Inspired to release this as a future standalone, by Darkness135, from the thread, [url=http://www.facepunch.com/showthread.php?t=829205]HL2 weaps made into SWEPs[/url]
[b]This thread will be updated on a daily basis.[/b]
[release][b]SWEP Bases[/b]
A collection of the original HL2 weapons, as well as the most accurate CS:S base replicated within the GMod community to date, written in Lua.
[tab]Project site:[/tab] [url]http://code.google.com/p/swep-bases/[/url]
[tab]SVN Checkout:[/tab] [url]http://swep-bases.googlecode.com/svn/trunk/[/url]
[/release]
[b]Half-Life 2 Weapons:[/b]
This collection of weapons is a near 1:1, C++ to Lua, replica of the original HL2 weapons, straight out of the Source SDK.
[b]Counter-Strike: Source Base:[/b]
Presenting the closest replica of the original CS:S weapons to be found within the Garry's Mod community, forged to create the closest pixel-to-pixel accurate remake. This single base contains the code for rendering the Counter-Strike: Source HUD, as well as replicate it's penetrating ballistic features.
[i]Screenshots coming soon.[/i]
[i]More information coming soon.[/i]
[i]Notice:[/i] This project is near complete already, and is within my current repository. Within the next few days, I will undergo a splicing process to extract all the necessary files for this addon to be completely self-sufficient of Garry's Mod Plus.
[b]Features:[/b]
[i]New ConVars:[/i] lua_weapons <0/1> - Enables the replacement of using the SWEP bases instead of the C++ hard coded weapons in Garry's Mod.
[b]New values and methods:[/b]
Universal Values
[i](Values used for each SWEP base.)[/i]
[list]
[*]SWEP.WepSelectFont
[*]SWEP.WepSelectLetter
[*]SWEP.IconFont
[*]SWEP.IconLetter
[*]SWEP.HoldType
[/list]
.357 MAGNUM:
[i]"swep_357"[/i]
[list]
[*]SWEP.m_bFiresUnderwater
[*]SWEP.Primary.Empty
[*]SWEP.Primary.Sound
[*]SWEP.Primary.Damage
[*]SWEP.Primary.NumShots
[*]SWEP.Primary.NumAmmo
[*]SWEP.Primary.Cone
[*]SWEP.Primary.Delay
[*]SWEP.Primary.Tracer
[*]SWEP.Primary.TracerName
[*]SWEP:ShootBullet( damage, num_bullets, aimcone )
[*]SWEP:ShootCallback( attacker, trace, dmginfo )
[/list]
PULSE-RIFLE
[i]"swep_ar2"[/i]
[list]
[*]SWEP.m_bFiresUnderwater
[*]SWEP.Primary.Reload
[*]SWEP.Primary.Empty
[*]SWEP.Primary.Sound
[*]SWEP.Primary.Damage
[*]SWEP.Primary.NumShots
[*]SWEP.Primary.NumAmmo
[*]SWEP.Primary.Cone
[*]SWEP.Primary.Delay
[*]SWEP.Primary.Tracer
[*]SWEP.Primary.TracerName
[*]SWEP.Secondary.Empty
[*]SWEP.Secondary.Sound
[*]SWEP.Secondary.Special1
[*]SWEP.Secondary.Delay
[*]SWEP:DoMachineGunKick( pPlayer, dampEasy, maxVerticleKickAngle, fireDurationTime, slideLimitTime )
[*]SWEP:DoImpactEffect( tr )
[*]SWEP:DelayedAttack()
[*]SWEP:AddViewKick()
[*]SWEP:ShootBullet( damage, num_bullets, aimcone )
[*]SWEP:ShootCallback( attacker, trace, dmginfo )
[/list]
CROSSBOW
[i]"swep_crossbow"[/i]
[list]
[*]SWEP.m_bFiresUnderwater
[*]SWEP.Primary.Sound
[*]SWEP.Primary.Reload
[*]SWEP.Primary.Special1
[*]SWEP.Primary.Special2
[*]SWEP.Primary.Damage
[*]SWEP.Primary.NumShots
[*]SWEP.Primary.NumAmmo
[*]SWEP.Primary.Cone
[*]SWEP.Primary.Delay
[*]SWEP.Primary.AmmoType
[*]SWEP:CheckZoomToggle()
[*]SWEP:FireBolt()
[*]SWEP:ToggleZoom()
[*]SWEP:SetSkin( skinNum )
[/list]
9MM PISTOL
[i]"swep_pistol"[/i]
[list]
[*]SWEP.Primary.Reload
[*]SWEP.Primary.Empty
[*]SWEP.Primary.Sound
[*]SWEP.Primary.Damage
[*]SWEP.Primary.NumShots
[*]SWEP.Primary.NumAmmo
[*]SWEP.Primary.FastestDelay
[*]SWEP.Primary.Delay
[*]SWEP.Primary.Tracer
[*]SWEP.Primary.Name
[*]SWEP:GetBulletSpread()
[*]SWEP:FinishReload()
[*]SWEP:AddViewKick()
[*]SWEP:UpdatePenaltyTime()
[*]SWEP:ShootBullet( damage, num_bullets, aimcone )
[*]SWEP:ShootCallback( attacker, trace, dmginfo )
[/list]
To be perfectly blunt:
Thank you sir, you are an absolute god-send!
I cant wait to have your epic HL2 weapons and I might have to check out your CSS weapons as well, the RCS bases for the RCS weapons are rather bad I have found in my tinkering to make them compatible with my gamemode.
Edit: Any ETA for their release? Or best place to find your latest version of gmod plus? (unless its most recent version is on gmod.org, than its location is obvious)
Thanks for your efforts! This will help alot integrating the awesome default weapons into heavilly scripted gamemodes! :smile:
[url]http://code.google.com/p/gmodplus/[/url] Is the location for the massive project, where you can reference ALL of my work.
[url]http://gmodplus.googlecode.com/svn/trunk/[/url] Is the SVN Checkout for GM+, so you can develop work before the framework is released.
The major benefit for having the weapons standalone is that maybe people don't want to download an extra huge addon just so some of their weapons work. Also, you can include maybe just one of the base weapons with your future SWEP/gamemode release, instead of bulking up on every last weapon.
ETA: 2 days.
Oh, how special, you're going to make guns that shoot bullets, melee weapons, and a bunch of explosives.
Unless you're planning to code the gravity gun too, now that would be a tad more interesting.
[QUOTE=_Kilburn;17827844]:words:[/QUOTE]
Nothing to contribute? Don't post.
[quote=_killburn]Unless you're planning to code the gravity gun too[/quote]
This.
Already thought about it. I'll be working on it in the future. Super gravity gun is a definite.
SuperGravGun was remade by LuaPineapple, but it's not working as cool as original. look for in on gmod.org
[QUOTE=RavMahov;17833444]SuperGravGun was remade by LuaPineapple, but it's not working as cool as original. look for in on gmod.org
[editline]11:41PM[/editline]
by the way, can you help me master? I've tried to recode laser stool from huntsmod using adv spawner and madjawa's laserstool v2, but it won't even appear in tools in good category.
What's wrong? Tried it for 7 hours :(([/QUOTE]
The main code for the gravity gun alone is three thousand six hundred and sixty-six lines of code. LuaPineapple's Super Gravity Gun is less than three hundred sixty-two. They're absolutely nothing alike, and share no common code.
Don't derail the thread, PM me next time instead. Regardless, there is an SVN for that:
[url]https://svn.madjawa.net/lua/LaserSTOOL/[/url]
[editline]04:50PM[/editline]
Adding the SVN site.
I have been working on redoing the HL2 weapons for Itemforge... Currently the Pistol, 357, Crowbar, and SMG have been remade. I based everything off of the SDK so they are fairly accurate. You can borrow code from them if you want.
[b]Edit[/b]:
[url]http://code.google.com/p/itemforge/source/browse/#svn/trunk/lua/itemforge/items[/url]
[b]Edit[/b]:
Nevermind
You're late. The project is already done. I just haven't moved the stuff from Garry's Mod Plus [url]http://code.google.com/p/gmodplus/source/browse/#svn/trunk/lua/weapons[/url] to SWEP Bases.
[QUOTE=CptFuzzies;17835164]The main code for the gravity gun alone is three thousand six hundred and sixty-six lines of code. LuaPineapple's Super Gravity Gun is less than three hundred sixty-two. They're absolutely nothing alike, and share no common code.
Don't derail the thread, PM me next time instead. Regardless, there is an SVN for that:
[url]https://svn.madjawa.net/lua/LaserSTOOL/[/url]
[editline]04:50PM[/editline]
Adding the SVN site.[/QUOTE]
Yeah... But that from hunt's mod wasn't worked like madjawa's. If it was, I couldn't try to recode for gmod 11 :P, so what's wrong in my code?
[QUOTE=RavMahov;17840725]Yeah... But that from hunt's mod wasn't worked like madjawa's. If it was, I couldn't try to recode for gmod [b]10[/b] :P, so what's wrong in my code?[/QUOTE]
Don't mean to derail the thread but Gmod 11 doesn't exist.
10.71
Have you gotten the luas yet? Or still working on it?
Edit: Bad spelling... hmm... don't see a misspelled word...
You can already get it from his SVN. He's busy making it into addon form so that it can be used out of Gmod+.
[QUOTE=Crazy Quebec;17861373]You can already get it from his SVN. He's busy making it into addon form so that it can be used out of Gmod+.[/QUOTE]
Yeah, thats how I want to use it, and did not want to be as informal as ripping it out of his SVN, but thanks though :)
Edit: Looking at the SVN copy I can see why it needs some work to be stand-alone. With a little work, I cant get it to spawn. Keep getting unknown entity errors. *shrug*
[QUOTE=skylortrexle;17854223]Don't mean to derail the thread but Gmod 11 doesn't exist.[/QUOTE]
okay okay, I meant GMod 2007 (Orange Box engine alt name :P)
10.71 is actually the version. This is the 71st distribution of the game since it was first launched on Steam.
So how exactly does this work?
I downloaded the SVN and putted it in addons (it has a info.txt so its a addon).
Then when i started gmod i only spawned with grav gun, phys gun, crossbow, rpg, camera, tool gun.
[QUOTE=kanal3;17875636]So how exactly does this work?
I downloaded the SVN and putted it in addons (it has a info.txt so its a addon).
Then when i started gmod i only spawned with grav gun, phys gun, crossbow, rpg, camera, tool gun.[/QUOTE]
From what I understand the splicing process still isn't done. So let's wait for the official word. :smile:
I'm working on this today, at this very moment. For testing, join me at, [url=steam://connect/68.227.240.182:27015/]flaming-gummy-bear's Build Server![/url]
[editline]12:52PM[/editline]
Just added all the bases, and am now doing some bugfixes.
[editline]01:08PM[/editline]
The project has been spliced and implemented into a separate repository as a framework. Enjoy. I'll post more information on the values and functions after I'm done.
New values, and functions explanations on the OP, comin' up right now.
Removed modified FireBullets methods from the project, the physical bullets were used to demonstrate the ability to hook Lua events and subroutines to the SWEP bases.
Added sent_grenade_ar2, and sent_rpg_missile for custom SMG grenades, and custom RPGs.
[editline]03:18PM[/editline]
Added swep_pistol variables and methods to the OP.
So you got the RPG to work properly? Boxed heart king for you!
[img]http://img.photobucket.com/albums/v308/flaming-gummy-bear/heartbox.png[/img] I've successfully gotten it to mimic most aspects of the normal RPG such as not being able to fire if a rocket is still live, and so forth, but right now I'm trying to port Valve's code for the RPG and successfully get it to fly where the player's shooting at. I'll have to use some hacky code to do this, because I don't want to derail too far from the Source SDK's virgin code, but a complete 1:1 conversion results in unsuccessful ports.
Unfortunately I've had to do this type of thing twice in the project already with the grenade weapon base, and the shotgun weapon base, as there are some limitations for certain things in Lua, or speed issues related to networked values.
[editline]04:07PM[/editline]
I kinda wanna make a new SMG weapon to demo the new grenade base, but I'm fresh out of ideas. It's 4:07 PM here in Phoenix, and I still haven't had breakfast.
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