[B][HIGHLIGHT]THIS IS DEAD, STOP BUMPING THE THREAD![/B][/HIGHLIGHT]
Hey guys,
I've been working on these SWEPs for quite a while now, and I decided to release them. They're not perfect yet, but I tried to make them as similar to the originals as possible.
Included are:
- All the TF2 SWEps (except for the unlockables, sapper and engineers build/destroy PDA)
- Ammo pickups SENTs
- Resupply SENT
[B]Media:[/B]
[URL=http://img216.imageshack.us/img216/6311/tfflamethrowercrityh7.jpg][IMG]http://img216.imageshack.us/img216/5115/tfflamethrowercrit480hn5.jpg[/IMG][/URL] [URL=http://img216.imageshack.us/img216/9773/tfzombiemodebr4.jpg][IMG]http://img176.imageshack.us/img176/2135/tfzombiemode480fi1.jpg[/IMG][/URL] [URL=http://img216.imageshack.us/img216/5285/02gs7.jpg][IMG]http://img143.imageshack.us/img143/7706/02480yx7.jpg[/IMG][/URL] [URL=http://img143.imageshack.us/img143/788/03cu4.jpg][IMG]http://img216.imageshack.us/img216/2562/03480wq3.jpg[/IMG][/URL] [URL=http://img216.imageshack.us/img216/1797/06qt0.jpg][IMG]http://img143.imageshack.us/img143/5506/06480cg5.jpg[/IMG][/URL]
[media]http://img143.imageshack.us/img143/9564/weaponmeleejn0.jpg[/media]
[B]Bugs:[/B]
- Flamethrower effects sometimes don't appear/disappear
- Flamethrower doesn't have a secondary attack (That's because I couldn't find the effect for it)
- Medigun healeffect doesn't show up for any player except for the healer (This is not fixable)
[B]Note:[/B]
- I didn't test them much in multiplayer, so there could be some bugs that I don't know of
- If you want to install my tf2 buildings addon, you should do that [b]before[/b] you install this! Otherwise there could be some problems.
[B]Credits:[/B]
- Jinto: Made the code for the custom ammunition types.
[B]Download:[/B]
[url=http://www.gmmod.com/file.php?id=926931][img]http://www.gmmod.com/preview.php?id=926931[/img][/url]
[url=http://www.garrysmod.org/downloads/?a=view&id=52706][img]http://www.garrysmod.org/img/?t=dll&id=52706[/img][/url]
[URL=http://files.filefront.com/Team+Fortress+weaponsrar/;11864465;/fileinfo.html][IMG]http://static3.filefront.com/ffv6/graphics/b_download_still.gif[/IMG][/URL]
- Have Fun!
Looks awesome :D
I'm totally getting this!
I hope that sexy HUD is in there. :D
Also, take away the bracket in the filr description on garrysmod.org. If you click it you have ot take off the bracket to get it to work because the bracket is included in the link. :keke:
What happens 3rd person wise? Do you see players holding weapons correctly?
So we just extract it into the addons folder?
holy shit awesome
[QUOTE=simzboy]So we just extract it into the addons folder?[/QUOTE]
What else is there to do. You shouldn't expect a "How to get this working" accompanying every new release, should you.
If there is an info.txt it is ALWAYS an addon. ALWAYS.
Awesome has always.
PD: Oh my god oh my god oh my god! A heavy playermodel on that image <3
These are just beautiful. Excellent work, can't wait for your gamemode.
Do you need tf2 for this
I can't believe you actaully managed to do this... I love you :')
@Dacling: Of course you do.
I found some bugs.
ONE: The Medigun completely fails at working when aVoN's Stargate mod is installed.
[code]
stargate/shared/lib.lua:35: attempt to index upvalue 's' (a number value)
[/code]
Is spammed whenever it is out.
TWO: After firing the Heavy's Minigun once, the firing animation continues playing (Not the muzzle flash, but the hand keeps moving)
I'd love to see the Minigun Spin, if you do that, you can do what no one has yet. (Suggestion)
Keep up the good work.
Good work.
The name for the pyro push effect is "pyro_blast" :D
I cannot believe this, you are truly a LUA god among us.
Do you need the game for these sweps to work?
[QUOTE=Lizardman]Do you need the game for these sweps to work?[/QUOTE]
Yes, including the models would be warez.
I love these sweps can't wait to use these!! Thank you.
add a sticky and rocket jumping code.
Thing is great so far.
The medicgun doesn't seem to work for me
Awesome as always with you Silver.
One question though: Are you going to do the upgrade versions of some weapons as well, like the stuff unlocked in the Medic, Pyro and Heavy updates?
[QUOTE=AlfieGroove]
I hope that sexy HUD is in there. :D
[/QUOTE]
Sorry, it isn't.
[QUOTE=Devenger]What happens 3rd person wise? Do you see players holding weapons correctly?[/QUOTE]
Impossible, unless someone would rerig all the player models.
[QUOTE=ZonicTH]
I found some bugs.
ONE: The Medigun completely fails at working when aVoN's Stargate mod is installed.
[code]
stargate/shared/lib.lua:35: attempt to index upvalue 's' (a number value)
[/code]
Is spammed whenever it is out.
[/QUOTE]
aVoN's Stargate mod seems to cause a lot of problems, I don't think I want to bother with that.
[QUOTE=ZonicTH]
TWO: After firing the Heavy's Minigun once, the firing animation continues playing (Not the muzzle flash, but the hand keeps moving)
I'd love to see the Minigun Spin, if you do that, you can do what no one has yet. (Suggestion)[/QUOTE]
Well, I can't figure out how to do the spinning stuff, there are no pose parameters in the model, and it doesn't spin automatically with the animation...
[QUOTE=blackops7799]The name for the pyro push effect is "pyro_blast" :D[/QUOTE]
Thanks. :)
Tell me, where did you find it? I looked through all the tf2 particle files and couldn't find it anywhere...
//EDIT:
Weird, I can't find the blast sound neither... :raise:
[QUOTE=Ehanced_AI]add a sticky and rocket jumping code.[/QUOTE]
Already included.
[QUOTE=Lucinice]The medicgun doesn't seem to work for me[/QUOTE]
That doesn't help me at all.
If you have a problem, please describe what exactly the problem is.
Oh, and you can use the medigun only on other players, not on NPCs.
[QUOTE=J-Dude]
One question though: Are you going to do the upgrade versions of some weapons as well, like the stuff unlocked in the Medic, Pyro and Heavy updates?[/QUOTE]
Well, I couldn't figure out how to do that.
The unlockables don't have normal viewmodels, they only have "c"-models.
There are also viewmodels for each players hands, so I think you have to attach the c-models to the hand-viewmodel, but for some reason that didn't work out...
Silverlan, you should be able to open the particle files with a text editor like Notepad++.
Great Job!
[QUOTE=Silverlan]Thanks. :)
Tell me, where did you find it? I looked through all the tf2 particle files and couldn't find it anywhere...[/QUOTE]
Looked in the particle editor.
Silver, whenever i fire a sticky the charge sound plays(Even if it's not charged) and can you tone down Rocketjump damage? it's nearly 200!
Holy shit! Silverlan, you're a god!
Awesome!
Best on yet!
Just a couple of things I noted down.
There's no indicator dial on the dispenser to show how much metal is in the dispenser.
The teleporters charge way too fast.
The trail isn't the same as the TF2 one. I think.
The buildables are buildable so they can clip into eachother.
You can jump and build something in the air if you do it fast enough.
The sentries build animations are too quick and when upgraded to level 2 it appears as level 2 then level 1 and then does the anims into level 2. And if you're standing too close to the sentry when it's being upgraded you get stuck and have to noclip/kill out.
The waiting time that you have to wait to be teleported is longer. If you walk straight through the tele on GMod version you will get teleported. Where as on TF2 you have to stay in it. Around 2 secs.
Whenever you are holding the Pyro's flamethrower this lua error is totally spammed in console:
[i]weapons/base_swep_tf/cl_init.lua:54: attempt to call global 'GetPanelScale' (a nil value)[/i]
I'm still able to shoot.
When you change weapon from the flamethower to another weapons there is this errors once:
[i]weapons/tf_weapon_flamethrower/init.lua:192: attempt to call method 'StopReload' (a nil value)[/i]
I'm still able to shoot.
Spam console with the one below, switching from one to another, Demoman's grenade launcher, as soon as taken out, can't shoot:
[i]weapons/tf_weapon_grenadelauncher/init.lua:175: attempt to call method 'GetClip' (a nil value)[/i]
Same scenario as above:
[i]weapons/tf_weapon_grenadelauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)[/i]
Medics Needlegun, had this spamming:
[i]weapons/tf_weapon_syringegun_medic/cl_init.lua:33: attempt to call method 'GetClip' (a nil value)[/i]
And this everytime you shot:
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)[/i]
Heavys minigun, you right click and his gun goes down into position, there's no spin effect on the barrel and when you fire and stop firing and holding right mouse he'll carry on shaking his fist as if he's still firing.
Demoman's Pipe Bomb Launcher, console is spammed with this error all the time when having Pipe Bomb out:
[i]weapons/tf_weapon_pipebomblauncher/init.lua:177: attempt to call method 'GetClip' (a nil value)[/i]
Cannot shoot
Same sceanrio as above:
[i]weapons/tf_weapon_pipebomblauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)[/i]
Cannot shoot.
Soldier's Rocket Launcher, same as the demoman's:
[i]weapons/tf_weapon_rocketlauncher/init.lua:158: attempt to call method 'GetClip' (a nil value)
weapons/tf_weapon_rocketlauncher/cl_init.lua:29: attempt to call method 'GetClip' (a nil value)[/i]
Engies pistol, able to shoot, cannot reload, never need to reload, can shoot forever, whenever shot:
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)[/i] once in console
Engie pistol all the time, spammed in console only:Warning: Couldn't find font TF2_font_ammo1
Scouts pistol, exactly the same as the engie's pistol.
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1[/i]
Spy's revolver, same as the scouts pistol and engies pistol:
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1[/i]
Sniper's SMG, same as the pistols and revolver:
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)
Warning: Couldn't find font TF2_font_ammo1[/i]
Too many crits.
All of the shotguns. Scatters, engie, heavy, soldier, pyro. Come up with the same errors this spamming in console:
[i]Warning: Couldn't find font TF2_font_ammo1[/i]
and whenever any of them shot:
[i]autorun/tf_modulus_ammo_ext.lua:35: attempt to call method 'SetCustomAmmo' (a nil value)[/i]
_________________________________________________________
Alot of them are multiple mistakes. So a couple of fixes and bugs there fro you to fix. :keke:
[QUOTE=AlfieGroove][A lot of errors][/QUOTE]
About all those lua errors, you most definitely haven't installed it correctly. I tried it on a fresh lua installation and none of those errors showed up.
Where did you unzip the files to? The "team-fortress" directory should go to the addons folder in your garrysmod directory.
Now about the other errors:
[QUOTE=AlfieGroove]
There's no indicator dial on the dispenser to show how much metal is in the dispenser.[/QUOTE]
Already said that in the first post. That's because I couldn't find the display anywhere (I don't even know if it's a model or an effect or whatever) and nobody seems to know where to find it.
[QUOTE=AlfieGroove]The teleporters charge way too fast.
The trail isn't the same as the TF2 one. I think.[/QUOTE]
Charging should be the same as in TF2, and the trail [B]is[/B] the same as the TF2 one.
[QUOTE=AlfieGroove]The buildables are buildable so they can clip into eachother.
You can jump and build something in the air if you do it fast enough.[/QUOTE]
Weird, I'll look into that.
[QUOTE=AlfieGroove]The sentries build animations are too quick and when upgraded to level 2 it appears as level 2 then level 1 and then does the anims into level 2. And if you're standing too close to the sentry when it's being upgraded you get stuck and have to noclip/kill out.[/QUOTE]
Yeah, I know, haven't figured out the best way for the animations yet. And I can't really do anything against the clipping.
[QUOTE=AlfieGroove]The waiting time that you have to wait to be teleported is longer. If you walk straight through the tele on GMod version you will get teleported. Where as on TF2 you have to stay in it. Around 2 secs.[/QUOTE]
That's weird. I actually made it like the TF2 one, you have to stay on the teleporter for awhile, and it shouldn't teleport you if you walk straight through it.
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