• Team-Fortress 2 SWEPs
    188 replies, posted
DID IT EXPLODE :keke: ?
[QUOTE=tepholman]And are there any plans for the unlockable weapons?[/QUOTE] If you had decided to read the thread, you would have seen the viewmodels for the unlockable weapons were in a weird form, and Silverlan doesn't know how to handle those.
[QUOTE=Pwn-o-Matic]Yes, including the models would be warez.[/QUOTE] Not for mobenix! And good sweps!
[QUOTE=Alexy13423]If you had decided to read the thread, you would have seen the viewmodels for the unlockable weapons were in a weird form, and Silverlan doesn't know how to handle those.[/QUOTE] Sadcakes. I'd take the weapons with the new functions and the same old models...
Anyone having problems with this addon on multiplayer servers?
Nope. Me and my friend played through HL2 EP1 with these. No problems at all.
[QUOTE=Fire_cube] - Some weapons (mostly melee) will sometimes ignite enemies upon hit.[/QUOTE] That's a bug with util.BlastDamage(). Can't fix that. [QUOTE=Fire_cube]- Sniperrifle can produce crit sounds even with body shots, although it does not appear to register thrice the damage.[/QUOTE] Well yeah, you're right. Forgot to change that. Right know it makes crit sounds by chance, even if it isn't a critical shot. [QUOTE=Fire_cube]- Sticky launcher will play the "charge" sound repeatedly when clicking rapidly.[/QUOTE] I don't think I can fix that, the sound is 'built' in the animation. Thanks anyways, I'll fix the other bugs in the next release. :) [QUOTE=Fire_cube]Once again, great work. If you ever get around to make the unlockables, make sure to let us know about it![/QUOTE] Well, I don't think I'll be able to do that. I just can't get them to work. For example the ubersaw, this is what it's supposed to look like: [IMG]http://img213.imageshack.us/img213/980/ubersaw1tj3.jpg[/IMG] And this is what it looks like ingame: [IMG]http://img213.imageshack.us/img213/8118/ubersaw2pw5.jpg[/IMG] I've had a couple of problems with the attachments of the TF2 models before, there seems to be a difference between the way TF2 uses these attachments and the way gmod does. So, until this problem isn't fixed, I won't be able to make any TF2 unlockables. //EDIT: Oh, and I got the TF2 flamethrower airblast sounds now. (Thanks to [URL=http://forums.facepunchstudios.com/member.php?u=93779]BennyG[/URL]...) The reason I couldn't find the airblast files was because I opened an old version of the TF2 content.gcf... :downs:
This is weird How come the ammo packs don't give you metal for the wrench? Also...Well you ever make it so the medi-gun can heal npcs? :)
Just rotate the ubersaw? :v: [B]Edit:[/B] If you're not already, try using something like this. [lua] local attachmentthinga = player:LookupAttachment("ATTACHMENTNAMEHERE") if ( attachmentthinga == 0 ) then return end local attachment = pl:GetAttachment( attachmentthinga ) // calculate & set position. local pos = attachment.Pos ENTITY:SetPos( pos ) // calculate and set angles. local ang = attachment.Ang ENTITY:SetAngles( ang ) [/lua] And if it's still not positioned right try using RotateAroundAxis to fix it.
[QUOTE=blackops7799]Just rotate the ubersaw? :v: [/QUOTE] You can't change the angle of an attached entity. //EDIT: [QUOTE=blackops7799] [lua] local attachmentthinga = player:LookupAttachment("ATTACHMENTNAMEHERE") if ( attachmentthinga == 0 ) then return end local attachment = pl:GetAttachment( attachmentthinga ) // calculate & set position. local pos = attachment.Pos ENTITY:SetPos( pos ) // calculate and set angles. local ang = attachment.Ang ENTITY:SetAngles( ang ) [/lua] [/QUOTE] That doesn't work, because if the viewmodel plays an animation, the weapon would still be at the original position. Of course I could apply the new attachment position constantly to the weapon, but that'd be an extremely messy method, and it wouldn't look fluently.
For some reason I can't explode my stickies, and my minigun sometimes lights props on fire. Backstabbed a rollermine. HOW THE FK IS THAT POSSIBLE?
[QUOTE=Silverlan]That doesn't work, because if the viewmodel plays an animation, the weapon would still be at the original position. Of course I could apply the new attachment position constantly to the weapon, but that'd be an extremely messy method, and it wouldn't look fluently.[/QUOTE] Try using setparentattachmentmaintainoffset..? God damn that's long.. :v: [lua] local attachmentthinga = player:LookupAttachment("ATTACHMENTNAMEHERE") if ( attachmentthinga == 0 ) then return end local attachment = player:GetAttachment( attachmentthinga ) // calculate & set position. local pos = attachment.Pos ENTITY:SetPos( pos ) // calculate and set angles. local ang = attachment.Ang ENTITY:SetAngles( ang ) ENTITY:SetParent(VIEWMODEL) ENTITY:Fire( "setparentattachmentmaintainoffset" , "ATTACHMENTNAMEHERE" , 0 ) [/lua]
You make the best stuff Silverlan
[QUOTE=blackops7799]Try using setparentattachmentmaintainoffset..? God damn that's long.. :v: [/QUOTE] Hm... well yeah, I didn't think about that. But there's still another problem, you can't make the weapon appear in the hands: [IMG]http://img513.imageshack.us/img513/3650/ubersaw3tg0.jpg[/IMG] And I don't think there's a workaround for that...
Hey, it'a better than nothing. I'd rather have this than nothing.
It would'nt be half bad if you were to make the arms invisible for the UberSaw now that it's like that, all you've got to do is put the 'VMT trick' into the weapon's material folders and name it after the VMT used for the medic's arm, Which shouldn't be hard if you found out the texture's name, which can be done by getting a skin. I did this for the Gib Chainsaw after I reorigned it to the center.
[QUOTE=Silverlan]Hm... well yeah, I didn't think about that. But there's still another problem, you can't make the weapon appear in the hands: [IMG]http://img513.imageshack.us/img513/3650/ubersaw3tg0.jpg[/IMG] And I don't think there's a workaround for that...[/QUOTE] Just mess around with the prop position before you parent it?
[QUOTE=Silverlan]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] The dispenser displays are materials that you can find in team fortress 2 materials.gcf. Go to materials/vgui and look for dispenser_meter_bg_blue, dispenser_meter_bg_red, and dispenser_meter_arrow.
how is there a heavy in your one picture?
[QUOTE=toadsalsa]The dispenser displays are materials that you can find in team fortress 2 materials.gcf. Go to materials/vgui and look for dispenser_meter_bg_blue, dispenser_meter_bg_red, and dispenser_meter_arrow.[/QUOTE] The materials don't help me at all, there has to be a model or an effect or something like that for the display.
EDIT: Spell Checked Hello. Just got this and what an amazing pair of sweps, I really need those team fortress 2 models silverlan, It would mean the world to me because when other players use them i see crotch weapons, Everyone else does aswell so i would absolutely love to see you release the tf2 models (with tf2 bones ofc).
-BUG- The Flame-Thrower still does damage while it's being used under water.
Sometimes a rocket will be deflected upwards when shooting against a Antlion Guard that's charging at you.
[QUOTE=Wizey!]EDIT: Spell Checked Hello. just got this and what an amazing pair of sweps, i really need those team fortress 2 models silverlan, it would mean the world to me because when other players use them i see crotch weapons, everyone else does aswell so i would absolutely love to see you release the tf2 models (with tf2 bones ofc).[/QUOTE] That is warez. Warez is [b]ILLEGAL[/B]
[QUOTE=trey_awsome]That is warez. Warez is [b]ILLEGAL[/B][/QUOTE] I don't mean the team fortress 2 models, I mean a set of lua files that uses the team fortress 2 player models, So you don't get crotch weapons hehe.
It's about time I found a decent Swep pack for TF2! I've needed this for a while.
[QUOTE=grog guy;13978393]It's about time I found a decent Swep pack for TF2! I've needed this for a while.[/QUOTE] There amazing arent they?
Too bad they are kinda broken for me. Any chance Silver could update them?
Very cool, thanks!
Are you planning on doing the unlocks if possible?
Sorry, you need to Log In to post a reply to this thread.