Customizable Weaponry v2 - Because the old thread got locked
1,949 replies, posted
Can you add an option in the admin setting so when we die, we respawn with the same weapons and equipments?
Some of the new weapons don't have kill icons.
I'll look through the new ones right now and see which one don't.
[editline]10th October 2012[/editline]
Ok, seems like its just the MR96.
[QUOTE=SHYoshi;37983525]Can you add an option in the admin setting so when we die, we respawn with the same weapon and equipment?[/QUOTE]
Same weapon being lots of them or just one?
[QUOTE=LEETNOOB;37983982]Same weapon being lots of them or just one?[/QUOTE]
I meant to say "weapons and equipments"
Respawning with the weapons you had before you die.
[QUOTE=SHYoshi;37984444]I meant to say "weapons and equipments"
Respawning with the weapons you had before you die.[/QUOTE]
Ah, that's doable. I'll give it a shot.
When the GM13 Version will be released ?
[QUOTE=NightlyDev;37994812]When the GM13 Version will be released ?[/QUOTE]
when GM13 gets released :v:
[QUOTE=NightlyDev;37994812]When the GM13 Version will be released ?[/QUOTE]
I was going to release it sometime today, but now that you ask - never.
LEET I Have some request:
It's possible have this HK417? [url]http://gamebanana.com/css/skins/120220[/url]
an M16A4 Would be nice! (More customizable cause of the removable carry handle) what about that one: [url]http://gamebanana.com/css/skins/105611[/url]
A TAR21 The most rare skin in GB but now compiled with a new animation!: [url]http://gamebanana.com/css/skins/100462[/url]
[QUOTE=LEETNOOB;37982968]You know, I'm kinda starting to realize why you quit releasing your addons to the public.[/QUOTE]
Well the solution for you would be using a god damn version system. If you don't like SVN, there's still git, mercurial and all that sort of stuff. Look at your version numbers! "1.133", a fix for a fix for a fix. Are you seriously building up to "1.1337"?
All the effort in
zipping
uploading
linking
every time when a bad bug is found. It's bad.
how about
git commit -a -m "updaet or something"
git tag "1.133"
git push
or something similar?
If you make git tags, sites like github or bitbucket will make the downloads FOR you.
Also, proper bug tracking. Google code has a simple bug tracker, so do github and bitbucket. If someone's being a retard, just set their issues to "Invalid" and watch them fuck off. The downside of Google code is that you can't ban people, but in github you can block people, so you can prevent situations like these:
[url]https://github.com/FPtje/DarkRP/commit/70b9bbfdb87360bb282ef81874209b5f9395691b[/url]
(scroll down to comments)
For the romantic love of furry bollocks, get a fucking versioning system.
[QUOTE=FPtje;37998263]Well the solution for you would be using a god damn version system. If you don't like SVN, there's still git, mercurial and all that sort of stuff. Look at your version numbers! "1.133", a fix for a fix for a fix. Are you seriously building up to "1.1337"?
[b]hmm, that is a something to keep updating stuff for, yes.[/b]
All the effort in
zipping
uploading
linking
[b]wow fuck so much effort omg[/b]
every time when a bad bug is found. It's bad.
how about
git commit -a -m "updaet or something"
git tag "1.133"
git push
or something similar?
If you make git tags, sites like github or bitbucket will make the downloads FOR you.
Also, proper bug tracking. Google code has a simple bug tracker, so do github and bitbucket. If someone's being a retard, just set their issues to "Invalid" and watch them fuck off. The downside of Google code is that you can't ban people, but in github you can block people, so you can prevent situations like these:
[url]https://github.com/FPtje/DarkRP/commit/70b9bbfdb87360bb282ef81874209b5f9395691b[/url]
(scroll down to comments)
[b]wow, looks like the comments on garrysmod.org, I will surely gain a lot by using github and then have to deal with the same idiots I find on garrysmod.org!!![/b]
For the romantic love of furry bollocks, get a fucking versioning system.
[b]I was going to use Steam workshop when GMod 13 gets released, but now that you mentioned that - never[/b][/QUOTE]
[editline]12th October 2012[/editline]
[QUOTE=Nightmare515;38003529]Weapon Requests:
H&K MP5A2 - [url]http://gamebanana.com/css/skins/121002[/url]
H&K UMP45 - [url]http://gamebanana.com/css/skins/11375[/url][/QUOTE]
Good luck.
Hey guys, I bring some news regarding this whole project.
First off, let's start with the good news - since the release of GMod 13 is soon, I decided to make a fully functional version for it and it works fine.
Now for the bad news. Garry removed the old SetModelScale function and after lots of fighting about it, he re-added it, but changed the way it works - it scales individual axes, but changes the model's position based on the new scales. In other words - I have to re-position the attachment models on every single weapon and I just don't have the motivation to do that.
So, I guess that's that. It's been fun, enjoy it until GMod 13 gets released as version 1.263 will most likely be the last version out.
[QUOTE=LEETNOOB;38010329]Hey guys, I bring some news regarding this whole project.
First off, let's start with the good news - since the release of GMod 13 is soon, I decided to make a fully functional version for it and it works fine.
Now for the bad news. Garry removed the old SetModelScale function and after lots of fighting about it, he re-added it, but changed the way it works - it scales individual axes, but changes the model's position based on the new scales. In other words - I have to re-position the attachment models on every single weapon and I just don't have the motivation to do that.
So, I guess that's that. It's been fun, enjoy it until GMod 13 gets released as version 1.263 will most likely be the last version out.[/QUOTE]
How does it change the position? Does it now scale from the origin of the model instead of the center or something? Would it be possible to programatically fix the position of the models? Maybe experiment with obj:OBBMins/Maxs/Center(), if you haven't already.
[QUOTE=thomasfn;38010686]How does it change the position? Does it now scale from the origin of the model instead of the center or something? Would it be possible to programatically fix the position of the models? Maybe experiment with obj:OBBMins/Maxs/Center(), if you haven't already.[/QUOTE]
I have. OBBMins/Maxs/Center return 0, 0, 0.
Well, Leetnoob, its been super great having an amazing weapons addon. I'm sorry its ending like this.
I hope you're able to make something equally amazing in the future.
[QUOTE=LEETNOOB;38010329]Hey guys, I bring some news regarding this whole project.
First off, let's start with the good news - since the release of GMod 13 is soon, I decided to make a fully functional version for it and it works fine.
Now for the bad news. Garry removed the old SetModelScale function and after lots of fighting about it, he re-added it, but changed the way it works - it scales individual axes, but changes the model's position based on the new scales. In other words - I have to re-position the attachment models on every single weapon and I just don't have the motivation to do that.
So, I guess that's that. It's been fun, enjoy it until GMod 13 gets released as version 1.263 will most likely be the last version out.[/QUOTE]
I'll see what I can do about continuing this, unless you don't want me to.
Two things
One: Is there a way where i can make the shotguns blow down doors and such?
and Two: Instead of making the ammo dispenser maybe make an ammo crate where you can select the individual ammo types you want or make is so you can spawn the individual ammo
so a suggestion and a question
and for the ammo types you could use the hl2 ammo caches and boxes and whatnot
Its sad to hear it ending like this, its been a fun ride from the beginning though, I think we should all give LEETNOOB our thanks. Thank you LEETNOOB for all the fun!
okay guys yeah I know this sucks, but I think I have a solution to things. a lot of work will still need to be done, but it will be considerably less. I'll talk to spy about it later, so here's hoping it turns out well :v:
There is no hope for it?
[QUOTE=napalm_bomb;38014557]There is no hope for it?[/QUOTE]
Like I said, I'd be working on it if LEET gives me his permission.
[QUOTE=napalm_bomb;38014557]There is no hope for it?[/QUOTE]
Actually, hang on with me for a sec.
The problem is that there is no GMod 13-ready SWEP construction kit yet. BUT! Mostly the only weapons with messed up attachments are the ones that use the rail mount. I can reposition them manually by changing their position. (which shouldn't take much time)
Edit: Yep, only the rail mounts seem to have broken positions, and it's easy to correct them, so, we're back in business.
[img_thumb]http://cloud-2.steampowered.com/ugc/938131793947623475/6AA73FBD77D6B0E6D4CDF5E36DC14A549295AFD7/[/img_thumb]
Bison: YEEEEEEESSSSS!!!!
YEEEEEEEEEEEEEESSSSSSSSSSS!!!!!!
*Ending Music*
Excellent news LEETNOOB, glad it's starting to work in GMod 13, also good luck with the SWEP Pack in GM13, you're going to need it :)
Oh yeah awesome this can never die!
Want it?
[URL=http://www.mediafire.com/view/?3l5035hub5yzzhb][IMG]http://www.mediafire.com/conv/edba70948b6010111510bd91ff4d67b7960e9515864b4ff1c64fcca10dea11f94g.jpg[/IMG][/URL]
[B]Magpul PDR-C[/B]
[tab]Features:[/tab]
-Silencer (detachable);
-Laser;
-Kobra and Reflex;
-Smooth animations.
[highlight]P.S.: I'm using a custom silencer texture, it won't look like that on your gameplay.[/highlight]
[QUOTE='[POR]Shoterxx;38018468']Want it?
[URL=http://www.mediafire.com/view/?3l5035hub5yzzhb][IMG]http://www.mediafire.com/conv/edba70948b6010111510bd91ff4d67b7960e9515864b4ff1c64fcca10dea11f94g.jpg[/IMG][/URL]
[B]Magpul PDR-C[/B]
[tab]Features:[/tab]
-Silencer (detachable);
-Laser;
-Kobra and Reflex;
-Smooth animations.
[highlight]P.S.: I'm using a custom silencer texture, it won't look like that on your gameplay.[/highlight][/QUOTE]
I'd gladly add it if you add EoTech and Aimpoint support on that weapon. I'll also tweak damage, recoil and accuracy based on the weapon's caliber, barrel length, etc. in real life, if that's fine with you.
Also, once MrBunneh is done with the ballistic scope, I'm going to add a ballistic 12x scope.
As a side-note, I've finally got the base to work 100% in GMod 13 and the messed up attachments are no more.
I have also split up weapons into weapon categories (ARs, BRs, SMGs, LMGs, etc.) in the spawn menu, since it's much tidier that way and also because the weapon category system in GMod 13 is much better.
[QUOTE=LEETNOOB;38019146]I'd gladly add it if you add EoTech and Aimpoint support on that weapon. I'll also tweak damage, recoil and accuracy based on the weapon's caliber, barrel length, etc. in real life, if that's fine with you.[/QUOTE]
ETA, maybe tonight, maybe tomorrow. And if you can tweak it, then I thank you!
Edit: Can you fix the attachments for GMOD 13? Because I forgot it's going to break when you use them there, and I don't have CW for GMOD 13 yet.
I've been searching through this thread for a while and i couldn't find anything about hl2 customizable weaponry. If it hasn't been done, i would love to try and make it once g13 is out. Also what happened to the scopeless awp model?
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