View Poll Results: Your favorite gun? (Download first)

Voters
879. You may not vote on this poll
  • M4A1

    221 25.14%
  • AK47

    201 22.87%
  • HK416

    172 19.57%
  • P90

    170 19.34%
  • All

    315 35.84%
Multiple Choice Poll.
  1. Post #1121
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    I cant hear the fire sounds for anything other than the rocket launchers. i dont get any error or anything, help?
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  2. Post #1122
    Trooper0315's Avatar
    January 2010
    2,672 Posts
    I cant hear the fire sounds for anything other than the rocket launchers. i dont get any error or anything, help?
    I'm getting the same, but the other way around. I can't hear the launchers, but I can hear everything else.
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  3. Post #1123
    Heydshaut's Avatar
    June 2010
    596 Posts
    I'm getting the same, but the other way around. I can't hear the launchers, but I can hear everything else.
    Every time you update the SVN, you still have to move all the scripts folder to the garrysmod folder. Nothing has changed.
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  4. Post #1124
    Marxman's Avatar
    July 2010
    168 Posts
    I've got one last request for you, Generic. C4, but hopefully using a GOOD model, not the CS:S or SLAM (Hl2) nonsense.

    Edited:

    Also, just thought of it: an IED. It could use the HL2 box prop, so it looks like part of a map.
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  5. Post #1125
    Heydshaut's Avatar
    June 2010
    596 Posts
    I've got one last request for you, Generic. C4, but hopefully using a GOOD model, not the CS:S or SLAM (Hl2) nonsense.

    Edited:

    Also, just thought of it: an IED. It could use the HL2 box prop, so it looks like part of a map.
    Maybe have the box as an entity, and you can put GDCW nades in it. And then, you can trigger the nades remotely. If that were done, my life would be complete.
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  6. Post #1126
    Marxman's Avatar
    July 2010
    168 Posts
    Maybe have the box as an entity, and you can put GDCW nades in it. And then, you can trigger the nades remotely. If that were done, my life would be complete.
    Precisely. Or, if we want to get advanced, we could make it automatically go off when someone gets close enough to it.
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  7. Post #1127
    Heydshaut's Avatar
    June 2010
    596 Posts
    Precisely. Or, if we want to get advanced, we could make it automatically go off when someone gets close enough to it.
    It would be fun to run away from a battle, and watch as your pursuer gets blown up by that innocent little cardboard box beside him.

    I agree. Maybe use something like Wiremod to make a tripwire? I dunno. I never had any experience with Wire.
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  8. Post #1128
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    could i suggest making ironsights not zoom in so much? the gun like blocks my entire screen, and its kinda unrealistic.
    also the guns dont break windows, not sure if thats a bug or what ever but just by the way
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  9. Post #1129
    Gold Member
    HighdefGE's Avatar
    March 2009
    2,377 Posts
    could i suggest making ironsights not zoom in so much? the gun like blocks my entire screen, and its kinda unrealistic.
    also the guns dont break windows, not sure if thats a bug or what ever but just by the way
    I don't mind the ironsights, but yeah, they don't break windows. Should be fixed asap.
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  10. Post #1130
    Uncle Bourbon's Avatar
    November 2011
    4,637 Posts
    could i suggest making ironsights not zoom in so much? the gun like blocks my entire screen, and its kinda unrealistic.
    also the guns dont break windows, not sure if thats a bug or what ever but just by the way
    set your fov to 75.

    An XM29 OICW would be damn awesome, think you could add one?
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  11. Post #1131
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    set your fov to 75.

    An XM29 OICW would be damn awesome, think you could add one?
    how do i do that?
    is it just "fov 75" in console?
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  12. Post #1132
    G-Enigma's Avatar
    June 2011
    323 Posts
    how do i do that?
    is it just "fov 75" in console?
    Main Menu-->Options-->Video-->Advanced
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  13. Post #1133

    January 2012
    2 Posts
    When I give the bots a weapon, then they shoot him, but most models of weapons in their hands, no! What is it?
    Sorry for my English, i'm from Russia))
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  14. Post #1134
    Xamp's Avatar
    October 2011
    6 Posts
    When I give the bots a weapon, then they shoot him, but most models of weapons in their hands, no! What is it?
    Sorry for my English, i'm from Russia))
    Got the same problem, apperently the w/models are broken or missing
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  15. Post #1135
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    Im positive you already know about this but why does the m16 fire full auto?
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  16. Post #1136
    Gold Member
    The Pretender's Avatar
    July 2009
    7,396 Posts
    Apparently I'm dumb because I've never fired an M16 before.
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  17. Post #1137
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    Why wouldn't it?
    Because in real life the M16A4 shoots in 3-round burst.
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  18. Post #1138
    Uncle Bourbon's Avatar
    November 2011
    4,637 Posts
    Because in real life the M16A4 shoots in 3-round burst.
    Yeah, A3 is the fully automatic version.
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  19. Post #1139
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    Yeah, A3 is the fully automatic version.
    indeed
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  20. Post #1140
    sentrygunman's Avatar
    September 2008
    782 Posts
    Gen has stated it before. It's too much trouble to code in a burst script.
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  21. Post #1141

    June 2011
    50 Posts
    i cant wait to see what else he can make he is a great coder
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  22. Post #1142

    January 2012
    1 Posts
    do the weapons have crosshairs if it do have it plz add it
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  23. Post #1143
    Gold Member
    The Pretender's Avatar
    July 2009
    7,396 Posts
    Because in real life the M16A4 shoots in 3-round burst.
    I had absolutely no idea... I thought it was full-auto my entire life. Doesn't surprise me since I've never even handled a firearm before.
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  24. Post #1144
    Uncle Bourbon's Avatar
    November 2011
    4,637 Posts
    I had absolutely no idea... I thought it was full-auto my entire life. Doesn't surprise me since I've never even handled a firearm before.
    Me neither, I've never fired a gun Doesn't mean I can't know about firearms though.
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  25. Post #1145
    Gold Member
    beanhead's Avatar
    May 2009
    4,911 Posts
    Ive fired quite a few guns. but not a 3rnd Burst m16. only an AR-15, basically the civilian version of the m16, Semiautomatic only. also.22s and various hunting rifles.
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  26. Post #1146
    Marxman's Avatar
    July 2010
    168 Posts
    While on the subject of weapons shot: I've shot, taken apart, and put back together an AK47, shot a few AR15s, ton of shotguns (From 8 guage to 410), millions of .22s, a couple 9mms, a .357 Revolver, and a .45 (1911). Never got to shoot a .44, but I want to. And for those on the M16 subject:

    The original (M16) was full, burst, or semi.

    M16A1 was same, I'm pretty sure.

    Don't know much about M16A2.

    M16A3 is full or semi.

    M16A4 is burst. (Or semi?)
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  27. Post #1147
    I can buy a title to replace to the one someone bought me
    UnknownDude's Avatar
    December 2007
    4,041 Posts
    While on the subject of weapons shot: I've shot, taken apart, and put back together an AK47, shot a few AR15s, ton of shotguns (From 8 guage to 410), millions of .22s, a couple 9mms, a .357 Revolver, and a .45 (1911). Never got to shoot a .44, but I want to. And for those on the M16 subject:

    The original (M16) was full, burst, or semi.

    M16A1 was same, I'm pretty sure.

    Don't know much about M16A2.

    M16A3 is full or semi.

    M16A4 is burst. (Or semi?)
    M16A2 is burst/semi, M16A1 is full/semi. M16A4 is also selective (burst/semi).
    Oh, and I've never fired a gun either, just so you know. I grabbed this info off the internet.
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  28. Post #1148

    January 2012
    1 Posts
    the models are awesome,but my only problem is when we shoot in ladder and when we near an enemy,its sounds the bullet explodes? it gives me radius damage too
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  29. Post #1149
    Heydshaut's Avatar
    June 2010
    596 Posts
    the models are awesome,but my only problem is when we shoot in ladder and when we near an enemy,its sounds the bullet explodes? it gives me radius damage too
    Use the SVN, that's the latest version with all the bug fixes. And also please do read the rest of the thread. This problem has been brought up some tens of thousands of times before.

    Edited:

    M16A2 is burst/semi, M16A1 is full/semi. M16A4 is also selective (burst/semi).
    Oh, and I've never fired a gun either, just so you know. I grabbed this info off the internet.
    Wikipedia is the greatest thing since... I have no idea.
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  30. Post #1150
    Marxman's Avatar
    July 2010
    168 Posts
    M16A2 is burst/semi, M16A1 is full/semi. M16A4 is also selective (burst/semi).
    Oh, and I've never fired a gun either, just so you know. I grabbed this info off the internet.
    Thanks for the info. I was pretty sure the original was burst, though, although I may be wrong, I looked it up a couple years ago XD.

    Edited:

    Could you add back the radius damage from bullets? I liked it, because I thought it was simulating shrapnel coming from the ground (Bits of concrete and such) hitting you.
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  31. Post #1151
    G-Enigma's Avatar
    June 2011
    323 Posts
    I think...I may have BF3 on the brain...

    /dies
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  32. Post #1152
    Heydshaut's Avatar
    June 2010
    596 Posts
    I think...I may have BF3 on the brain...

    /dies
    Wat.

    Oh.

    Change the goddamn reticule. It's different in BF3.
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  33. Post #1153
    G-Enigma's Avatar
    June 2011
    323 Posts
    Wat.

    Oh.

    Change the goddamn reticule. It's different in BF3.
    1. I cant texture
    2: http://www.pbase.com/image/108161888.jpg
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  34. Post #1154
    Uncle Bourbon's Avatar
    November 2011
    4,637 Posts
    I think...I may have BF3 on the brain...

    /dies
    You should make the reticule appear when you aim down the sights, gives it a more authentic feel.

    http://en.wikipedia.org/wiki/Reflector_sight

    That kind of explains how they work IRL (if you don't already know how a reflex sight works)
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  35. Post #1155
    G-Enigma's Avatar
    June 2011
    323 Posts
    You should make the reticule appear when you aim down the sights, gives it a more authentic feel.

    http://en.wikipedia.org/wiki/Reflector_sight

    That kind of explains how they work IRL (if you don't already know how a reflex sight works)
    I think that if anyone knew how to do that ingame...it would already be in the pack.
    Edit: Huh...wonder how leetnoob does it. (kind of )
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  36. Post #1156
    SpyWolf's Avatar
    April 2011
    108 Posts
    Downloaded the SVN. Sounds Are not working :s
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  37. Post #1157
    G-Enigma's Avatar
    June 2011
    323 Posts
    Downloaded the SVN. Sounds Are not working :s
    Put all the text files in gdcw/scripts/sounds into your garrysmod/scripts/sounds folder and then go back to garrysmod/scripts and delete your game_sounds_manifest file. It will rebuild itself and the sounds should work after you restart Gmod.
    PS: Contrary to popular belief, actually READING the other pages of this thread can help you.
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  38. Post #1158
    Uncle Bourbon's Avatar
    November 2011
    4,637 Posts
    I think that if anyone knew how to do that ingame...it would already be in the pack.
    Edit: Huh...wonder how leetnoob does it. (kind of )
    In his weapons, the reticle is a sprite or something that appears on the lens when you press mouse 2
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  39. Post #1159
    uberblockhead's Avatar
    May 2010
    20 Posts
    Any way to make the bullets have force again
    the bullets will hit anything and wont move an inch

    And another thing is thee bullets go through doors and windows (window does not break)
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  40. Post #1160
    Heydshaut's Avatar
    June 2010
    596 Posts
    Any way to make the bullets have force again
    the bullets will hit anything and wont move an inch

    And another thing is thee bullets go through doors and windows (window does not break)
    I'm pretty sure both those things have been brought up before. I haven't coded Lua before (much), so I don't know how hard it is, but given the differences between this base and almost all others...
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