• Customizable Weaponry v2 - Because the old thread got locked
    1,949 replies, posted
How do I make the gun fire less loud? People on my server says its to loud and its hard to hear people on the mic when alot of gun fire is happening.
[QUOTE=thegtz;36882124]How do I make the gun fire less loud? People on my server says its to loud and its hard to hear people on the mic when alot of gun fire is happening.[/QUOTE] turn the sound down :V
[QUOTE=MrBunneh;36882568]turn the sound down :V[/QUOTE] Let me try again, people can hear the gun sounds across the map as if they were right next to it.
[QUOTE=thegtz;36889255]Let me try again, people can hear the gun sounds across the map as if they were right next to it.[/QUOTE] I would believe that's because guns do that. guns are loud.
In a serious answer to thegtz's problem, it's not something easily stoppable I think (although I could be wrong). A problem with the sounds in general, as I don't think the game does much to check for sound distance unless it's a default weapon fired by an NPC. And sound replacements for said weapons tend to have the same problem.
a small request for leetnoob: Can you revert back to the normal firing animation on PISTOLS ONLY? The reason being all pistols in your pack have great animations. The new firing animation look great on all shouldered weapons, but pistols look a bit bland. Or maybe tell me which part of the code to edit to do this?
Would it be possible to have different sounds for shots 100/200/300 meters away, like in BF3? [editline]24th July 2012[/editline] And by that, I mean code wise. And yeah, no need to tell me that it will take a lot of work.
[QUOTE=TonyTheBean;36906065]Would it be possible to have different sounds for shots 100/200/300 meters away, like in BF3? [editline]24th July 2012[/editline] And by that, I mean code wise. And yeah, no need to tell me that it will take a lot of work.[/QUOTE] Tony... ur a bean :P
[QUOTE=Nightmare515;36907828]Tony... ur a bean :P[/QUOTE] Yes, I am also a plunger butt , male, agnostic, 15, heterosexual, full time tech, and a youtuber.
[QUOTE=Nightmare515;36907828]Tony... ur a bean :P[/QUOTE] yes, and your post quality is a nightmare
[QUOTE=TonyTheBean;36906065]Would it be possible to have different sounds for shots 100/200/300 meters away, like in BF3?[/QUOTE] pls write a .dll that would automatically analyze the environment and change the sound accordingly. Or make a bunch of sounds that are different from each other for every distance difference.
i did have an idea a few days ago you could get one close range sound and one long range sound write a formula that plays both sounds, changing each sound's volume depending on the distance (second argument to the EmitSound() function), so that the close range sound plays the loudest when nearby, and quietest when far away, and the long range sound plays quietest while closeby, and loudest while far away and suppressed weapons could eliminate the long range sound entirely the close range sound can be the gun's default firing sound, while the long range sound can be the generic distant gunshot sound
[QUOTE=noobcake;36915079]i did have an idea a few days ago you could get one close range sound and one long range sound write a formula that plays both sounds, changing each sound's volume depending on the distance (second argument to the EmitSound() function), so that the close range sound plays the loudest when nearby, and quietest when far away, and the long range sound plays quietest while closeby, and loudest while far away and suppressed weapons could eliminate the long range sound entirely the close range sound can be the gun's default firing sound, while the long range sound can be the generic distant gunshot sound[/QUOTE] EmitSound doesn't like multiple sounds and often becomes gay when there are lots of sounds played. I'd have to use CreateSound for this (and even then I have no idea whether it'd work or not), but it's broken in GMod 12.
[QUOTE=LEETNOOB;36911784]pls write a .dll that would automatically analyze the environment and change the sound accordingly. Or make a bunch of sounds that are different from each other for every distance difference.[/QUOTE] I probably can do the second one. [editline]25th July 2012[/editline] Also, it would be pretty cool if you could change the reticule on some of the sights.
The one thing that killed this mod for me was the Crysis-like Attachment screen. I dont know if im supposed to click it or not but the mouse dosent work even when I force it to appear. and I cant find the keys or keybinds to select the attachments either. How the hell am I supposed to use it? exactly how to use it correctly is never explicitly mentioned anywhere and it annoys the hell out of me.
[QUOTE=calebc789;36923463]The one thing that killed this mod for me was the Crysis-like Attachment screen. I dont know if im supposed to click it or not but the mouse dosent work even when I force it to appear. and I cant find the keys or keybinds to select the attachments either. How the hell am I supposed to use it? exactly how to use it correctly is never explicitly mentioned anywhere and it annoys the hell out of me.[/QUOTE] Jesus fucking Christ, is there anything not wrong for you?! You people asked a fucking weapon attachment menu for a long time, I add one - now you complain that you don't want one. What the fuck is wrong with you? The keys you're supposed to press in the attachment selection menu are the ones that are in the brackets. Is it really that hard to figure out, that if the mouse is disabled and there are numbers in brackets means that it's the key you're supposed to press?
[QUOTE=LEETNOOB;36924447]The keys you're supposed to click in the attachment selection menu are the ones that are in the brackets. Is it really that hard to figure out, that if the mouse is disabled and there are numbers in brackets means that it's the key you're supposed to press?[/QUOTE] Well when I pressed those keys, they didnt work. is there a fix?
[QUOTE=calebc789;36924475]Well when I pressed those keys, they didnt work. is there a fix?[/QUOTE] You make sure they're bound to slotX (X being a number) and then you make sure you don't have any shitty addons that over-ride the weapon's PlayerBindPress hook. Also, don't tell me you pressed the numbers on the numpad.
And another good thing about that menu is being able to revert back to iron sights. Previously i don't think that was possible. But please leetnoob, would you consider my advice regarding the pistol animations?
[QUOTE=headcrabforfood;36929726]But please leetnoob, would you consider my advice regarding the pistol animations?[/QUOTE] Yea.
Sorry to be so picky but how about implementing view swaying? Like how you can't hold your aim completely still? Do you think that is possible leetnoob? Just an idea.
You could REALLY use a chill pill when it comes to suggestions dude.
Holy shit, I hate Garry's Mod's EmitSound function. If you use it on the server using self.Owner ([b]CURRENTLY USED[/b]): - works fine (no multiple instances of the same sound) - delayed for everyone based on their ping (naturally) If you use it shared using self.Owner: - emits multiple instances of the same sound - not delayed for the owner - delayed for everyone else based on their ping (naturally) If you use it on the server using self: - can only be heard by other players - delayed for everyone based on their ping (naturally) If you use it shared using self: - works fine (no multiple instances of the same sound) - not delayed for the owner - delayed for everyone else based on their ping (naturally) [b]- does not work properly if there are other sounds played[/b] [highlight](AKA I fucking hate other sounds, so fuck you if there are any other sounds being played)[/highlight] The last variant seems to be perfect, except for sounds not playing if there are other sounds. I absolutely hate that shit. I just improved the way some animations are played, but I can't do the same for the sounds, which sucks.
[QUOTE=LEETNOOB;36942063]Holy shit, I hate Garry's Mod's EmitSound function. If you use it on the server using self.Owner ([b]CURRENTLY USED[/b]): - works fine (no multiple instances of the same sound) - delayed for everyone based on their ping (naturally) If you use it shared using self.Owner: - emits multiple instances of the same sound - not delayed for the owner - delayed for everyone else based on their ping (naturally) If you use it on the server using self: - can only be heard by other players - delayed for everyone based on their ping (naturally) If you use it shared using self: - works fine (no multiple instances of the same sound) - not delayed for the owner - delayed for everyone else based on their ping (naturally) [b]- does not work properly if there are other sounds played[/b] [highlight](AKA I fucking hate other sounds, so fuck you if there are any other sounds being played)[/highlight] The last variant seems to be perfect, except for sounds not playing if there are other sounds. I absolutely hate that shit. I just improved the way some animations are played, but I can't do the same for the sounds, which sucks.[/QUOTE] Just do what I told you to do over steam.
Can someone throw up another download link for the extra pack, the solid file one doesnt work for me :(
[QUOTE=_NewBee;36944269]Just do what I told you to do over steam.[/QUOTE] Tried it, shit don't work properly in multiplayer. :(
[QUOTE=calebc789;36923463]The one thing that killed this mod for me was the Crysis-like Attachment screen. I dont know if im supposed to click it or not but the mouse dosent work even when I force it to appear. and I cant find the keys or keybinds to select the attachments either. How the hell am I supposed to use it? exactly how to use it correctly is never explicitly mentioned anywhere and it annoys the hell out of me.[/QUOTE] Leetnoob already said it on this thread, it's on the first post itself, you just have to press C to see it. If you can't see the menu, that is some sort of bug (Most surely add-on conflict as he says), but it still works, press 1, 2 or 3 and you'll notice a huge difference. "exactly how to use it correctly is never explicitly mentioned anywhere and it annoys the hell out of me." It's on the FAQ actually, here; [quote]Q: How do I attach an attachment to a weapon? A: Open your Q menu, and go to 'Entities'. Then, find a category called "Weapon Upgrades". Spawn attachments from there, pick them up by looking at them and pressing your use key. After that, open up the weapon customization menu by pressing C and select the attachments you want! Simple, isn't it?[/quote] Maybe a FAQ is not "EXPLICITLY SAID", but it should be. I don't care if you're not a reader, but reading the whole description of this mod is A LOT better than TRYING to figure it out all by yourself. And for this; "The one thing that killed this mod for me was the Crysis-like Attachment screen." It didn't kill it, it made it A LOT better. I hate Crysis, but I didn't care about this new attachment menu, it is obviously a lot better than before. And why the hell everyone has to mention Crysis? Yeah yeah, maybe it is the first game to have a menu like that, makers of it, but still, ANYONE could probably invent that little menu. [QUOTE=LEETNOOB;36924447]Jesus fucking Christ, is there anything not wrong for you?! You people asked a fucking weapon attachment menu for a long time, I add one - now you complain that you don't want one. What the fuck is wrong with you? The keys you're supposed to press in the attachment selection menu are the ones that are in the brackets. Is it really that hard to figure out, that if the mouse is disabled and there are numbers in brackets means that it's the key you're supposed to press?[/QUOTE] Haha, people these days. They ask what they want and then regret what they want. "Is it really that hard to figure out, that if the mouse is disabled and there are numbers in brackets means that it's the key you're supposed to press?" I laughed at this, of course it's not hard, an experimenting baby can figure it out.
[QUOTE=LEETNOOB;36944913]Tried it, shit don't work properly in multiplayer. :([/QUOTE] What went wrong?
Anyone? I really want to use this pack but the download link on solid file doesnt work
download opera to download it, Opera's another browser It doesn't seem to like firefox the second time around
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