Like Mamok Zalku said:
Will their come the unlockables?
Are you still working on this
Doubt it.
Hey Silver, just tried these out yesterday and I must say fantastic work. Great attention to detail. Take the spy knife for example, the animation changes just like TF2 when you go for a backstab. It's a shame you can't heal npc's with the medic gun though.
This has already been done.
Just two things that you need to fix:
No explosive should ever detonate in mid-air. The sticky bombs can only be detonated once they have touched the ground. The pipe bombs are slightly harder to program. When a pipe bomb first collides with something, it starts a timer. After 2 seconds (about) it activates. Once it has activated, it will detonate once it next hits something. Just keep that in mind. Great work though
[QUOTE=Tapp;14782277]Just two things that you need to fix:
No explosive should ever detonate in mid-air. The sticky bombs can only be detonated once they have touched the ground. The pipe bombs are slightly harder to program. When a pipe bomb first collides with something, it starts a timer. After 2 seconds (about) it activates. Once it has activated, it will detonate once it next hits something. Just keep that in mind. Great work though[/QUOTE]
Neither of these statements are true. Stickybombs can be detonated in the air if enough time has passed, which is about one second or less. Grenades will detonate if they hit a player or an NPC only before bouncing or their detonation timer that starts when FIRED is up, whichever happens first (and is the way most grenade launchers since Quake have worked).
Me and a friend downloaded this and runned a local server (with hamachi) and as he hosted server, he could use the weapons, i couldnt, i have downloaded it and put in right location, is there anyway to make them.. ''non-admin'' ?
[QUOTE=Tapp;14782277]Just two things that you need to fix:
No explosive should ever detonate in mid-air. The sticky bombs can only be detonated once they have touched the ground. The pipe bombs are slightly harder to program. When a pipe bomb first collides with something, it starts a timer. After 2 seconds (about) it activates. Once it has activated, it will detonate once it next hits something. Just keep that in mind. Great work though[/QUOTE]
Have you ever played TF2 before?
[QUOTE=Lillelalle;14812484]Me and a friend downloaded this and runned a local server (with hamachi) and as he hosted server, he could use the weapons, i couldnt, i have downloaded it and put in right location, is there anyway to make them.. ''non-admin'' ?[/QUOTE]
You can search in lua files (you can open them in notepad) I thought shared.lua and you have to search for something like
[CODE] Player.Spawnable = false [/CODE]
Change the false into true in all the sweps and it should be done.
Remember it isn't precisely like I said but something like it.
I ever downloaded TF2 Sents 1.3 made by blackops. The dispenser had the arrow thing effect thing display. U should ask blackops maybe? Or is it already solved and it will be in next version?
Hope i could help. Oh and for the rest. Its a very good swep pack. Thumbs Up!
Edit: Nevermind was something else.
But of course, you are our hero silverlan! Will Valve let you in for this good working? And, on second thought.... How about the spy's cloak watch?
are these ever going to get updated?
Here's hoping, silver's got this thing going on a roll, so it would suck if he stopped now. All I can say is, after trying them out myself, is it feels like TF2 in Half Life, a simply amazing transition! Quite impressed with the fact that you could actually [b]do[/b] this!
Oh and also... Sniper & Spy update is out, maybe you should try setting them to sniper spy update settings now? Like example, spy's knife is upside down ready for backstab when standing behind another person. And maybe some more stuff I don't know, check in TF2 game and we'll see silver.
If there are any things new for the sniper and spy's weapons, pls don't forget the spy cloak watch.......
Never mind, I can use Catdaemon/cjkill's Spy cloak here: [url]http://www.garrysmod.org/downloads/?a=view&id=31668[/url]
Ive heard he isnt working on this anymore, Can we cut him a break please?
I tried the weapon pack on its own, and it was amazing... But i added his 'TF2 Building pack' (Allows the Engineer's building/destruction tool and sapper) and all the previous weapons stopped working.
Get both addons, Put the Buildings one in your addons first, THEN the sweps.
Hey Silverlan, are you planning on creating the new TF2 weapons?
Very good SWEPs, a must for TF2 and GMod fans, highly reccomend it... Goes well with the Melee pack too.
Pros:
Fun
Easy to use
Cons:
None yet!
Improvements:
Better pyro effect
Unlockable weapons too!
PreStorms Rating:
3.9/5
[QUOTE=Edd Gould213;12017014]-BUG-
The Flame-Thrower still does damage while it's being used under water.[/QUOTE]
It does in TF2
He apparently gave up on the TF2 gamemode, as well as the SWEPs that go with it. I'm currently trying to redo it from scratch, because his code was, well, a bit messy in my opinion.
I guess I can shamelessly hijack this thread, since it's old now.
Right now, I have playermodels almost done, they are a bit glitchy, but they already look pretty good. I also have a few weapons done, and the Scout and the Heavy are almost finished now. Once I have done every weapon, I'll start coding the HUD, and the game logic entities, so you can play any TF2 map just like in TF2.
Unlocks will be a bit harder, because as Silverlan said somewhere else, they have a common model for the viewmodel and worldmodel. Each class has a view model with empty hands, and you have to parent the common weapon model to it so it becomes a complete viewmodel. I think I have an idea about how it could be done, will try that later.
Punching combine soldiers is much fun.
[img]http://uppix.net/1/7/0/4037916c03c5c35db23899d78e19f.jpg[/img]
IT IS NOT FAIR TO USE GUN ON BABY COMBINE.
[QUOTE=_Kilburn;15398133]He apparently gave up on the TF2 gamemode, as well as the SWEPs that go with it. I'm currently trying to redo it from scratch, because his code was, well, a bit messy in my opinion.
[/QUOTE]
I know, the code's terrible. I'd redo the whole thing if I hadn't got some other projects going on right now, so yeah, the stage/thread is yours. I won't need it anymore.
[QUOTE=_Kilburn;15398133]He apparently gave up on the TF2 gamemode, as well as the SWEPs that go with it. I'm currently trying to redo it from scratch, because his code was, well, a bit messy in my opinion.
I guess I can shamelessly hijack this thread, since it's old now.
Right now, I have playermodels almost done, they are a bit glitchy, but they already look pretty good. I also have a few weapons done, and the Scout and the Heavy are almost finished now. Once I have done every weapon, I'll start coding the HUD, and the game logic entities, so you can play any TF2 map just like in TF2.
Unlocks will be a bit harder, because as Silverlan said somewhere else, they have a common model for the viewmodel and worldmodel. Each class has a view model with empty hands, and you have to parent the common weapon model to it so it becomes a complete viewmodel. I think I have an idea about how it could be done, will try that later.
Punching combine soldiers is much fun.
[img]http://uppix.net/1/7/0/4037916c03c5c35db23899d78e19f.jpg[/img]
IT IS NOT FAIR TO USE GUN ON BABY COMBINE.[/QUOTE]
You need to set the c_item model's rendergroup to RENDER_GROUP_OPAQUE_VIEW_MODEL, then you can parent it to the viewmodel without the standard depth issues etc.
[QUOTE=_Kilburn;15398133]He apparently gave up on the TF2 gamemode, as well as the SWEPs that go with it. I'm currently trying to redo it from scratch, because his code was, well, a bit messy in my opinion.
I guess I can shamelessly hijack this thread, since it's old now.
Right now, I have playermodels almost done, they are a bit glitchy, but they already look pretty good. I also have a few weapons done, and the Scout and the Heavy are almost finished now. Once I have done every weapon, I'll start coding the HUD, and the game logic entities, so you can play any TF2 map just like in TF2.
Unlocks will be a bit harder, because as Silverlan said somewhere else, they have a common model for the viewmodel and worldmodel. Each class has a view model with empty hands, and you have to parent the common weapon model to it so it becomes a complete viewmodel. I think I have an idea about how it could be done, will try that later.
Punching combine soldiers is much fun.
[img]http://uppix.net/1/7/0/4037916c03c5c35db23899d78e19f.jpg[/img]
IT IS NOT FAIR TO USE GUN ON BABY COMBINE.[/QUOTE]
lol
[QUOTE=Daimao;15398662]You need to set the c_item model's rendergroup to RENDER_GROUP_OPAQUE_VIEW_MODEL, then you can parent it to the viewmodel without the standard depth issues etc.[/QUOTE]
Thanks for the tip, but will that parent correctly the bones to each other? I'm not even sure that's possible with the current Lua functions available, the base idea I had was to create a custom viewmodel entity, using a NPC to hold the weapon and play the animations correctly.
[QUOTE=_Kilburn;15400237]Thanks for the tip, but will that parent correctly the bones to each other? I'm not even sure that's possible with the current Lua functions available, the base idea I had was to create a custom viewmodel entity, using a NPC to hold the weapon and play the animations correctly.[/QUOTE]
Keyword: Attachments.
[IMG]http://img504.imageshack.us/img504/8830/attachmentsx.jpg[/IMG]
[QUOTE=Silverlan;15400413]Keyword: Attachments.[/QUOTE]
Yeah, I've seen that. Attachments are okay for weapons with a single bone, but some (KGB, FaN, Huntsman, Jarate) have several ones, which have to be parented to individual attachments to animate properly. That's the main problem here. Bah, I guess I'll try making the simple unlocks work, and we'll see that later.
I'd love to see the huntsman work.
[QUOTE=ShazzyFreak0;15472204]I'd love to see the huntsman work.[/QUOTE]
It won't look good until I can get c_models to work as viewmodels, and the Huntsman is part of the ones that are technically impossibly by simply parenting a clientside model to the viewmodel, because it has several bones.
I'm considering using a NPC, with its model set to the hands viewmodel, which will be given the weapon, so it holds it properly while playing the animation. The hardest part would be to make this entirely clientside, and make it render as a viewmodel. I've never used the cam and render functions so if anyone can explain me how they work, that would help a lot.
cam.PushModelMatrix and cam.PopModelMatrix seem to be somehow broken, because I remember downloading Garry's mesh boxes so I could see how to create meshes, and they didn't render at the right place at all, it would all depend of where I am, and what I am looking at.
Exams are almost over, one more to go today and the year is over, so I'll have time to work on this again. Actually, I should consider creating my own thread for the TF2 gamemode, it's just confusing if I talk about that here. :v:
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