did this work with out dod gcf file ?? I don't have dods
majority of it works yes, you'll just be missing some sounds.
Just messaging to keep a good thread alive. LET NO THREAD DIE LIVE FOREVER !!!!!!!!!!!!!!!!!!!!!
I do not get any sounds on the custom guns, also when I looked in the lua file the weapon sound name for some reason didn't exist in the actual sound folder.
Any ideas why it wont work properly?
download the 1.13 fix
Still doesn't work. =/
dont mind me changeing the subject but it would be cool if someone made css skins useing the models in this pack.
[QUOTE=clayzor14;18447009]dont mind me changeing the subject but it would be cool if someone made css skins useing the models in this pack.[/QUOTE]
Go look on fps banana
its a content website
First of all, Siminov, nice job! Secondly (I hope I am not reviving this thread, which would be good in a certain way) I'm having troubles with some of the world models. Several wont appear correctly, instead, they will be in the waist. I am reinstalling Gmod right now, I'll tell you how it went later.
P.D: Is there any way to make the NPCs use these weapons?
[QUOTE=Thegreats;19422913](I hope I am not reviving this thread, which would be good in a certain way)[/QUOTE]
you just did.
[QUOTE=Flubadoo;19423822]you just did.[/QUOTE]
(It's from Novemeber, not that old) Seems reinstalling worked, I think I had other WW2 swep packs interfering with this one in some way, it's fixed now. Again, nice job Siminov!
[QUOTE=Thegreats;19429645](It's from Novemeber, not that old) Seems reinstalling worked, I think I had other WW2 swep packs interfering with this one in some way, it's fixed now. Again, nice job Siminov![/QUOTE]
Thanks, I believe the Mad Cows weapons messed with the world models.
but the only world models that I couldnt fix were the knife, shovel, grenades and Nambu.
I've been trying to get NPCs to be able to use these guns. They hold it and fire but don't kill.. Every time an NPC shoots I get spammed with this...
[CODE]
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value[/CODE]
This is the line that it's having problems with: (first line)
[CODE]
[B]--->[/B]elseif self.Owner:KeyDown(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT) then
if (self:GetIronsights() == true) then
self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil / 2, self.Primary.NumShots, self.Primary.Cone)
-- Put recoil / 2 when you're in ironsight mod
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 1.5), math.Rand(-1,1) * (self.Primary.Recoil / 1.5), 0))
-- Punch the screen 1.5x less hard when you're in ironsigh mod
else
self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil * 1.5, self.Primary.NumShots, self.Primary.Cone)
-- Recoil * 1.5
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil * 1.5), math.Rand(-1,1) * (self.Primary.Recoil * 1.5), 0))
-- Punch the screen * 1.5
end
[/CODE]
How do I make this NPC compatible?
[QUOTE=Deadmeat182;19494321]I've been trying to get NPCs to be able to use these guns. They hold it and fire but don't kill.. Every time an NPC shoots I get spammed with this...
[CODE]
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value
weapons/weapon_dod_base/shared.lua:449: attempt to call a nil value[/CODE]
This is the line that it's having problems with: (first line)
[CODE]
[B]--->[/B]elseif self.Owner:KeyDown(IN_FORWARD | IN_BACK | IN_MOVELEFT | IN_MOVERIGHT) then
if (self:GetIronsights() == true) then
self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil / 2, self.Primary.NumShots, self.Primary.Cone)
-- Put recoil / 2 when you're in ironsight mod
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 1.5), math.Rand(-1,1) * (self.Primary.Recoil / 1.5), 0))
-- Punch the screen 1.5x less hard when you're in ironsigh mod
else
self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil * 1.5, self.Primary.NumShots, self.Primary.Cone)
-- Recoil * 1.5
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil * 1.5), math.Rand(-1,1) * (self.Primary.Recoil * 1.5), 0))
-- Punch the screen * 1.5
end
[/CODE]
How do I make this NPC compatible?[/QUOTE]
Well that part is the recoil systems the swep base uses, if that could be changed for an npc base then it would work
It works with npcs, you just have to make ai weapons with cs base instead of this base...
Oh ok. How would I go about doing that? I'm not a coder.
[QUOTE=Deadmeat182;19499472]Oh ok. How would I go about doing that? I'm not a coder.[/QUOTE]
I could upload the npc weapons but they are still unfinished there are only a few, and they dont work with the base so counterstrike is needed to use. But if enough people want them i can upload them...
Working the shotgun whitch is a bitch to work well
and a De liese Carbine, a silenced bolt action rifle used during wwii by the british special forces.
The De liese is promising to be done soon but i would like if someone found me a different double barrel shotgun.
[url=http://www.garrysmod.org/downloads/?a=view&id=88165][img]http://www.garrysmod.org/img/?t=dll&id=88165[/img][/url]
All done
Included spawnlist and requested sweps!
Beta Npc Weapons
enjoy guys...
:munch:
Edit: Forgot to add spawn icons, Redownload this link.
Fuck yes, the DeLisle! Thank you, man!
Loving the update man, but just oooone question - why is there no recoil on the rocket launchers? :v:
[QUOTE=Lite :3;19564151]Loving the update man, but just oooone question - why is there no recoil on the rocket launchers? :v:[/QUOTE]
The gas vents out the back.
[QUOTE=Siminov;19564637]The gas vents out the back.[/QUOTE]
Oh, point made. :3: Sorry.
[QUOTE=Siminov;19564637]The gas vents out the back.[/QUOTE]
Bad way to cover the lazyness up? Just kidding :P, Although the gas "Vents out the back", the actual rocket being proppeled out of the launcher would give you some kick back.
Quick question, is there any way to fix the npc weapons or is that just the way gmod snpcweps work?
I love updates.
Me too I'm getting that error when I do my npc swep.
[QUOTE=beat the zombie;19601493]Me too I'm getting that error when I do my npc swep.[/QUOTE]
[QUOTE=S1CK130Y;19596748]Quick question, is there any way to fix the npc weapons or is that just the way gmod snpcweps work?[/QUOTE]
Did you download the new update?
NPC Sweps come with it.
hi man you did a nice job, the pack works perfectly. The only problem i had is that dp 27 has a very shiny texture, then i was thinking "maybe the problem is with my graphics card"... am i right?
[QUOTE=mikephero;19602850]hi man you did a nice job, the pack works perfectly. The only problem i had is that dp 27 has a very shiny texture, then i was thinking "maybe the problem is with my graphics card"... am i right?[/QUOTE]
It is not that shiney on mine but shiney none the less
Also...
There is somehing i forgot to change but i am too lazy to make ANOTHER update just for the 1 problem.
In the weapon_dod_base_rifle
Near the bottom
/*---------------------------------------------------------
ShootEffects
---------------------------------------------------------*/
function SWEP:CSShootBullet(dmg, recoil, numbul, cone)
numbul = numbul or 1
cone = cone or 0.01
local bullet = {}
bullet.Num = numbul
bullet.Src = self.Owner:GetShootPos() -- Source
bullet.Dir = self.Owner:GetAimVector() -- Dir of bullet
bullet.Spread = Vector(cone, cone, 0) -- Aim Cone
[B][U]bullet.Tracer = 1 [/U][/B] -- Show a tracer on every x bullets
bullet.Force = 0.5 * dmg -- Amount of force to give to phys objects
bullet.Damage = dmg -- Amount of damage to give to the bullets
bullet.Callback = HitImpact
-- bullet.Callback = function ( a, b, c ) BulletPenetration( 0, a, b, c ) end
bullet.Tracer = 1 (needs to be changed to 5 or 6) That is all though and just on base rifle, or the alternative is to delete anything below ShootEffects.
its just a cosmetic problem i forgot to fix and dosent hurt the pack.
Incoming update.
[QUOTE=Keelwar;19614177]Incoming update.[/QUOTE]
Updated
[url=http://www.garrysmod.org/downloads/?a=view&id=88386][img]http://www.garrysmod.org/img/?t=dll&id=88386[/img][/url]
Fixed the tracers, changed rate of fire, reloads for thompson and machineguns etc...
Sorry about the numerous updates but i think this is the last one until i find something else to fix or add, next is the full version of the npc sweps.
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