Need help on a custom weapon

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gamr748
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Need help on a custom weapon

Post by gamr748 »

I need help getting the Molotov to throw, it is all added, can see the weapon, but it wont throw period, so its kinda useless.I think it would be considered a grenade.
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Post by skidz »

No custom grenade weapons yet, sorry. :(

Unless of course you mean in your own mod... :oops:
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Post by fug4life »

Grenades still in my wish list!

I got the MI hopwire in game :twisted: now if only I could throw it! :evil:

Ohh and melees too!
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Blues
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Post by Blues »

Yeah, melees are also on my wish list. :)

That's like, if you didn't have so many weapons (firearms) on maps like waking_dead you would take everything just to have a damn weapon to fight those mad zombies.

Well a workaround is to have a weapon_crowbar use a custom script to use another model, but can you somehow manipulate the damage for each replacement in the custom scripts?
Last edited by Blues on Sun Aug 03, 2008 9:40 pm, edited 1 time in total.
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Post by DaMaN »

Blues wrote:Yeah, melees are also on my wish list. :)

That's like, if you didn't have so many weapons on maps like waking_dead you would take everything just to have a damn weapon to fight those mad zombies.

Well a workaround is to have a weapon_crowbar use a custom script to use another model, but can you somehow manipulate the damage for each replacement in the custom scripts?
Indeed. I'd love to add more melee weapons with varying damage to waking_dead.
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Post by Ny »

Sorry to bump an old post but I ran into some problems making the SPAS 12 have a semi-automatic secondary fire option. It was like it was blocked or something. I put in the relevant code but it wont register the secondary fire mouse click.

(I'll paste the code later)
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Post by fug4life »

I think Secondary Fire does not work with Shotgun Ammo type (Burst/Grenade/Scope only).
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Makrontt le nécron
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Post by Makrontt le nécron »

I don't think the automatic shotgun fire is working. Look at the xm1014 script: the secondary fire is supposed to be auto (it was like this before I touch anything) and it seem to do nothing at all.
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Post by Ny »

Aww man and I really wanted that gun to have two modes. Plus the reload animation is a little bugged sometimes. I guess start work on my mod now XD
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Post by fug4life »

Ny wrote:I guess start work on my mod now XD
Its all the rage these days...
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Post by Ny »

fug4life wrote:Its all the rage these days...
I know, hopefully mine should work
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Post by Neico »

Well i won't work on this Weapon system, i don't really like it, besides am i working on the lua alternative (making that damn interface gives me more headcaches as everything else)
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Makrontt le nécron
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Post by Makrontt le nécron »

A real scripting language? yay! :D
I'll need to learn lua, but this shouldn't be a problem, there is tons of lua script for gmod to study.

(damn this keyboard! why 'e' and 'r' have to be hit so hard to work?)
Last edited by Makrontt le nécron on Thu Jan 15, 2009 9:12 pm, edited 2 times in total.
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Post by fug4life »

I had my mouse in pieces because my left click became un-responsive. Shoved some random object in their bent some pastic and is now good as new.

Back in my cs dayz I'd get through a Micosoft inteli explorer every couple of months (was a very superior mouse with its buttons 3 (mouse wheel click) + thumb buttons 4 &5. My helicopter flying days in desert combat came to a finish when the last one I had finally broke.
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