the SVN?)
-Adding new single weapons to the SVN;
-SG552
-AW50
-RPG7
-Grenades
-Anything else?
A Spas-12 would be nice.
-Depends, does the current sound seem out-of-place on such a rifle? Personally, the sound is good.
-Will this change weapon texture load times? File saving space, go for it.
-Unless this is more efficient than the classic 'remove all NPCs' button in options, leave it out.
-I'll go through each of these...
--The SG-552...I dunno, compared to some of the ACOG weapons, it seems lackluster. Perhaps a stronger zoom on it would out class some of the others?
--An AW50. Hmmm. I don't know.
--RPG7, if you can make it as cool as the other weapons, this is a definite ok.
--Grenades, I'd kill for these. Frags, flashes, smokes, maybe chaff, it'd be brilliant.
-Ammo types for the other rifles? So far only the shotgun has any discriminate shells that are different. Armor piercing, hollow point, incendiary, tracers, all calling from a bullet base.
We want incendiary bullets! Burning combines anyone?
How exactly would chaff work?
Well, I will vote for Npc and weapon cleanup.
Re-compressing ? No.
from 1024x1024 to 512x512 is enough...
Sg552 ? I will suggest another one: Aks74u. It's better, for real.
Aw50 ? I think As50 is enough...
Rpg7 ? Go on it. I like big explosives :P
Grenades ? Good one. I'd like to have some for my server.
Ammo types ? No idea. I really suggest you to make something like weapon fire-mode. I hate to spray all the damn bullet outta the way because my mouse is so suckie.
Anyway, if you can make the 'weapon mobility' better, it will be great. I don't think running around with a As50 weight 12.2kg in hand will fast as run with a Colt1911 what is just over 1kg.
Ps: Yay i got a worm in my ass :>
-M4/M16 sounds are fine in my opinion
-Really don't know about recompressing the textures, but if it takes less time to load them, them go ahead
-NPC cleanup might be usefull, altough there already are some addons out there that does that.
-SG552: Might work, but Id like to see an unscoped version
-AW50: I know that having a 50. cal sniper is cool and all, but theres already one in the pack.
-RPG 7: Cool thing to have, as long as it is just as awsome as the other weapons, dumb fire rocket and making it drop after a certain distance are a must.
Now, on sugestions: Toggle weapon (instead of holding 'use' to lower it or 'walk' to hold it like a shotgun, make it toggleable); Fire mode (single, burst, auto, under-barrel grenade launcher); Weapons weight (maybe an weight mod that makes the weapons slow down the player whos holding them)
The votes are in, here are the results.
-M4/M16 sounds: Don't Change
-I'll clear up this recompressing thing below.
-NPC cleanup should be left out
-SG552: Yes
-AW50: I'm gonna add it anyway, your opinions don't matter on this one.
-RPG 7: Hell ya
-Nades: Hell ya.
OK so about recompressing..
Recompressing does not lower the texture resolution. I'm only changing the texture format to cut down file size, I think from 32 bit to 24 bit. The difference is that the texture looks unoticeably greener, kind of like the guns in COD4. I already did it with the pistols pack and nobody noticed, so I think I should do it with the rest of the guns.
Other new stuff for near SVN updates
-When you use iron sights, your world model switches to the RPG hold type. It looks better.
-Adding the stuff above
-I'll try to figure out some way to switch bullet types, ideally I would have some kind of menu to choose ammo.
-Tracer every third bullet?
I'm going to try to add a GDC menu to options or utilities for advanced options. Since I have absolutely no experience with this kind of stuff it might take a while.
After all that a few shotguns would be nice, or you could atleast fix the reloading problem with the current shotgun. It loads all the shells at once, meaning it plays the animation for one shell being loaded and then shows it being at full capacity.
What maps did you use for the pictures?
Freespace
And Ababs I've been trying to fix the shotgun reload problem since I made it, but I guess Garry made two different reload functions for when you run out of ammo and when you press R.
Also that GDCW options menu is going pretty well. I have a few options working on it but I've run into a problem. Either the swep base isn't transferring the tracer variable or the bullet entity isn't receiving it.
Here's the receiving line for the bullet
self.Tracer = self.Entity:GetVar("Tracer")
Here's the transferring line for the swep base
bullet.Tracer = true
bullet:SetVar("Tracer", true)
I know it's probably some really simple, stupid mistake I made because I don't know lua but please help! I know the problem must be in one of those two parts.
it-mean-u-stopped-working-on-this-:(-
Uh, what?
What was it again that you needed to remove to make the bullets not set things on fire?
Er... why are you using SetVar and GetVar for your bullet SENT anyways? All entities already have a table associated with them.
The one line in your weapon base should be sufficient for transferring the Tracer variable to the bullet. Simply having:
bullet.Tracer = true
before bullet:Spawn() should be enough.
Nope, it doesn't work that way I guess. I've tried a ton of stuff and none of it seems to be working.
If that's the case, then the issue may very well be in the way you're using the Tracer variable in the bullet entity, or perhaps you're not utilizing the code that sets the bullet entity's variables. Either way, you really don't need SetVar and GetVar at all.
OK, I switched to a new thing in the bullet init file.
if self.Tracer then
.. and here is the tracer code.
There is nothing above it to say what self.Tracer is.
And my way of setting variables is working; I used the print function to see when it sets "bullet.Tracer", and it prints it every time.
bullet.Tracer = true
print("Tracer")
So the problem must be on the receiving end.
Try putting " Msg(self.Tracer.."\n") " above your "if self.Tracer then" code (I assume you're doing this all in Entity.Initialize.) . It will print either true (Meaning something's wrong with the stuff inside "if self.Tracer then") or nil (the bullet is not recieving bullet.Tracer"), I think. If it doesn't print to the console at all, then there's a problem outside of the bullet entity's attempt to retrieve self.Tracer.
Nope, still doesn't work. I'm still working on this, here's what I have now.
In the SWEP base shared file;
In the bullet entity init file, under "Initiate"Code:if self.Primary.TracerCount>=self.Primary.TracerOn then bullet.Tracer = true bullet:SetVar("Tracer", 1) print("SWEP Tracer") self.Primary.TracerCount = 0 else bullet.Tracer = false end
And in my console it prints this looping message when I shoot on full auto;Code:print(tostring(self.Tracer)) if self.Tracer then print("Bullet Tracer") Trail = ents.Create("env_spritetrail") Trail:SetKeyValue("lifetime","0.1") Trail:SetKeyValue("startwidth","20") Trail:SetKeyValue("endwidth","5") Trail:SetKeyValue("spritename","trails/laser.vmt") Trail:SetKeyValue("rendermode","5") Trail:SetKeyValue("rendercolor","255 150 100") Trail:SetPos(self.Entity:GetPos()) Trail:SetParent(self.Entity) Trail:Spawn() Trail:Activate() Glow = ents.Create("env_sprite") Glow:SetKeyValue("model","orangecore2.vmt") Glow:SetKeyValue("rendercolor","255 150 100") Glow:SetKeyValue("scale","0.10") Glow:SetPos(self.Entity:GetPos()) Glow:SetParent(self.Entity) Glow:Spawn() Glow:Activate() end
So from that I can tell that the swep base is setting the variable, but the bullet is receiving it as nil. The sweps still shoot fine but it isn't shooting tracers. I must be doing something obviously wrong or else Garry messed up. Help please?Code:nil nil nil SWEP Tracer nil nil nil SWEP Tracer nil nil nil SWEP Tracer
We need a version that has lower damage for npc battles
Generic-can-u-make-DOF-effect-while-reload?
2 additions I can think of are the M14 and the AR-10.
I'd love to see a M14 in this pack.
Why am i seing M14's everywhere right now?
Because the M14 is an awesome battle rifle.
I just tried out the ACOG version of the P90, and the scope texture is missing when not looking down the sight. Any fix? I have already tried to re-install both gmod and GDCW, but neither seem to work.
This is a fantastic addon, except that you need to get some of your weapon stats right. I'm not sure if the weapon stats on the info pane (When you hover over the weapons in the spawn menu) are based on how the weapons function in game, or how they function in real life, but some of the information is either misleading or downright wrong. For example, the Colt Python doesn't use 12.7mm rounds (That's a .50 round) it uses a .357 round, which would be in the 9mm range. Sorry if I'm nitpicking a bit, but I'm a bit of a gun nut when it comes to video games, comes from playing S.T.A.L.K.E.R. a bit too much.
Sorry about that, I'm not quite that retarded, I just copy and paste each weapon file so when I add new guns I often forget to change the statistics. I need to go through and clean up a bunch of those I bet. Thanks for pointing that out!
And I'm still waiting for somebody to tell me how to transfer vars from the SWEP to the bullet entity! I'm working on a detailed menu so people can customize their guns.
And I'm still waiting for somebody to tell me how to transfer vars from the SWEP to the bullet entity! I'm working on a detailed menu so people can customize their guns.[/QUOTE]
u should post ur problem there http://www.facepunch.com/forums/337-Questions
Not sure if you've looked at this yet, but I'd suggest adding scope sensitivity for the sniper weapons as well as adding toggleable silencers for the guns with the right animations.
You should be able to use "self.MouseSensitivity" in the sniper rifle's base. I've seen it divided by the FOV in Mad Cow's Weapons to get the right sensitivity each time; you could try the same method.