• Team-Fortress 2 SWEPs
    188 replies, posted
Thanks for continuing on this!
He,Silverlan,are you going edit the new guns form the update? [url]http://www.youtube.com/watch?v=zP5qdi8ulKM[/url] part 1 [url]http://www.youtube.com/watch?v=zP5qdi8ulKM[/url] part 2
[QUOTE=mvr;15503828]He,Silverlan,are you going edit the new guns form the update? [url]http://www.youtube.com/watch?v=zP5qdi8ulKM[/url] part 1 [url]http://www.youtube.com/watch?v=zP5qdi8ulKM[/url] part 2[/QUOTE] Hey, read the thread boy, he isn't working on it anymore, and I gave the reasons why getting unlocks to work in Garry's Mod is so hard. Back on thread, I've just finished coding the Demoman's grenade launcher, crits and deathnotices, and as you can see, I'm having great fun. :v: I know there are a few problems there and there, but of course, it's not a definitive version. Don't worry, it won't invade your screen like that, there will be a maximum number of deathnotices on the screen. [img]http://uppix.net/1/8/0/9a925e3a708823231b304637defd6.jpg[/img]
When this gonna be released killburn?
[QUOTE=morphhh;15523921]When this gonna be released killburn?[/QUOTE] :ughh:
Looking forward to it.
[QUOTE=morphhh;15523921]When this gonna be released killburn?[/QUOTE] :cawg:
Hey, nice! Awesome to see somebody wants to continue all this :) Hey, you Lua guys intrigue me. I gots a question though. At one point a long while ago, I asked about potentially turning TF2 characters into snpc's. I was given a reason why not, but right now, having dealt with models since then, I'm not sure why not. The closest reason I can think of is that TF2 models are all playermodels, and playermodels work with axis's and pitch and yaw in order to do things like aim. After all, an snpc can use a model OTHER than a model that works for the default biped human structure used by HL2. But in that regard, we see Combine and human npc's that utilize the pitch and yaw while not being player models (originally). But really, even if it would require some tweaking/new animations, one COULD make TF2 snpc's, could they not? Of course, the amount of coding would be pretty heavy.
[QUOTE=J-Dude;15547999]At one point a long while ago, I asked about potentially turning TF2 characters into snpc's. I was given a reason why not, but right now, having dealt with models since then, I'm not sure why not. The closest reason I can think of is that TF2 models are all playermodels, and playermodels work with axis's and pitch and yaw in order to do things like aim. After all, an snpc can use a model OTHER than a model that works for the default biped human structure used by HL2. But in that regard, we see Combine and human npc's that utilize the pitch and yaw while not being player models (originally). But really, even if it would require some tweaking/new animations, one COULD make TF2 snpc's, could they not? Of course, the amount of coding would be pretty heavy.[/QUOTE] I'm not sure about that, but if I remember correctly, the model must have NPC specific activities in order to animate properly. There should be a way to completely override the animations without having to recompile the models, but I'm not sure it will look good. And I would certainly not be the one who would do those SNPCs since I suck hard at AI programming. :downs:
[QUOTE=J-Dude;15547999] At one point a long while ago, I asked about potentially turning TF2 characters into snpc's. I was given a reason why not, but right now, having dealt with models since then, I'm not sure why not. The closest reason I can think of is that TF2 models are all playermodels, and playermodels work with axis's and pitch and yaw in order to do things like aim. After all, an snpc can use a model OTHER than a model that works for the default biped human structure used by HL2. But in that regard, we see Combine and human npc's that utilize the pitch and yaw while not being player models (originally). But really, even if it would require some tweaking/new animations, one COULD make TF2 snpc's, could they not? Of course, the amount of coding would be pretty heavy.[/QUOTE] The problem is the recompiling of the model. I always get the error "can't find eyeball texture 'eyeball_r' on model" on any TF2 playermodel, and I don't know how to reassign that texture. It would be possible without recompiling the model, but that'd take a lot of the flexibility.
[QUOTE=Silverlan;15554371]The problem is the recompiling of the model. I always get the error "can't find eyeball texture 'eyeball_r' on model" on any TF2 playermodel, and I don't know how to reassign that texture. It would be possible without recompiling the model, but that'd take a lot of the flexibility.[/QUOTE] You've hexed the materials wrong
It's probably mentioned, but the build/destroy PDA doesn't 100% capture your input. Meaning: I whip out build PDA and hit 4 for tele exit. It gets ready to place while also getting me ready to switch to shotty. Must scroll mousewheel and click before placing.
This Ammo and health crates spawn on the TF2 maps and cause really bad lag intill you pick-up all of them. Is there is a way to prevent them from spawning on the TF2 maps in GMOD?
[QUOTE=Deathbucket;15567426]You've hexed the materials wrong[/QUOTE] What? Hex a material? What do you mean? I haven't changed anything on the materials, and you usually don't even need to when you're recompiling a model, unless you're changing something on the model itself.
Good job killburn!
[QUOTE=BenjaminTennison;15201729]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][/QUOTE] I downloaded the cloak and it doesn't work. It won't cloak me. I'll equip it, left click, a cool ripple effect will happen, the cloak meter starts draining, but I'm still visible. I thought, maybe your hand doesn't go invisible. So I stood in front of a metrocop while "invisible". He shot me. D: Does anyone know of a working spy watch?
[QUOTE=That Ninja;15705858]I downloaded the cloak and it doesn't work. It won't cloak me. I'll equip it, left click, a cool ripple effect will happen, the cloak meter starts draining, but I'm still visible. I thought, maybe your hand doesn't go invisible. So I stood in front of a metrocop while "invisible". He shot me. D: Does anyone know of a working spy watch?[/QUOTE] Well it makes you invisible to other PLAYERS not NPCs. The NPCs are not programmed to ignore you if you are "invisible". They detect you and thats it.
[QUOTE=Silverlan;11881669] 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:[/QUOTE] Mabey you made the ubersaw like the ubersaw in-game
When I use them I don't get the "Critical Hit" sign or anything, flames and such just turn into blank squares with a line on them. When backstabbing, there's no critical hit, just a square with a line.
From the first set of tf2 weapons that you made, in the screenshot there is a spy-cloak (with no icon). I have downloaded the second version of your tf2 weapons, and there was no cloak that i saw (unless it was cloaked XP). Did the cloak not work? EDIT: nvm, i see above ^^ thanks though
the dead ringer swep makes npcs not see you... but you can shoot while invisible...
Why did you people bump this :colbert:
Isnt it obvious? :3:
Awesome! Always wanted these, you did a great job!
FYI with cl_drawhud set to 0 the minigun ammo count still shows up. also if there a way around this?
I got a question, do i need Team Fortress 2 for the Team Fortress 2 sweps? Cause I installed them into Gmod and all I get is that "ERROR" and purple and black squares. Can someone tell me if I did something wrong? Sinceraly, Roflcopteromg
[QUOTE=Roflcopteromg;17307622]I got a question, do i need Team Fortress 2 for the Team Fortress 2 sweps? Cause I installed them into Gmod and all I get is that "ERROR" and purple and black squares. Can someone tell me if I did something wrong? Sinceraly, Roflcopteromg[/QUOTE] You need tf2, error models mean you dont have the game.models for it
lol i seen bug in image, medic gloves are blue but, medgun trails are red :D
what do i need to use this sweps? i can shoot with them bat i cant see them i see onli error! [editline]12:52PM[/editline] where can i get tf2 gamemode?
o gawd, people just because its tf2 doesn't mean its kllburns sweps, in fact killburn revived silverlans dead idea of tf2 game mode
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