Garry's Mod

Garry's Mod

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Fiery HL2 & CSS Weapons Pack
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Roleplay, Realism
File Size
Posted
Updated
40.459 KB
17 Sep, 2020 @ 12:18pm
29 Jun, 2021 @ 1:59pm
5 Change Notes ( view )

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Fiery HL2 & CSS Weapons Pack

In 1 collection by Jazzy Joyce
Fiery Weapons Base
10 items
Description
The basic stock weapons available from HL2 and CS:S

Includes no additional models, materials, or sounds! Making it great for servers!



=======================================================================
The BETA 2 for Fiery Weapons is here!

Enjoy the classic Source weapons feel with all the advanced bells and whistles!

Make your own high-complexity scripted weapons with ease

Spice up your RP experience with the mag removal and chambering features

Have fun with the built in aim assist!


Crunches complex viewmodel and 3rd person animations into efficient, correct SWEP status animations , as-well as handling playback rates, sounds, Idling, and ironsights

Dual wielded weapons are supported and intuitive, using Right and Left mouse controls for fire

When enabled, weapons won't use Ironsights, and will instead use Aim Assist!
• Uses the con var: swep_AutoAim (0 or 1)
• Weapons held when this var is flipped need to be re-drawn to work
• Aim assist is currently unbiased, but is planned to look at player teams for future filtering
• When close enough to enemies, aim assist will aim for the head

Weapons cannot fire underwater unless specified (USP & MP5 Navy can)

When firing rapidly, bullets start to rise upward to accommodate recoil animations!

SWEPs can break down doors at certain ranges. Shotguns will do this by default

SWEPs can ignite close targets (where enabled)

SWEPS can be topped off with a reload


Ability to drop a weapons magazine with full animations great for RP (Shotguns have animations for this in works) (Akimbos currently are being looked at for alternative key combos for this)
• (Drop weapon may be added as well)
• To use this, Hold Right Mouse + E + R

Magazine gibs will be dropped according to the SWEPS view model name or explicit mag type (self.Mag = mdl)
Self.NoMag overrides this if true!

=======================================================================
cl_crosshair_r - crosshair red
cl_crosshair_g - crosshair green
cl_crosshair_b - crosshair blue
cl_crosshair_a - crosshair alpha

cl_crosshair_scale - Crosshair scale (-1 to disable and use stock)
cl_crosshair_l - crosshair length (30 is default)
cl_crosshair_t - crosshair TOGGLE on or off
cl_crosshair_type - crosshair type (SEE BELOW)

-1 = Just the circle
0 = Just the circle

1
-- |
-- - o -
-- |
2
-- ||
-- = o =
-- ||
3
--
-- - o -
-- |

4
-- |
-- > o <
-- ^
5
-- .
-- ' o '
-- '
6
--
-- .
-- '' o ''
-- '
7
--
-- '-o-'
-- '
8
--
-- '=o='
-- '
9
--
-- '-o-'
-- '
10
--
-- '-o-'
-- '
11
-- o
-- '


=======================================================================
Fiery Weapons Base is a weapon base created from modified weapon_cs_base files and has been designed mostly for all around functionality of weapons, especially for gamemodes like RP

> The base is ONLY IN BETA !!! <

> You need CS:GO content for dropped magazines <
> If you do not have CS:GO, enter swep_DropMags 0 into developer console <


### This page is the central addon for Fiery Weapons Base! ###

If there are any errors, suggestions, comments, bug reports, please post them!
We are still trying to improve and develop!

To view the collection of Fiery Weapons click this link:
https://steamproxy.net/sharedfiles/filedetails/?id=2231714961
=======================================================================
7 Comments
Major Gamingdog 1 Jun @ 3:11pm 
the weapons only show errors in first person
Jazzy Joyce  [author] 23 Apr, 2022 @ 11:04am 
Hi Itigra,

Yes this is easily possible, you would simply need to redefine the SecondaryAttack() function and have it call self:AltMelee() and use self.MeleeDamage to define the damage

You may also want to add secondary delay and make sure you can attack in the redefine:

if self:CanSecondaryAttack() then
self:AltMelee()
self.Weapon:SetNextSecondaryFire( <A DELAY> )
end

Using just this addon, you can make an addon, relate it to weapon_fiery_base, and it will work locally! Please feel free to ask any other questions on implementation!

Happy Coding!
Templar 20 Apr, 2022 @ 9:48am 
could you make a swep were you can have a melee weapon in one hand and a ranged in the other?
Jazzy Joyce  [author] 23 Sep, 2020 @ 5:32pm 
For more weapons of this type, try out the Plus Pack #1!
https://steamproxy.net/sharedfiles/filedetails/?id=640618228
Or
Plus Pack #2
https://steamproxy.net/sharedfiles/filedetails/?id=567320175

These will include more items in the Fiery Weapons family!
dragonrage519 18 Sep, 2020 @ 10:44am 
But beyond the errors there, its not bad, though, with some of the packs you have for this, hands don't appear, not even default ones
dragonrage519 18 Sep, 2020 @ 10:40am 
So, I have all the required addons for your most recent uploads, but, for several of the weapons, they have one or more of the following problems: Giant red Error instead of weapon, missing texture, missing sounds

I am not sure if this is because it doesn't interact with some addons or simply it doesn't have the files
avast windows 17 Sep, 2020 @ 9:46pm 
not bad