If you downloaded the SVN, just drop materials/gamemodes/Addons to your garrysmod/garrysmod folder.
One small thing bothers me a little, my custom weapon view bobs well and so on but i only get up/down bobbing but it seems that in your video your view bobs more realistically. Like up/down/right/left.
I wished this worked with devenger's ironsight designer.
Can you make weapon use shot animation when aim ?
When i aim, my gun "shot" but yeah it don't do any animation. :-?
For anyone who wants to use the wac_cl_wep_allview function but wants to retain their ironsights... I highly recommend this little script I just cooked up.
This will preserve the ViewHook on the WAC sweps, and enable it all on other sweps, but when you Ironsight in on other sweps, it shuts it off naturally, allowing your Ironsights to be preserved until Welt makes an exception in his WAC Sweps for this kind of thing, or he doesn't. Because frankly, I think we all need to encourage Welt to keep working on this fantastic little pack over worrying about other peoples work. :)Code:alias +ironsight "wac_cl_wep_allview 0;+attack2" alias -ironsight "wac_cl_wep_allview 1;-attack2" bind mouse2 +ironsight
Brilliant, and it doesn't break secondary fire either. I can't believe I didn't think of something like this! On topic, I think I've forgotten to thank you, WeltenSturm. So thanks.
Glad to help Midtown :)
The only thing is that the ironsights on these guns replace original shoot animations, which also removes the bolt moving animation. But it is awesome otherwise.
Hehe but i think shoe is already answer this question :3.
Is this what you mean, shoe ?
SWEP.SendShootAnim = true
SWEP.SendZoomedAnim = true
Enabling ironsights for "third party" weapons was easier than I thought. I have no idea when I'll commit again, sorry. If you wonder what else I changed, the helicopter should now be easily controllable, now with mouse support. Also, an awesome guy gave me an awesome model.
When setting the AimAngle to something other than (0, 0, 0) causes the ironsights to point around 1 inch under where the bullets hit (on screen, obviously).
Sorry I don't know you problem but-well, if you need some good and hard-to-use weapon, and you have kermite, you can down my wac base weapon pack :3.
Nah, i found new problem !
The up and down in aim mode go in eclip so the shot will not accurate if you stand from a roof aim and shot down ! (and Contrary :P).
Umm, i want to be abble to toggle the head bobbing for weapons :/ Could you do that sometime? >.<
I can do anything
Finished SWEP ironsight and sprint position editor.
Gonna split some stuff in parts now
Great, nice to know you're making progress :keke:
The little bird is incredibly fun to fly, great work.
Thank you <3
Also, thanks for the model. :D
Gonna make a thread for it
Hi, i'm having problems since I installed this. My spawnmenu won't show up when I press q. I have absolutely no idea what is causing this. Any suggestions? I really want to use this, looks awesome :D
I think it was because I was trying to get out of a crashed chopper that it messed up by the way.
Could you please post the errors? They would help a lot. :)
Erm yeah I'll have a look. It's when the chopper's blades have come off. I'll post them ASAP. BTW, the tank building is effin awesome! Just tried it :)
I just had an error whilst outside chopper and blades have come off :raise: I'll post these one's too.
Somehow I'm not having errors getting out now, just got these though:
and if the pic aint shoing here's a link http://img441.imageshack.us/i/blae.jpg/
Is there anything I can do to get a turret to rotate with the mouse? I noticed a turret entity in one of the videos, but I don't have it in my entity list.
edit: found out how, for anyone wondering you have to right click with the turret creator out
Noticed the problem with the reloading and switching weapons causing the swep to break. My friend Phred threw a hacky little fix together. Here you are...
Just a small update to your w_wac_base.Code:function SWEP:Holster() PViewAngles = nil // RoboPhred: Fix reload breaking when the weapon is changed while reloading. self.Reloading=false return true end
Did you make any changes to how your CreatePhysBullet function works besides including the DefTable variable? Meaning... did you simplify your non-simulated bullets? Because before there was atleast one frame of delay before bullets would impact... Phred also coded a function to enable or disable your entire ballistics function, if you want to take a look at that I can show ya. (Basically, HL2 hitscan function vs your hitscan function )
Great job my friend!
Shoe, thanks a lot for that fix. That was one of my biggest problems when using this base.
Don't thank me, thank my buddy Phred. ;)
Well, another problem:
Hook 'wac_physbullet_cl' Failed: addons\wac sweps\lua\wac\client\e_clbullet.lua:11: attempt to index field 'Trace' (a nil value)
How to fix it ? :-?
Trace needs to be defined. Let me take a look.
Also, Welt ... before the update - the scope on the M24 NEVER caused a problem... now it seems like a 50/50 chance of it crashing the game everytime I scope in. Anything you can do about that?
I don't know what causes that. You're not the first one to have this problem.
Also, updated SVN.
Very nice. And the head bobbing is almost better than sharpeye.
Well, Welt, can you make a custom ammo type for Wac Swep ? :-?
It will be a little selfish but yeah, i want 9x18 ammo type for my baby Makarov ! XD
I always loved how Silverlan's TF2 Sweps used custom ammo. Not renamed, he used a framework Jinto or someone made. You should check that out
You sir, are a fucking god.
For future endeavors, add this into your DoReload and Think functions inside the base.
Many skins for CSS have a different origin position after the reload, and remain at that position until the weapon is fired. Thus causing a misaligned sight origin, meaning it is nearly impossible to aim the first shot after a reload accurately to any degree. Not ALL CSS models do this, but many do.
To reposition the weapon at VM_IDLE... add this code in.
Code:-- Place in DoReload self.Idle = CurTime() + self.Owner:GetViewModel():SequenceDuration()Code:-- Place in Think if self.Idle and CurTime() >= self.Idle then self.Idle = nil self:SendWeaponAnim(ACT_VM_IDLE) end
Hopefully we can encourage all future SWEPs to take this into consideration for any ironsights.
Also, thanks Welt for addinginto the functionCode:WAC.ThinkBullets()I had an entire other function written by a friend to bypass your ballistics because we didn't want to touch your code, but now thanks to that little addition the bullets fire on the same frame they're initialized and not on the frame afterward with the Think function. HOWEVER... it seems to of caused a little byproduct... no effects like bullet holes or blood are drawing on my end whilst in a multiplayer session... any idea?Code:WAC.CreatePhysBullet
I've also got a whole slew of weapons, including world models origin'd and setup for your pack... if you'd like I could SVN them to you when I get everything uploaded.
The guy who coded the swep functions somehow thought it would be cool if everything made in the serverside PrimaryFire function should never reach the client. You won't be able to do effects etc, although util.Effect is serverside.
Working on idle-after-reload, shotgun's giving me kind of problems :p
And yes, would be nice to see some sweps.
Hey Welt, can you make the weapon throwable and remember how much ammo do it have last time ?
Well, just another suggections to try to make it more realistic by the way. XD
Sorry for my dumbness and terrible in english, because it isn't my first language. :3