Hey Generic is there any way to change the lua ironsights code so that right click toggles the sights so I don't have to hold down the right mouse button to do so? Like what would I have to change to do so? Thanks!
M4A1
AK47
HK416
P90
All
Hey Generic is there any way to change the lua ironsights code so that right click toggles the sights so I don't have to hold down the right mouse button to do so? Like what would I have to change to do so? Thanks!
Please........I need help with the sounds do i need anything? I have CSS,GCX,GDC,Gcombat and the SVN im not sure whats wrong because its all installed right.
You really need to describe what is wrong.
Uhh the sounds are missing i mean all the sounds not just shooting
Edited:
sounds
My sounds are missing too.
And don't say "BLUH BLUH reinstall gmod nao"
any help on the missing sounds.....anyone?
Post #647
Hey, I love GDCW so much, But one thing always bugged me. It is that every gun seems to have Incendiary bullets. If you shot a wooden house in reality, It wouldn't light on fire. I'm not dissing you or the pack, because whether or not the bullets are like that, I'd still use them. And I do. Thanks for putting so much work into the pack. (No sarcasm included)
Hey, ive enjoyed these weapons, however when I downloaded the SVN all of the weapons did NO damage.
I also got a blue lua error saying it faild to SetDamageType.
Anyway to fix?
If no I have a capped cnnection and I wasted 600 mb on this.
And I will be pissed.
PLEASE HELP :3
Greetings GenericDefault, I found your SWEP pack and base today, and I look foward to the next release.
If there* is a thing I would suggest, it would be binding the "idle weapon" animation to E+Mouse1, as a toggle, that is more convinient, and maybe a little less smoke when the bullets hit, as it looks rather strange.
Apart from that, I am quite astonished by the absolute quality of your SWEP base.
I love all the weapons in this pack. They're fun to shoot, and are quite realistic (other than the recoil that doesn't really allow you to turn) The only concerns are:
Why does the Uzi shoot faster than the Mini Uzi? It should be the other way around.
On Wikipedia, (not the most reliable source, I know, but at least this part is correct) the Uzi fires at a rate of 600rpm, while the Mini Uzi (different site) is advertised for 900rpm, while actual testing shows it's more like 1200rpm.
After quite a while of the introduction of the water effects with the M240, why is this still the only gun that actually has the bullets that get stopped by the water after traveling through it after a set (and short) distance?
-latest svn
Sorry if I missed it, but I really didn't want to have to sort through 17 pages of this thread to get a simple answer.
Is CSS required for this game, or will at least some of the weapons work if I don't have it?
I wouldn't think so, but don't be surprised if you get a missing texture somewhere.
Apart from that, CSS isn't that costly in this day and age, get it on a Steam-sale sometime, CSS is almost always on sale.
The CSS weapons package of course needs CSS, but are much lower quality.
Okay, thank you very much. I'll try to snag a good deal on it.
Whenever I shoot an npc with this, theres no blood and the hitmarks or whatever are stone bullet marks not npc ones, if you know what I mean. If it helps, I use the SVN. Thanks!
Yeah they have been doing that since day one. Hopefulyl it'll get fixed, but it's not gamebreaking or anything.
I have found another problem with these weapons. The non-hostile animation/holdtype (Played when holding E), only seems to work clientside, as in, when my friends hold E, their holdtypes wont change on my client and vice versa, and they'll still look very hostile.
This is a major problem, as I was quite hoping to use these magnificent weapons on an RP server, where details like that are rather important.
Thank you for your time GenericDefault
I pray that this will be fixed right away. I like to see gunshot wounds on corpses when I run by them to keep fighting.
Right now I'm working on a dynamic explosion effect, and I'll be able to apply different impact marks to stuff once I finish it.
Thanks. Maybe finally when I shoot the shit out of a Metrocop, it won't look like I just turned a rubbery stone statue into swiss cheese.
I love this pack, but I don't like the fact that firing the bullets is like firing an automatic grenade launcher. I could kill an Antlion Guard in a few shots to the ground in front of it. Can I have permission to edit it? I won't release it so I don't think it'd be a problem.
When is the shotgun going to be fixed?
Sorry to bother you GenericDefault, but I think you know the unscoped sniper rifles don't work, and they are an easy fix. Apart from that, it would be wonderful if the bullets did not set fire to wooden objects.
I said it before and I'll say it again, absolutely magnificent base.
Wait, how exactly do the unscoped rifles not work? Do they give a console error or something?
I'm tellin' ya, Generic Default, ents.FindInSphere is the way to go.
The iron sights have so much zoom that the iron sights disappear.
Indeed, and I did fix it myself by setting the IronFOV to the same as WorldModelFOV
Hmm, I've never really thought about that. To fix it without changing files just go to the gmod menu,
Options -> Video -> Advanced
And change "Field of View" to 75.
I installed all this stuff correct as far as I can tell, but the weapons have no sounds.
Also the 3 hit kill thing is kind of bullshit, I doubt a 9mm round would drop an antlion guard with 3 hits.
http://www.cdg.net/forums/viewtopic....073dc12379b50f
:c00l:
The Jewish Hand Cannon, fits well with rest of the weapons due to attachments.
Nice, if the animations are good on that I'll put it in the pack immediately!
Generic Default are you actually going to investigate that half the people of your mod have dis-functional versions of it or at least reference a fix?
I'd like to fix it for everyone, but a lot of people who are having problems are having problems that are either their fault or are unfixable. Most of the people having lua errors that have to do with damage or basic gmod functions are either pirates or running older un-updated versions of gmod. The problem with not hearing sounds is caused by scripts not running for some reason, which seems to be completely random and out of my control. Pink and black textures or error bullets = no CSS, which can be fixed by downloading shell or hand packs from fpsbanana.
There are a few errors that are my fault, like the shotgun not reloading right when you press R, and a client side error that you get when a bullet hits an NPC's gun and kills the NPC.
So if anybody can report their errors in detail, along with what version of GDC they're using and any other related stuff, I'll try my best to fix the error.
Problem and fix section for a few common errors.
Problem Fix
- Iron sights are too close: - Options -> Video -> Advanced -> change "Field of View" to 75.
- No gun sounds: - garrysmod/garrysmod/scripts -> Delete "game_sounds_manifest" and restart gmod a few times to rebuild it.
- Pink and black textures on hands: - You don't have CSS installed; go download a hand texture pack from fpsbanana and put it in the right material folder.
- Errors fly out when I shoot: - You don't have CSS installed; go download a bullet shell pack from fpsbanana and put it in the right models and materials folder.
- Bodies disappear after being killed: - Q menu -> Utilities -> NPC clean up -> Uncheck the boxes you want
- Guns are too powerful!: - That's the intent of this pack....
Any other common errors I'm missing? If you report a legit error I'll try to help.
Oh and by the way that desert eagle a few posts down is great, except that the world models won't extract so I can't get them to fit the player's hand. Should I still put them in the pack but keep the other desert eagle and use it for the world model?
Cheers man, delete my manifest and it reloaded a new one, thanks a tone. Really wanted these to work :D
My only other suggestion is to make the NPC Clean up an optional installation, it is a pain that you have to uncheck it each you load a map. Also I'd recommend a toggle for the effects - they look really cheesy and I'm happy with the defaults. Awesome pack none-the-less.
OK thanks, I'm glad the script reload worked for you. I'm working on a menu system for GDC and GDCW and a few of the other packs in progress. If I get it working, players and admins will have the ability to change all of the settings for these guns, from damage to effects to a toggle between entity bullets and traces.
what kind of guns are going to be in the next pack?
I dont know if its been said, but the M3 shotgun has been messed up since it was added, at least for me. When you reload, its as if only one shell is put in the gun, but it goes straight to max ammo (8 rounds) no matter how many has been used. Also, it doesn't deduct anything from the extra ammo pool, as if nothing was ever shot in the first place.
Love this weapon set!
I do agree with the previous poster that the weapons are just slightly OP.
I'm trying to work out how to change the LUA files to reduce the damage to fit with the HL2 Weps.
I've gathered that I have to edit the Bullet's init.lua
Looking at the file I see three lines of code that look like they're what I need to change:
Looking at the wiki, I discovered that the damage value is the last number in the brackets, I tried changing the values down to 5 & 10 however i was still killed in about 4/5 shots. Am I doing something wrong or do I just need to use smaller numbers?Code:There are two lines that read: util.BlastDamage(self.Entity, self.Owner, tr.HitPos, 40, 20) And between them there is this line: util.BlastDamage(self.Entity, self.Owner, tr.HitPos, 70, 70)
The blast damage part is what does "splash damage" when a bullet hits right next to you. The first one is for regular surface hits and the other one is for when a bullet emerges from a wall it just went through. Look for this part abut half way through the file;
dmginfo:SetDamage( math.Rand(20,35) ) -- 40-70 damage
That is the number that actually determines the damage. It's randomized a little bit and the actual damage is double of what you put in for some reason. Also keep in mind that that value will change depending on what part of the target you hit.
Code:if hitgroup == HITGROUP_HEAD then dmginfo:ScaleDamage( 5 ) end if hitgroup == HITGROUP_STOMACH then dmginfo:ScaleDamage( 1 ) end if hitgroup == HITGROUP_CHEST then dmginfo:ScaleDamage( math.Rand(1,1.5) ) end if hitgroup == HITGROUP_LEFTARM || hitgroup == HITGROUP_RIGHTARM then dmginfo:ScaleDamage( math.Rand(0.3,0.5) ) end if hitgroup == HITGROUP_LEFTLEG || hitgroup == HITGROUP_RIGHTLEG then dmginfo:ScaleDamage( math.Rand(0.3,0.6) ) end
For some reason, I get errors flying, though I still see the bullets coming out. What could this be? I tried downloading bullet shell pack and everything, but it simply keeps giving me the errors flying still.
I mean, SHELLS. From the gun.
I'm guessing you don't have Counter Strike: Source?