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 #1201
    Generic Default's Avatar
    September 2009
    217 Posts
    OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

    And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
    I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.
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  2. Post #1202
    G-Enigma's Avatar
    June 2011
    326 Posts
    OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

    And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
    I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.
    I have some relatively stable silencer code you could maybe use, I ran into that problem a few months ago and found a way to fix it (I forget what it was), but I figured ALT key to silence and e to change fire rate would be more usable.
    Ill put the essential parts of the burst code and silencer code up here, but you picked kinda the worst time, as the power just went out (on a pleasant sunny day too D: ) and this isn't my gaming computer, which has all the code.
    Might be tomorrow or 5 mins before power comes back on, idk.
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  3. Post #1203
    Generic Default's Avatar
    September 2009
    217 Posts
    Right now I have E to toggle semi/full auto and E + crouch to toggle the silencer. Here's a quick video to show it;
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  4. Post #1204
    G-Enigma's Avatar
    June 2011
    326 Posts
    ...SOME TIME LATER...
    The "non-redundant" parts of mah modified code for the GDCW base:
    "Bullet Chambering" (Replacing Relaod function):

    Code:
    function SWEP:Reload()
    
        self.Weapon:DefaultReload(ACT_VM_RELOAD) 
        if ( self.Weapon:Clip1() == 0 ) then
        self.Primary.ClipSize = (  self.Primary.DefaultClip - 1)
        else 
        self.Primary.ClipSize = (  self.Primary.DefaultClip + 0)
        end
        if !self.Owner:IsNPC() then
        self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
    
    
        if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
        -- When the current clip < full clip and the rest of your ammo > 0, then
    
            self.Owner:SetFOV( 0, 0.3 )
            -- Zoom = 0
    
            self:SetIronsights(false)
            -- Set the ironsight to false
    
        end
        
    end
    Ye see what I did thar? Good.
    Firerate toggle:
    This goes under SWEP.data.ironsights at the top of the file
    Code:
    SWEP.automode                = true
    The rest goes under self.Ironsight in the think function(My version, I dun care what you shmucks do):


    Code:
    if self.Owner:KeyDown(IN_USE) and self.Owner:KeyPressed(IN_ATTACK2) then //[E] held down and [Right Click] pressed in then        
            if self.automode == true then        
                self.automode = false
                //self.Primary.RPM = 900
                self.Primary.Automatic = false    
                self.Owner:PrintMessage( HUD_PRINTCENTER, "Semi-Automatic" ) //end    
            else
                self.automode = true
                //self.Primary.RPM = 280
                self.Primary.Automatic = true
                self.Owner:PrintMessage( HUD_PRINTCENTER, "Full-Automatic" ) //end
            end
        end
    Now for theGREAT AND ALMIGHTY BURST CODE MAUAAHAHA
    Just copy-paste this into a new shared file for the burst base, put all the M16s on it and enjoy!
    Credit to Nerdeboy here on Facepunch for the timer.simple layout, he doesn't know it but he made this possible!

    Code:
    // Variables that are used on both client and serverSWEP.Category                = "Generic Default's Weapons"
    SWEP.Author                = "Generic Default"
    SWEP.Contact                = ""
    SWEP.Purpose                = ""
    SWEP.Instructions            = ""
    SWEP.MuzzleAttachment            = "1"         // Should be "1" for CSS models or "muzzle" for hl2 models
    SWEP.ShellEjectAttachment        = "2"         // Should be "2" for CSS models or "1" for hl2 models
    SWEP.DrawCrosshair            = false        // Hell no, crosshairs r 4 nubz!
    SWEP.ViewModelFOV            = 65        // How big the gun will look
    SWEP.ViewModelFlip            = true        // True for CSS models, False for HL2 models
    
    
    
    
    SWEP.Spawnable                = false
    SWEP.AdminSpawnable            = false
    
    
    SWEP.Primary.Sound             = Sound("")                // Sound of the gun
    SWEP.Primary.Round             = ("")                    // What kind of bullet?
    SWEP.Primary.Cone            = 0.0                    // This is the variable
    SWEP.Primary.ConeSpray            = 2.0                    // Hip fire accuracy
    SWEP.Primary.ConeIncrement        = 1.0                    // Rate of innacuracy
    SWEP.Primary.ConeMax            = 4.0                    // Maximum Innacuracy
    SWEP.Primary.ConeDecrement        = 0.1                    // Rate of accuracy
    SWEP.Primary.RPM            = 0                    // This is in Rounds Per Minute
    SWEP.Primary.ClipSize            = 0                    // Size of a clip
    SWEP.Primary.DefaultClip        = 0                    // Default number of bullets in a clip
    SWEP.Primary.KickUp            = 0                    // Maximum up recoil (rise)
    SWEP.Primary.KickDown            = 0                    // Maximum down recoil (skeet)
    SWEP.Primary.KickHorizontal        = 0                    // Maximum side recoil (koolaid)
    SWEP.Primary.Automatic            = true                    // Automatic/Semi Auto
    SWEP.Primary.Ammo            = "none"                // What kind of ammo
    
    
    SWEP.Secondary.ClipSize            = 0                    // Size of a clip
    SWEP.Secondary.DefaultClip        = 0                    // Default number of bullets in a clip
    SWEP.Secondary.Automatic        = false                    // Automatic/Semi Auto
    SWEP.Secondary.Ammo            = "none"
    SWEP.Secondary.IronFOV            = 0                    // How much you 'zoom' in. Less is more! 
    
    
    SWEP.immashootin             = false
    SWEP.burstmode                = true
    SWEP.data                 = {}                    -- The starting firemode
    SWEP.data.ironsights            = 1
    
    
    SWEP.Single                = nil
    SWEP.IronSightsPos = Vector (2.4537, 1.0923, 0.2696)
    SWEP.IronSightsAng = Vector (0.0186, -0.0547, 0)
    
    
    function SWEP:Initialize()
    
    
        util.PrecacheSound(self.Primary.Sound)
        self.Reloadaftershoot = 0                 -- Can't reload when firing
        if !self.Owner:IsNPC() then
            self:SetWeaponHoldType("ar2")                              -- Hold type style ("ar2" "pistol" "shotgun" "rpg" "normal" "melee" "grenade" "smg")
        end
        if SERVER and self.Owner:IsNPC() then
            self:SetWeaponHoldType("ar2")                              -- Hold type style ("ar2" "pistol" "shotgun" "rpg" "normal" "melee" "grenade" "smg")
            self:SetNPCMinBurst(3)            
            self:SetNPCMaxBurst(10)            // None of this really matters but you need it here anyway
            self:SetNPCFireRate(1/(self.Primary.RPM/60))    
            self:SetCurrentWeaponProficiency( WEAPON_PROFICIENCY_VERY_GOOD )
        end
    end
    
    
    function SWEP:Deploy()
    
    
    if SinglePlayer() then self.Single=true
    else
    self.Single=false
    end
        self:SetWeaponHoldType("ar2")                              // Hold type styles; ar2 pistol shotgun rpg normal melee grenade smg slam fist melee2 passive knife
        self:SetIronsights(false, self.Owner)                    // Set the ironsight false
        self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
        if !self.Owner:IsNPC() then self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
        return true
        end
    
    
    
    
    function SWEP:Precache()
        util.PrecacheSound(self.Primary.Sound)
        util.PrecacheSound("Buttons.snd14")
    end
    
    
    
    
    function SWEP:PrimaryAttack()
        if self:CanPrimaryAttack() and self.immashootin == false then 
                self:ShootBurst()    //see below 
                end
            if self.immashootin == false and self.Weapon:Clip1() == 1 or self.burstmode != true then
            self:Shoot()
            self.immashootin = false
            end
            if ( self.Weapon:Clip1() == 2 ) and self.immashootin == false and self.burstmode == true then     //If ye've got 2 BULLITS and are in BOAURST MOUDE theyn
                self:Shoot()    //BLAM FIRST SHOT TANGO DOWN
    
    
                local shot2 = .07    //WAIT
    
    
                timer.Simple(shot2, function()
            
                self:Shoot()    //BLAM SECOND SHOT KILL CONFIRMED
                self.immashootin = false
                
                end )
            end    //MISSION COMPLETE, MOVING OUT 
    
    
        //end
    
    
    end
    
    
    function SWEP:Shoot()    //FIER ZE VEAPON!!!
        if self:CanPrimaryAttack() then
            self:FireRocket()
            self.immashootin = true
            self.Weapon:EmitSound(self.Primary.Sound)
            self.Weapon:TakePrimaryAmmo(1)
            self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
            local fx         = EffectData()
            fx:SetEntity(self.Weapon)
            fx:SetOrigin(self.Owner:GetShootPos())
            fx:SetNormal(self.Owner:GetAimVector())
            fx:SetAttachment(self.MuzzleAttachment)
            util.Effect("gdcw_muzzle",fx)
            //self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.KickUp, math.Rand(-0.1,0.1) *self.Primary.KickUp, 0 ) )
            self.Owner:SetAnimation( PLAYER_ATTACK1 )
            self.Owner:MuzzleFlash()
            self.Weapon:SetNextPrimaryFire(CurTime()+1/(self.Primary.RPM/60))
            end
    end
    
    
    function SWEP:ShootBurst()
            if self.Weapon:Clip1() >= 3 and self.burstmode == true then    //More than three bullets in mag, burst mode on
                self.immashootin = true
                self:Shoot()    //code to shoot 1 BULLIT
    
    
                local shottwo = .07
    
    
                timer.Simple(shottwo, function()    //How many milliseconds before shooting SECUND BULLIT?
            
                self:Shoot()
                
                end )
    
    
                local shotthree = .14
    
    
                timer.Simple(shotthree, function()    //Hom many milliseconds before firing THURD BULLIT?
    
    
                self.immashootin = true
                self:Shoot()
                self.immashootin = false
                end )
            end
    end
    
    
    function SWEP:FireRocket() 
    
    
        if (self:GetIronsights() == true) and self.Owner:KeyDown(IN_ATTACK2) then
        aim = self.Owner:GetAimVector()+(VectorRand()*self.Primary.Cone/360)
        else 
        //////aim = self.Owner:GetAimVector()+Vector(math.Rand(-0.02,0.02), math.Rand(-0.02,0.02),math.Rand(-0.02,0.02))
        aim = self.Owner:GetAimVector()+(VectorRand()*math.Rand(0,0.04))
        end
    
    
        if !self.Owner:IsNPC() then
        pos = self.Owner:GetShootPos()
        else
        pos = self.Owner:GetShootPos()+self.Owner:GetAimVector()*50
        end
    
    
        if SERVER then
            local bullet = ents.Create(self.Primary.Round)
            if !bullet:IsValid() then return false end
            bullet:SetAngles(aim:Angle()+Angle(90,0,0))
            bullet:SetPos(pos)
            bullet:SetOwner(self.Owner)
            bullet:Spawn()
            bullet:Activate()
            end
    
    
                            // RECOIL FOR SINGLEPLAYER IS RIGHT BELOW THESE WORDS
            if SERVER and (self.Single) and !self.Owner:IsNPC() then
            local anglo = Angle(math.Rand(-self.Primary.KickDown,self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
            self.Owner:ViewPunch(anglo)
            angle = self.Owner:EyeAngles() - anglo
            self.Owner:SetEyeAngles(angle)
            end
    
    
        if (!self.Single)  and !self.Owner:IsNPC() then        // RECOIL FOR MULTIPLAYER IS RIGHT BELOW THESE WORDS
        self.Primary.Cone = math.Clamp(self.Primary.Cone+self.Primary.ConeIncrement,0,self.Primary.ConeMax)
        local anglo = Angle(math.Rand(-self.Primary.KickDown,self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
        self.Owner:ViewPunch(anglo)
        end
    end
    
    
    
    
    function SWEP:SecondaryAttack()
        return false
    end
    
    
    function SWEP:Reload()
    
    
        self.Weapon:DefaultReload(ACT_VM_RELOAD) 
        if ( self.Weapon:Clip1() == 0 ) and self.immashootin == false then
        self.Primary.ClipSize = (  self.Primary.DefaultClip - 1)
        else 
        self.Primary.ClipSize = (  self.Primary.DefaultClip + 0)
        end
        if !self.Owner:IsNPC() then
        self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
    
    
    
    
        if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
        -- When the current clip < full clip and the rest of your ammo > 0, then
    
    
            self.Owner:SetFOV( 0, 0.3 )
            -- Zoom = 0
    
    
            self:SetIronsights(false)
            -- Set the ironsight to false
    
    
        end
        
    end
    
    
    /*---------------------------------------------------------
    IronSight
    ---------------------------------------------------------*/
    function SWEP:IronSight()
    
    
        if !self.Owner:IsNPC() then
        if self.ResetSights and CurTime() >= self.ResetSights then
        self.ResetSights = nil
        self:SendWeaponAnim(ACT_VM_IDLE)
        end end
    
    
        if self.Owner:KeyDown(IN_USE) and self:CanPrimaryAttack() || self.Owner:KeyDown(IN_SPEED) then        // If you hold E and you can shoot then
        self.Weapon:SetNextPrimaryFire(CurTime()+0.3)                // Make it so you can't shoot for another quarter second
        self:SetWeaponHoldType("passive")                                      // Hold type styles; ar2 pistol shotgun rpg normal melee grenade smg
        self.IronSightsPos = self.RunSightsPos                    // Hold it down
        self.IronSightsAng = self.RunSightsAng                    // Hold it down
        self:SetIronsights(true, self.Owner)                    // Set the ironsight true
        self.Owner:SetFOV( 0, 0.3 )
        end                                
    
    
        if self.Owner:KeyReleased(IN_USE) || self.Owner:KeyReleased (IN_SPEED) then    // If you release E then
        self:SetWeaponHoldType("ar2")                                          // Hold type styles; ar2 pistol shotgun rpg normal melee grenade smg slam fist melee2 passive knife
        self:SetIronsights(false, self.Owner)                    // Set the ironsight true
        self.Owner:SetFOV( 0, 0.3 )
        end                                // Shoulder the gun
    
    
        if self.Owner:KeyPressed(IN_WALK) then        // If you are holding ALT (walking slow) then
        self:SetWeaponHoldType("shotgun")                          // Hold type styles; ar2 pistol shotgun rpg normal melee grenade smg slam fist melee2 passive knife
        end                    // Hold it at the hip (NO RUSSIAN WOOOT!)
    
    
        if !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
        -- If the key E (Use Key) is not pressed, then
    
    
            if self.Owner:KeyPressed(IN_ATTACK2) then
                    if !self.Owner:KeyDown(IN_DUCK) and !self.Owner:KeyDown(IN_WALK) then
                    self:SetWeaponHoldType("rpg") else self:SetWeaponHoldType("ar2")  
                    end  
                self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
                self.IronSightsPos = self.SightsPos                    // Bring it up
                self.IronSightsAng = self.SightsAng                    // Bring it up
                self:SetIronsights(true, self.Owner)
                -- Set the ironsight true
    
    
                if CLIENT then return end
             end
        end
    
    
        if self.Owner:KeyReleased(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
        -- If the right click is released, then
            self:SetWeaponHoldType("ar2")                      // Hold type styles; ar2 pistol shotgun rpg normal melee grenade smg slam fist melee2 passive knife
    
    
            self.Owner:SetFOV( 0, 0.3 )
    
    
            self:SetIronsights(false, self.Owner)
            -- Set the ironsight false
    
    
            if CLIENT then return end
        end
    
    
            if self.Owner:KeyDown(IN_ATTACK2) and !self.Owner:KeyDown(IN_USE) and !self.Owner:KeyDown(IN_SPEED) then
            self.SwayScale     = 0.05
            self.BobScale     = 0.05
            else
            self.SwayScale     = 1.0
            self.BobScale     = 1.0
            end
    end
    
    
    /*---------------------------------------------------------
    Think
    ---------------------------------------------------------*/
    function SWEP:Think()
    
    
    self:IronSight()
    
    
    
    
        if !self.Owner:IsNPC() then
        if self.Idle and CurTime() >= self.Idle then
        self.Idle = nil
        self:SendWeaponAnim(ACT_VM_IDLE)
        end end
    
    
        if    (self.Primary.Cone>0.09)    then
        self.Primary.Cone = self.Primary.Cone - self.Primary.ConeDecrement    end
    
    
        if self.Owner:KeyPressed(IN_WALK) then        
            if self.burstmode == true then        
                self.burstmode = false
                self.Primary.RPM = 900
                self.Owner:PrintMessage( HUD_PRINTCENTER, "Semi-Automatic" ) //end
                //self.Owner:EmitSound("g36c/safety.wav", 70, math.random(99, 101))        
            else
                self.burstmode = true
                self.Primary.RPM = 280
                self.Owner:PrintMessage( HUD_PRINTCENTER, "Burst Mode" ) //end
                //self.Owner:EmitSound("ak/shotinthearse.wav", 70, math.random(99, 101))
            end
        end
    
    
    end
    
    
    /*---------------------------------------------------------
    GetViewModelPosition
    ---------------------------------------------------------*/
    local IRONSIGHT_TIME = 0.3
    -- Time to enter in the ironsight mod
    
    
    function SWEP:GetViewModelPosition(pos, ang)
    
    
        if (not self.IronSightsPos) then return pos, ang end
    
    
        local bIron = self.Weapon:GetNWBool("Ironsights")
    
    
        if (bIron != self.bLastIron) then
            self.bLastIron = bIron
            self.fIronTime = CurTime()
    
    
        end
    
    
        local fIronTime = self.fIronTime or 0
    
    
        if (not bIron and fIronTime < CurTime() - IRONSIGHT_TIME) then
            return pos, ang
        end
    
    
        local Mul = 1.0
    
    
        if (fIronTime > CurTime() - IRONSIGHT_TIME) then
            Mul = math.Clamp((CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1)
    
    
            if not bIron then Mul = 1 - Mul end
        end
    
    
        local Offset    = self.IronSightsPos
    
    
        if (self.IronSightsAng) then
            ang = ang * 1
            ang:RotateAroundAxis(ang:Right(),         self.IronSightsAng.x * Mul)
            ang:RotateAroundAxis(ang:Up(),         self.IronSightsAng.y * Mul)
            ang:RotateAroundAxis(ang:Forward(),     self.IronSightsAng.z * Mul)
        end
    
    
        local Right     = ang:Right()
        local Up         = ang:Up()
        local Forward     = ang:Forward()
    
    
        pos = pos + Offset.x * Right * Mul
        pos = pos + Offset.y * Forward * Mul
        pos = pos + Offset.z * Up * Mul
    
    
        return pos, ang
    end
    
    
    /*---------------------------------------------------------
    SetIronsights
    ---------------------------------------------------------*/
    function SWEP:SetIronsights(b)
    
    
        self.Weapon:SetNetworkedBool("Ironsights", b)
    end
    
    
    function SWEP:GetIronsights()
    
    
        return self.Weapon:GetNWBool("Ironsights")
    end
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  5. Post #1205
    I can buy a title to replace to the one someone bought me
    UnknownDude's Avatar
    December 2007
    4,074 Posts
    Since you're getting rid of the Hold E to lower thing, can you keep it, but make it a toggle by pressing E+Mouse1 or something? It's really useful for roleplaying.
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  6. Post #1206
    Uncle Bourbon's Avatar
    November 2011
    4,770 Posts
    OK, so no new sounds. I tried a ton of stuff with burst fire modes in the last few days, and I know it seems easy but it's very glitchy...Post that burst code here!

    And yes, suppressed weapons will change rounds to non-tracers. I might lower the velocity of them too.
    I'm having a little bit of a problem with the animations for the silencers, for some reason they can get inverted even though the code is fine, like the animations themselves are screwed up. I'll keep working on it.
    You sure you don't want me to get sounds from BF3? I've already recorded M16 sounds and they sound pretty good. (since there's no way to extract them straight from the game afaik)
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  7. Post #1207
    NuvaWii's Avatar
    December 2009
    63 Posts
    You sure you don't want me to get sounds from BF3? I've already recorded M16 sounds and they sound pretty good. (since there's no way to extract them straight from the game afaik)
    Saint1024 already made a BF3 soundpack, no need to record it anymore; http://www.mediafire.com/?138yxotv5861m2k

    And, epic nice update, me likes.
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  8. Post #1208
    Uncle Bourbon's Avatar
    November 2011
    4,770 Posts
    Saint1024 already made a BF3 soundpack, no need to record it anymore; http://www.mediafire.com/?138yxotv5861m2k

    And, epic nice update, me likes.
    Awesome.
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  9. Post #1209
    Uncle Bourbon's Avatar
    November 2011
    4,770 Posts
    Right now I have E to toggle semi/full auto and E + crouch to toggle the silencer. Here's a quick video to show it;
    The muzzleflash shouldn't be visible when the suppressor is on.
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  10. Post #1210
    Gold Member
    Xgamer921's Avatar
    October 2011
    329 Posts
    I love the new features, and I think you should go with the Mortar idea someone suggested. I've never seen a mortar swep in Gmod.
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  11. Post #1211
    q1001000's Avatar
    January 2012
    7 Posts
    We Need Shotguns! Like the Spas-12,AA-12,Saiga-12, Remington 870 and others!
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  12. Post #1212

    December 2011
    26 Posts
    Guys, Noob question i know and i have tried to fix the sounds error but it just won't, Can someone explain in more detail what to do please?

    Edited:

    Sorry, Ignore my last post, I just copied the text files in the scripts/sounds file in the the .jar file not the whole scripts file -_-'

    Edited:

    Actually that didnt work either, what do i do lol
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  13. Post #1213
    G-Enigma's Avatar
    June 2011
    326 Posts
    We Need Shotguns! Like the Spas-12,AA-12,Saiga-12, Remington 870 and others!
    Spas-12,AA-12,Saiga-12,Remington 870?
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  14. Post #1214

    December 2011
    26 Posts
    Nevermind, I had to get copy the whole folder within the merged files -_-'
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  15. Post #1215
    sentrygunman's Avatar
    September 2008
    796 Posts

    Sorry, Ignore my last post, I just copied the text files in the scripts/sounds file in the the .jar file not the whole scripts file -_-'
    "in the the .jar file" this isnt minecraft
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  16. Post #1216
    smileykiller447's Avatar
    April 2011
    1,378 Posts
    So........... whens that update coming out?
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  17. Post #1217
    sentrygunman's Avatar
    September 2008
    796 Posts
    So........... whens that update coming out?
    when it comes out
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  18. Post #1218

    December 2011
    26 Posts
    "in the the .jar file" this isnt minecraft
    the .jar refers to the file types i use for winrar.....
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  19. Post #1219
    sentrygunman's Avatar
    September 2008
    796 Posts
    the .jar refers to the file types i use for winrar.....
    this addon still doesnt come in .jar format and the most common format and the format used is .zip, so either way you're still wrong
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  20. Post #1220
    umega5's Avatar
    November 2010
    170 Posts
    I have a weird problem with the gun sounds, all the simi-auto guns have full firing sound, but with the automatic weapons, if i manual single shoot then, the sound works fine, but if i fire them full-auto, the first bullet sounds and it does quit, still firing, and the final bullet sounds. that's it. yes i installed the sound scripts correctly
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  21. Post #1221
    Kaysick's Avatar
    May 2012
    3 Posts
    The only problems that I have with this is that I can't hear any gun sounds (I did install the sound fix that came with the GDCW Explosives) and the scope aiming sensitivity is super high. I have to turn the dpi on my mouse down to even aim correctly.

    Other than that, its a really good SWEP pack. :D
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  22. Post #1222
    cardboardtheory's Avatar
    September 2011
    687 Posts
    The only problems that I have with this is that I can't hear any gun sounds (I did install the sound fix that came with the GDCW Explosives) and the scope aiming sensitivity is super high. I have to turn the dpi on my mouse down to even aim correctly.

    Other than that, its a really good SWEP pack. :D
    There should be a txt file in the SVN. Read that, it explains the mysteries of the universe.
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  23. Post #1223
    umega5's Avatar
    November 2010
    170 Posts
    There should be a txt file in the SVN. Read that, it explains the mysteries of the universe.
    I have done that when i first got GDCW, and i guess i should note they work whenever i use a bullet time effect.
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  24. Post #1224
    NuvaWii's Avatar
    December 2009
    63 Posts
    Haha, lol'd. The only AA-12 for CS:S so far so good is the MW3 one, and I am fairly sure nobody wants that, haha.

    This does, however, need a PKM or PKP Pecheneg, would be awesome to see one of those in GDCW sometime.
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  25. Post #1225
    G-Enigma's Avatar
    June 2011
    326 Posts
    Haha, lol'd. The only AA-12 for CS:S so far so good is the MW3 one, and I am fairly sure nobody wants that, haha.

    This does, however, need a PKM<---- NO or PKP Pecheneg, would be awesome to see one of those in GDCW sometime.
    That PKP won't decompile well btw
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  26. Post #1226
    NuvaWii's Avatar
    December 2009
    63 Posts
    That PKP won't decompile well btw
    Just sayin', I hate the MW3 itself very much (bad sounds, horrific looking weapons, worst playerbase ever), all I like about it are very few of its weapon models (very, VERY few).

    However, the addition of a Remington 870 would be awesome.
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  27. Post #1227
    Gold Member
    Xgamer921's Avatar
    October 2011
    329 Posts
    Is it possible to make the guns jam every once in a while. Like where there is an option to enable it, and/or how easily you want it to jam. And a like cleaning option. Im not trying to ask for a ton which that is. I am just stating that would be cool.
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  28. Post #1228

    October 2011
    13 Posts
    Any idea on when the update will be released? (Fire selector and supressors)
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  29. Post #1229
    Generic Default's Avatar
    September 2009
    217 Posts
    Sorry but I'm really busy now. I'm thinking it should be released between 2 and 3 weeks from now once I have time to finish it.
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  30. Post #1230
    sentrygunman's Avatar
    September 2008
    796 Posts
    Sorry but I'm really busy now. I'm thinking it should be released between 2 and 3 weeks from now once I have time to finish it.
    Hey Gen if you didn't read my comment on your profile I'm going to work on a small but detailed part of this pack that will make it look better. I'm going to make it so each bullet is actually a bullet instead of the led model. I'll pm you the changes when I'm done.

    WIP Pictures

    More coming soon!

    Bullets

    4.6x30 - done
    5.7x28 - done
    5.56x45 - done
    7.62x51 - done
    9x19 - done
    10x22 - done
    11x22 - done
    12.7x99 - done
    .357 - done

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  31. Post #1231

    May 2011
    54 Posts
    Wow... That will look awesome.
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  32. Post #1232
    Marxman's Avatar
    July 2010
    168 Posts
    That'll make bullet-time very interesting....
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  33. Post #1233
    Heydshaut's Avatar
    June 2010
    596 Posts
    Hey Gen if you didn't read my comment on your profile I'm going to work on a small but detailed part of this pack that will make it look better. I'm going to make it so each bullet is actually a bullet instead of the led model. I'll pm you the changes when I'm done.

    WIP Pictures

    More coming soon!

    Bullets

    4.6x30 - done
    5.7x28 - done
    5.56x45 - done
    7.62x51 - done
    9x19 - done
    10x22 - done
    11x22 - done
    12.7x99 - done
    .357 - done

    How high poly are the models? I'm concerned that if we have a weapon that fires fast there'll be a lot of these on screen and could make the lag problem worse than it already is. Aside from that, great job.
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  34. Post #1234

    May 2012
    9 Posts
    Great weps but I have no sound for them
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  35. Post #1235
    TheCrazyGoD's Avatar
    January 2012
    322 Posts
    Great weps but I have no sound for them
    There's a folder in the addon called scripts. Move it to the main garrysmod folder, this is the second garrysmod folder where most of the stuff is stored.

    By the way for those who are having the same problem read this post because it's going to be annoying if anybody else keeps saying that their sound doesn't work. Yet I've been through the same problem before and I fixed it before so yeah, it is hard at first but you will be able to do it yourself hopefully.
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  36. Post #1236

    January 2012
    7 Posts
    excuse me not to be annoying but what mods would you recommend using besides your gdcw sharpeye?, spawners? it would be great if you could reply to this thx
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  37. Post #1237
    UberEvil's Avatar
    May 2011
    135 Posts
    OK, so playing with this on the beta it seems like everything except the sounds works. Any help? Garry changed the way finding files works, so it gets an error in GDCW_sound.lua, which is easily fixed. Just putting it in scripts doesn't work, though. I can't exactly figure out what's wrong, so I thought I'd just report it here. The sounds are in the script folder and everything, so I'm guessing it has something to do with the update, so just a heads up.
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  38. Post #1238
    Jesus Rulz's Avatar
    March 2009
    71 Posts
    Why is the tracer on the ak47 rounds green? doesnt seem realistic to me.
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  39. Post #1239
    G-Enigma's Avatar
    June 2011
    326 Posts
    Why is the tracer on the ak47 rounds green? doesnt seem realistic to me.
    http://en.wikipedia.org/wiki/Tracer_rounds
    "Russian and Chinese tracer ammunition generates red or green light using barium salts."
    Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible.

    In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds , though only when you play that map :(
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  40. Post #1240
    UberEvil's Avatar
    May 2011
    135 Posts
    http://en.wikipedia.org/wiki/Tracer_rounds
    "Russian and Chinese tracer ammunition generates red or green light using barium salts."
    Somewhat related, I wonder if the tracer aspect of GDCW bullets could be made closer to real life? Like how usually tracer bullets are loaded towards the end of the magazine so the shooter can know they'll have to reload soon? Maybe not 100% practical to code for Gmod (maybe something in the think or primaryattack function getting, say, self.weapon.Clip1() = 3 or 5, then changing the primaryround to tracer bullets, not sure if that'd work) , but would be cool if possible.

    In relation to the sound scripting problems, it seems gmod13 always loads the default sounds manifest and ignores any custom version, meaning custom sounds are screwed unless played directly through lua. :( If you feel like getting, hacky, though, you can pick your favorite map for GDCW sweps, then rename the game.sounds.manifest included with GDCW to "thatmapsname_level_sounds" (example; gm_flatgrass_13_level_sounds), then put that in the maps folder, and it should load all the custom sounds , though only when you play that map :(
    What about editing the files in the GCF? Might that work?
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