• Tactical Weapons.
    422 replies, posted
please upload only 1 file, not a lot of patch
That's a fucking win. But i don't think that dual weapons are tactical... M4 with shitloads of tactical gear would be nice :D (front grip, laser pointer, flashlight, double mags etc...)
[QUOTE=BBOOBBYY!]That's a fucking win. But i don't think that dual weapons are tactical... M4 with shitloads of tactical gear would be nice :D (front grip, laser pointer, flashlight, double mags etc...)[/QUOTE] If you search Garrysmod.org there is probably a million of those
Here's how garry did shotgun reloading with the pump shotgun: [lua] if ( SERVER ) then AddCSLuaFile( "shared.lua" ) SWEP.HoldType = "ar2" end if ( CLIENT ) then SWEP.PrintName = "Pump Shotgun" SWEP.Author = "Counter-Strike" SWEP.Slot = 2 SWEP.SlotPos = 3 SWEP.IconLetter = "k" killicon.AddFont( "weapon_pumpshotgun", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) ) end SWEP.Base = "weapon_cs_base" SWEP.Category = "Counter-Strike" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/weapons/v_shot_m3super90.mdl" SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Primary.Sound = Sound( "Weapon_M3.Single" ) SWEP.Primary.Recoil = 5 SWEP.Primary.Damage = 20 SWEP.Primary.NumShots = 8 SWEP.Primary.Cone = 0.05 SWEP.Primary.ClipSize = 8 SWEP.Primary.Delay = 0.95 SWEP.Primary.DefaultClip = 16 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "buckshot" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector( 5.7, -3, 3 ) /*--------------------------------------------------------- Reload does nothing ---------------------------------------------------------*/ function SWEP:Reload() //if ( CLIENT ) then return end self:SetIronsights( false ) // Already reloading if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then return end // Start reloading if we can if ( self.Weapon:Clip1() < self.Primary.ClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 ) then self.Weapon:SetNetworkedBool( "reloading", true ) self.Weapon:SetVar( "reloadtimer", CurTime() + 0.3 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) end end /*--------------------------------------------------------- Think does nothing ---------------------------------------------------------*/ function SWEP:Think() if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then if ( self.Weapon:GetVar( "reloadtimer", 0 ) < CurTime() ) then // Finsished reload - if ( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then self.Weapon:SetNetworkedBool( "reloading", false ) return end // Next cycle self.Weapon:SetVar( "reloadtimer", CurTime() + 0.3 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) // Add ammo self.Owner:RemoveAmmo( 1, self.Primary.Ammo, false ) self.Weapon:SetClip1( self.Weapon:Clip1() + 1 ) // Finish filling, final pump if ( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ) else end end end end [/lua] Check out the reload function, and the think function. That is what you need.
Awesome dude! Thanks G36C! ;) ah ha..
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[QUOTE=thelinx]Here's how garry did shotgun reloading with the pump shotgun: [lua] if ( SERVER ) then AddCSLuaFile( "shared.lua" ) SWEP.HoldType = "ar2" end if ( CLIENT ) then SWEP.PrintName = "Pump Shotgun" SWEP.Author = "Counter-Strike" SWEP.Slot = 2 SWEP.SlotPos = 3 SWEP.IconLetter = "k" killicon.AddFont( "weapon_pumpshotgun", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) ) end SWEP.Base = "weapon_cs_base" SWEP.Category = "Counter-Strike" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/weapons/v_shot_m3super90.mdl" SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Primary.Sound = Sound( "Weapon_M3.Single" ) SWEP.Primary.Recoil = 5 SWEP.Primary.Damage = 20 SWEP.Primary.NumShots = 8 SWEP.Primary.Cone = 0.05 SWEP.Primary.ClipSize = 8 SWEP.Primary.Delay = 0.95 SWEP.Primary.DefaultClip = 16 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "buckshot" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector( 5.7, -3, 3 ) /*--------------------------------------------------------- Reload does nothing ---------------------------------------------------------*/ function SWEP:Reload() //if ( CLIENT ) then return end self:SetIronsights( false ) // Already reloading if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then return end // Start reloading if we can if ( self.Weapon:Clip1() < self.Primary.ClipSize && self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 ) then self.Weapon:SetNetworkedBool( "reloading", true ) self.Weapon:SetVar( "reloadtimer", CurTime() + 0.3 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) end end /*--------------------------------------------------------- Think does nothing ---------------------------------------------------------*/ function SWEP:Think() if ( self.Weapon:GetNetworkedBool( "reloading", false ) ) then if ( self.Weapon:GetVar( "reloadtimer", 0 ) < CurTime() ) then // Finsished reload - if ( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then self.Weapon:SetNetworkedBool( "reloading", false ) return end // Next cycle self.Weapon:SetVar( "reloadtimer", CurTime() + 0.3 ) self.Weapon:SendWeaponAnim( ACT_VM_RELOAD ) // Add ammo self.Owner:RemoveAmmo( 1, self.Primary.Ammo, false ) self.Weapon:SetClip1( self.Weapon:Clip1() + 1 ) // Finish filling, final pump if ( self.Weapon:Clip1() >= self.Primary.ClipSize || self.Owner:GetAmmoCount( self.Primary.Ammo ) <= 0 ) then self.Weapon:SendWeaponAnim( ACT_SHOTGUN_RELOAD_FINISH ) else end end end end [/lua] Check out the reload function, and the think function. That is what you need.[/QUOTE] Garry's is buggy. The last bullet isn't loaded and it goes too fast.
[QUOTE=Joerdgs]If it would be that simple it would've been fixed a long time ago don't you think? :raise:[/QUOTE] I don't know to what extent your lua abilities go, I really wanted to just create some script and find out if it worked, or not, since I'm learning myself. I also realized even if it did work it would be a poor method to use since you would have to time the animations and stuff. :P
Not bad really. :D G36c is pretty stable for a shorty. [IMG]http://i270.photobucket.com/albums/jj88/_9so4-_z2/gm_construct20080000.jpg[/IMG] [IMG]http://i270.photobucket.com/albums/jj88/_9so4-_z2/gm_construct20080002.jpg[/IMG] I like the better than the standard. I love when minges go around killing me when I don't have any weapons. I always think, what If I did, I get banned.again.
It wasn't too bad. Except for one major flaw. In third person (and camera) one can clearly see that your character isn't holding the weapon at all. In fact, it clips through the stomach. In other words, the V models need work.
[QUOTE=archangel125]It wasn't too bad. Except for one major flaw. In third person (and camera) one can clearly see that your character isn't holding the weapon at all. In fact, it clips through the stomach. In other words, the V models need work.[/QUOTE] First off it's w models, and second, the models were made for CS:S so they use the CS:S holdtypes. Either they aren't translated by GMod, or some stuff has to be changed in the model files themselves.
By the way, i noticed that your g36c is not a g36"c" it's the g36k /w scope, the g36c has a much shorter barrel and is almost always seen with a reflex scope or a front hand grip EDIT [url]http://www.garrysmod.org/downloads/?a=view&id=23662[/url] [url]http://www.garrysmod.org/downloads/?a=view&id=31436[/url] the last one has had some bugs for me
Is something wrong with gmod.org? I keep getting corrupt archives with these patches. :crying:
[QUOTE=AlbertWesker]Is something wrong with gmod.org? I keep getting corrupt archives with these patches. :crying:[/QUOTE] me too, just download them over again.
Can you please make a single downloadable pack? The patches don't seem to work.
the worked fine for me. Props on the ak. you should make a pistol on that base to. but add teta bonitas name to the RG sweps or it sets you on fire.
[QUOTE=defiantchild]the worked fine for me. Props on the ak. you should make a pistol on that base to. but add teta bonitas name to the RG sweps or it sets you on fire.[/QUOTE] Sure thing, but I'm kinda bored of creating those SWEPs alone, without no help, so I guess I need a comrade (:D) who could be helping me create those SWEPs too.
I agree that the LUA scripting is rather savvy. It's basically just hexed models with basic LUA scripting, which isn't always bad, but in most cases with these SWEPS it is. The rate of fire is not in sync with the fire animations for some of the guns so it looks odd when you shoot. The zooming and iron-sighting are somewhat "bleh", and overall they're just not entirely satisfying. Also the fire sounds sometimes play twice when you shoot and it sounds weird, but I see that happen in a lot of SWEPS nowadays so it seems like it's hard to avoid. A for effort, A for quantity, D- in functionality. Just spend some more time on the scripting and try and fish out all the bugs.
Some of the weapons does not work but still takes space. I had to delete them:(
The only thing that really bugs me is all the Scripted Weapon SWEPs that don't do anything, you know like the bases.
I think this might need some weapons that weren't in the pack which could be useful - an RPG-7 and a FIM-92 Stinger - an M79 Grenade Launcher - K2 and K1(Korean assault rifles) Anyways, the Tactical Weapons pack is awesome :D
[QUOTE=soulsquisher]The only thing that really bugs me is all the Scripted Weapon SWEPs that don't do anything, you know like the bases.[/QUOTE] TELL ME ABOUT IT, all they do is give you an endless supply of errors EDIT why not try to make a Javelin? [url]http://en.wikipedia.org/wiki/FGM-148_Javelin[/url] DOUBLE EDIT if some one was willing to guide me through it I would like to be your partner.
What this pack needs: Shotguns, Some kind of rocket launcher and working snipers. I am not saying you have to do this it is a suggestion.
Cool weapons dude...Could you make a single download with all the tacticalweapon in it.But anyway, i love your weapon,Laser isn't really needed, but it would be rather cool they do like in RE4!And I'm sure you can deal with your brother for SVN purpose!and tell me where i find how to lua script!!!
[QUOTE=spawn camp3r]TELL ME ABOUT IT, all they do is give you an endless supply of errors EDIT why not try to make a Javelin? [url]http://en.wikipedia.org/wiki/FGM-148_Javelin[/url] DOUBLE EDIT if some one was willing to guide me through it I would like to be your partner.[/QUOTE] Er...some guy tried it and failed. I don't think it would be easy to do... Here is the thread: [url]http://forums.facepunchstudios.com/showthread.php?t=529430[/url]
Hey, can you do some revolvers for the next update and a few more silencables.
I was wondering if you could you script us a couple of weapons? Like eh..a... ZM weapons LR-300? [url]http://www.fpsbanana.com/skins/21776[/url] The SCAR-11-CQC? [url]http://www.fpsbanana.com/skins/40650[/url] And a HK21E? [url]http://www.fpsbanana.com/skins/4935[/url] And lastly, another HK MachinePistole 5? The one with the holosight looks like crap. Seriously, the origins are horrible. [url]http://www.fpsbanana.com/skins/35261[/url]
I found one with a working laser. But I don't think it would be easy to code. [url]http://www.garrysmod.org/downloads/?a=view&id=36808[/url]
Why did 20 people give him LUA kings? He didn't do any of this. [quote] Credits: NightEagle, too lazy to give more [/quote] Learn to read.
[QUOTE=AtlanticV1]Why did 20 people give him LUA kings? He didn't do any of this. Learn to read.[/QUOTE] At least he did the hexing. All those sweps are very good even though he should improve on some stuff.
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