• Fiery SWEP Base - Public ALPHA2.0 release
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I'm here today to unveil a long term personal project that's still in the works, but is ready for general testing and usage, ==================================================================================================== [b] • Fiery Weapons Base • ALPHA 2.0 [/b] ==================================================================================================== This swep base was created from weapon_cs_base and is designed for common swep needs (covered below), most of which are for RP. Keep in mind that this is [b]ONLY AN ALPHA, and is NOT Final[/b] The weapon pack includes all of the C_model cstrike models, as well as some custom weapons, and even a DoD:S colt (for fun)! the base supports dual wielded weapons, burst rifles, permanent silenced weapons, MG's, empty weapon animations, and soon will support melee and thrown weapons. [url=http://steamcommunity.com/workshop/filedetails/?id=567320175] Download on Workshop![/url] [b]ANIMATION[/b] ==================================================================================================== Hold type fix included Hold type aliases included Dynamic animation execution for View Model animations and 3rd person animations Animation engine • Crunches complex viewmodel and 3rd person animations into efficient, correct SWEP status animations , as-well as handling playback rates, sounds, Idling, and ironsights • Called with VMact( anim_name, pbr, snd, volume, idle_after, iron_off ) • Can also be called with any number of missing or null values! • anim_name can be either an enumeration, a string of an enumeration, or a shortcut string like "PRIMARY" "SECONDARY" "DRYFIRE" "RELOAD" "DRAW" "IDLE" • SWEP.ReloadSound handles any reload sounds that need to be played • SWEP.DrawSound handles any draw/deploy sounds that need to be played Multiple animation assignment for weapons (See Fiery Tags for in code names) • Ironsigh holdtypes (IE holding an AK as "ar2" even tho its hipfire is "shotgun") • Hipfire holdtypes (When not aiming or reloading) • Reload holdtypes (IE reloading an "ar2 "held M4 as "smg") 3rd Person animations • All holdtypes are fixed and backwards compatible • When drawing swep, hold type is set to nothing for 80% of the view models draw sequence, a notable RP feature • When going into or out of ironsights the hold type changes to show players aiming down the sights, or holding it at the hip/non-sighting [b]FUNCTIONALITIES[/b] ==================================================================================================== Streamlined weapon delays and actions for better interaction Ironsights (and similar data) will eventually become completely client controlled via files, currently waiting for data schemes to be considered Ability to drop a weapons magazine with full animations great for RP (Shotguns have animations for this in works) [i](Akimbos currently are being looked at for alternative key combos for this)[/i] • (Drop weapon may be added as well) • [b]To use this, Hold Right Mouse + E + R[/b] Fire modes to come, currently designing schemas and considering button combos. Sniper scopes are planned to be added, and are currently unfinished :/ Dual wielded weapons are supported and intuitive, using Right and Left mouse controls for fire SWEPs can break down doors at certian ranges. Shotguns will do this by default SWEPs can ignite close targets (where enabled) When enabled, weapons won't use Ironsights, and will instead use [b]Aim Assist[/b]! • Uses the con var: swep_AutoAim (0 or 1) • Weapons held when this var is flipped need to be re-drawn to work • Aim assist is currently unbiased, but is planned to look at player teams for future filtering • When close enough to enemies, aim assist will aim for the head Weapon heat is in development for use later on; Should be available by beta Weapons cannot fire underwater unless specified (USP & MP5 Navy can) Automatic weapons experience some variance in shoot delay [b] The current setting is fairly higher,[/b] When firing rapidly, bullets start to rise upward to accommodate recoil animations! New function: ShootBullet • Takes more arguments and will tie in with physics calculations to come New function: [b]ShootPhysicalBullet [/b] • Takes same # of arguments as ShootBullet (Further arguments dont [i]need[/i] to be passed) • Shoots a [b]physical projectile using a stock model and trail effect [/b] • [b] There is a known issue for transferring damage, to fix use console toggle " swep_stock_damage 1" [/b] • PhysicalBullets are attempting to be engineered to work with Bullet time binds, the physics is challenging Backwards compatibility with CSShootBullet function integrated [b]CROSSHAIR SPECIFICS[/b] ==================================================================================================== Crosshairs disappear when swep is empty. Crosshairs become a dot for Ironsights. swep_reload_rate - console command for setting over all weaoon reload rates (part of formulas) swep_tracer # - console command for setting a tracer type over all weapons Tracers[1] = "AR2Tracer" Tracers[2] = "AirboatGunHeavyTracer" Tracers[3] = "AirboatGunTracer" Tracers[4] = "Tracer" -- STOCK TRACER, Looks good Tracers[5] = "StriderTracer" Tracers[6] = "HelicopterTracer" Tracers[7] = "GunshipTracer" Tracers[8] = "LaserTracer" -- Hard to see head on [b]CONSOLE COMMANDS[/b] ==================================================================================================== swep_cone - when debugging is enabled, forces a cone for all weapons swep_physical_bullets - console command to toggle physical bullets [FIXED & WORKING!] swep_IronSights_FromFile *Keep off* cl_swep_FOV - console commands for client FOV swep_AutoReload - console command to toggle auto reload functionality swep_stock_damage - toggles the damage mode for physical bullets, keep it 1 cl_crosshair_r - crosshair red cl_crosshair_g - crosshair green cl_crosshair_b - crosshair blue cl_crosshair_a - crosshair alpha cl_crosshair_scale - Crosshair scale (-1 to disable and use stock) cl_crosshair_l - crosshair length (30 is default) cl_crosshair_t - crosshair TOGGLE on or off cl_crosshair_type - crosshair type [b]CROSSHAIR TYPES[/b] [Lua] -1 = Just the circle 0 = Just the circle 1 -- | -- - o - -- | 2 -- || -- = o = -- || 3 -- -- - o - -- | 4 -- | -- > o < -- ^ 5 -- . -- ' o ' -- ' 6 -- -- . -- '' o '' -- ' 7 -- -- '-o-' -- ' 8 -- -- '=o=' -- ' 9 -- -- '-o-' -- ' 10 -- -- '-o-' -- ' 11 -- o -- ' [/Lua] 12 - 15 are planned but not yet designed, so they too are [i]nothing[/i] • The color of the inside circle can't currently be changed! Planned to come! [b] Generating sweps using this base [/b] ==================================================================================================== Creating new sweps using this base is [b]easy![/b] The creation for a swep file is done normally with only a few extra (and optional) tags and weapon_fiery_base If you don't want to use tags, consider using a different base: weapon_fiery_base_dual weapon_fiery_base_melee weapon_fiery_base_pistol weapon_fiery_base_rifle weapon_fiery_base_shotgun weapon_fiery_base_smg weapon_fiery_base_sniper weapon_fiery_base_templated -- Used by template (Not available in DL), Good for cookie cutter weapon creation • Fiery Tags • [Lua] SWEP.Primary.Clips = 1 -- No more counting bullets. SWEP.Secondary.Clips = 1 --
Hey, I'm doing this too with CS:S weapons! But yours is a lot cooler and flexible, good work :)
Oh man, Can't wait to test this out at home :) -edit- Waste of time.
-snip-
The addon has been updated on steam! The newer version has plenty of fixes and new features! Magazine dropping has been added! In the future the magazines may be actual items! The project has also been moved onto github!
Looks awesome bro! Keep it up, 100% support over here!
[QUOTE=AustinH;49888287]Oh man, Can't wait to test this out at home :) -edit- Waste of time.[/QUOTE] Why is it a waste of time?
--Snip-- thread is so old i revived it on a ham radio.
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