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Author Topic: [IDEA] BIG wishlist of weapons for SMOD  (Read 9699 times)

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Offline Pepsifan04

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #30 on: November 19, 2013, 05:12:52 PM »
Here it is:
http://postimg.org/image/rfaf9jlyv/
Still, scripts need some polishing, so it's gonna be released tomorrow 8)
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Offline FreeKill

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #31 on: November 19, 2013, 05:30:07 PM »
Here it is:
http://postimg.org/image/rfaf9jlyv/
Still, scripts need some polishing, so it's gonna be released tomorrow 8)

HOLY HELL.

Offline Comrade

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #32 on: November 19, 2013, 06:11:17 PM »
Here it is:
http://postimg.org/image/rfaf9jlyv/
Still, scripts need some polishing, so it's gonna be released tomorrow 8)

Looks AWESOME
The only complaint I have is that the texture is blurry for some reason... that shouldn't happen. Have you set your texture quality to something lower than high? It has the same problem that the M98b from SMOD:RL has - I've tried replacing the textures with something else that WAS high quality in screenshots (and tested in CS:S a long time ago) and wasn't blurry, however, it was in SMOD:RL. So I suspect that has to do something with the model.

I've never had the same problem when compiling something, though.

Offline Vedad1944

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #33 on: November 19, 2013, 07:25:37 PM »


Offline Vedad1944

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #34 on: November 19, 2013, 07:27:51 PM »
I was just thinking about the script, and you made it in a day, the model, the script, the skin,.. EVERYTHING
CAN'T WAIT FOR THE RELEASE ;D

Offline Pepsifan04

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #35 on: November 19, 2013, 09:10:10 PM »
I was just thinking about the script, and you made it in a day, the model, the script, the skin,.. EVERYTHING
CAN'T WAIT FOR THE RELEASE ;D
There is going to be 2/3 variants of scripts for this weapon:
"Realistic" - or atleast as much possible
Version that Biz suggested earlier http://bsnooch.com/forums/index.php/topic,1243.msg7167.html#msg7167
And my OP variant.

All this because I can't decide which one I should release...


EDIT: I'm gonna also take care of Counter-life Request of nadeception 8)
« Last Edit: November 19, 2013, 09:13:54 PM by Pepsifan04 »
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Offline Troggy Hordesman

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #36 on: November 19, 2013, 10:50:46 PM »
Holy shpongles, now, that's a lot of gun.

For madness sake, will there be npc support? It would be hilarious if it used the smg animations (the front grip might help support this) and see metrocops fire this thing from the hip. Twenty of them.
My behind is behind me, always watching.

Offline Vedad1944

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #37 on: November 20, 2013, 09:27:25 AM »
EDIT: I'm gonna also take care of Counter-life Request of nadeception 8)
I have already made that the only thing that makes the problem is when the rockets spawn they explode immediately since they are in contact with the ground.
If you want use this:
Code: [Select]
"LifeGrenade" {
// Explosion spec
"Damage" "100"
"Radius" "100"
// Entity behavior
"Model" "models/weapons/w_grenade.mdl"
"Bounce" "-1" // -1:never detonate
"BoundingSound" ""
"Timer" "3"
"ExplosionType" "0" // 0:none 1:fireball 2:pulse
"TrailType" "3" // 0:none 1:smoke 2:fire 3:beam
"EntitySpawn" {
"SpawnEntity" "custom_explosive" // ClassName
"SpawnType" "LifeGrenade2"
"SpawnCount" "5"
"ThrowPower" "120"
"ThrowType" "0" // 0:Ring 1:Spherical
"Angle" "0 0"
}
}

"LifeGrenade2" {
// Explosion spec
"Damage" "100"
"Radius" "100"
// Entity behavior
"Model" "models/weapons/w_grenade.mdl"
"Bounce" "-1" // -1:never detonate
"BoundingSound" ""
"Timer" "1"
"ExplosionType" "0" // 0:none 1:fireball 2:pulse
"TrailType" "1" // 0:none 1:smoke 2:fire 3:beam
"EntitySpawn" {
"SpawnEntity" "Custom_explosive" // ClassName
"SpawnType" "Boom"
"SpawnCount" "5"
"ThrowPower" "250"
"ThrowType" "0" // 0:Ring 1:Spherical
"Angle" "0 0"
}
}

"Boom" {
// Explosion spec
"Damage" "50"
"Radius" "300"
// Entity behavior
"Model" "models/Weapons/w_grenade.mdl"
"Bounce" "-1" // -1:never detonate
"BoundingSound" ""
"Timer" "2"
"ExplosionType" "1" // 0:none 1:fireball 2:pulse
"TrailType" "1" // 0:none 1:smoke 2:fire 3:beam
}

This is the custom explosive, the weapon script spawns "LifeGrenade" then "LifeGrenade" spawns 5 "LifeGrenade2" and then "LifeGrenade2" spawns 5 "Boom" Entities which explode like crazy. I tried replacing the boom entity in LifeGrenade2     with "rpg_missile" but as I said they explode instantly.
The weapon_custom script:
Code: [Select]
WeaponData
{
// Weapon data is loaded by both the Game and Client DLLs.
"printname" "COUNTER-LIFE GRENADE"
"viewmodel" "models/weapons/v_grenade.mdl"
"playermodel" "models/weapons/w_grenade.mdl"
"anim_prefix" "Grenade"
"bucket" "4"
"bucket_position" "9"

"clip_size" "-1"
"clip2_size" "-1"
"default_clip" "1"
"default_clip2" "-1"

"primary_ammo" "grenade"
"secondary_ammo" "None"

"weight" "1"
"item_flags" "18" // ITEM_FLAG_NOAUTORELOAD | ITEM_FLAG_EXHAUSTIBLE

// Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
SoundData
{
"special1" "WeaponFrag.Roll"
"double_shot" "common/null.wav"
"single_shot" "common/null.wav"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/hud_weapons_spkgren"
"x" "0"
"y" "0"
"width" "64"
"height" "32"
}
"weapon_s"
{
"file" "sprites/hud_weapons_spkgren"
"x" "0"
"y" "0"
"width" "64"
"height" "32"
}
"ammo"
{
"font" "WeaponIcons"
"character" "v"
}
"crosshair"
{
"font" "Crosshairs"
"character" "Q"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "48"
"y" "72"
"width" "24"
"height" "24"
}
}

"WeaponSpec"
{
// 0 : single
// 1 : automatic
// 2 : shotgun
// 3 : autoshotgun
// 4 : melee
// 5 : grenade
"WeaponType" "5"
"FireRate" "0.05"

"HandGrenade" {
"ThrowFrame" "3" // -1 = use animation event
}

"Activities" {
"PrimaryFire" "ACT_VM_PULLBACK_HIGH"
// "PrimaryFire" "ACT_VM_PULLPIN"
"SecondaryFire" "ACT_VM_THROW"
}

"BulletEntitySpawn" {
"Class" "custom_explosive"
"Type" "LifeGrenade"
"ZVector" "100" // Correction throw vector
"Power" "900"
}
}


}
I borrowed the basic script from OMS's SpikeGrenade and works like a charm but rockets would be more awesome :D
CL grenade

Offline Comrade

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #38 on: November 21, 2013, 05:37:25 PM »
Here's a little bit of sadness: I can't make the MP412 anims to work... but that doesn't ruin everything. The model is still VERY intact, which means that I can make those dual MP412's that the community wanted. But unless someone can provide me MP412 anims that aren't these http://css.gamebanana.com/skins/116551 I'll try to make it work.
But, let's face it, you will never find such anims, so forget about a single MP412.

I'll post more progress if something works... or not

Offline Counter-Life™

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #39 on: November 21, 2013, 05:45:17 PM »
Here's a little bit of sadness: I can't make the MP412 anims to work... but that doesn't ruin everything. The model is still VERY intact, which means that I can make those dual MP412's that the community wanted. But unless someone can provide me MP412 anims that aren't these http://css.gamebanana.com/skins/116551 I'll try to make it work.
But, let's face it, you will never find such anims, so forget about a single MP412.

I'll post more progress if something works... or not

oh well, as I said these anims break on decompile. I though you were going to use other anims.

Offline Troggy Hordesman

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #40 on: November 21, 2013, 06:20:12 PM »
Isn't it possible to just leave the view model be? The model will be called desert eagle, sure, but I don't think there will be more issues than that.
My behind is behind me, always watching.

Offline Comrade

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #41 on: November 21, 2013, 06:24:00 PM »
Isn't it possible to just leave the view model be? The model will be called desert eagle, sure, but I don't think there will be more issues than that.
Possible, but I doubt that the animations would work properly anyway. I expect weird glitches n' shit.

EDIT: And I was right.

« Last Edit: November 21, 2013, 06:33:17 PM by Antivirus_404 »

Offline Comrade

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #42 on: November 21, 2013, 06:38:05 PM »
Whoever compiled these animations like that is a retard. I don't imagine what could he have done THIS WRONG to make his anims break on the latest decompilers on decompile.

Or maybe this is just steal-proof?

Offline Counter-Life™

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #43 on: November 21, 2013, 08:01:41 PM »
Whoever compiled these animations like that is a retard. I don't imagine what could he have done THIS WRONG to make his anims break on the latest decompilers on decompile.

Or maybe this is just steal-proof?

They do it on purpose so people can't simply decompile their anims and edit them.

Offline Mariobro

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Re: [IDEA] BIG wishlist of weapons for SMOD
« Reply #44 on: November 22, 2013, 09:34:45 AM »
I had posted this in it's own thread earlier, but thought I should put it here anyways.

So, ever since I discovered them in GMod, I've been wanting SLAMs in SMOD.
I was wondering if somebody could possibly make my dream a reality.