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go in console and use m9k_gas_effect 0 to disable the muzzle effects for all m9k based weapons on your client.
"When bullets are still in the clip, you reload the gun as if it was empty."
-Magazine not clip
-What you're pointing out is the fact that the character is charging the weapon which would load a bullet into the chamber without the primary firing action being triggered (Ba-Dum-Tiss) the capacity of the weapons do not exceed their "limit" for example, take a Colt M1911, capacity of 8 I believe, no matter how or when you reload it if you have the required number of rounds it will always be 8 or less, so thus your logic is void, good day sir
When bullets are still in the clip, you reload the gun as if it was empty.
Hits aren't Registered properly, They register "False Hits" (my opinion)
Some M9K Weapons have their Muzzle flash all the way to the Left side of the screen, what.
M9K Was created in 2013 while gmod was released 6 days before 2005.
im too lazy to add other stuff
Yeah I tried to fix that but it's something the model maker did, and that isn't something I have any real knowledge on how to fix. At some point I found a way to make it eject both shells and rifle casings, but that was even more janky.
Could be a mistake on the model creator's part.
Only if you subscribe to the addon.
Some of the guns require M9K to install. Some of them just might be screwy and you need to restart your GMod.
░░░░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█ Doge
░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█ Take
░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌ Over
░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ Steam
▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ Copy
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ And
█▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█ Paste
▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌
▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌█▌DO IT.
█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓▐█
I honestly don't know how that happened. It was originally wood, but at some point it changed to black. My best guess is that I donwloaded another SWEP addon that didn't hex the models correctly, so that material overwrote the existing one. I assumed it was just an issue I was having.
My intention for the S12K was more for the civ version of the weapon. Also auto shotties are OP on the M9K base without nerfing their damage.
XD
the owner is a cat
Man, that base had so much weapons and it's OP? :(
Those SWEPs (except the AUG) all use assets from INCONCIEVEABLE's M9K packs. Those SWEPs are just slightly recoded from their orginal M9K counterpart. The AUG issue is seperate, and honestly I forgot to add it to the list.
Both AR-15s have no viewmodel, Colt .22 LR, IMI Tavor 5.56, TEC-9, M14, and Saiga 5.45mm are experiencing the same problem. AUG has missing textured upper sleeves.
Just checked out the video. The issues you were having are because some of the SWEPs are dependent on the M9K packs, as they're the exact same SWEP, but with slight changes in the code. ie the AR-15 is the M9K M4A1 but without automatic firemode. The issue with the VSS scope is because the scope texture is from M9K Base, and I'll try to fix that.
https://www.youtube.com/watch?v=zxj_KuecRbA&feature=youtu.be
Continue modding!
My main complaint about M9K is that INCONCIEABLE's (aka Bob) SWEPs are pretty OP, because they're supposed to be. The base also lack scontextual reload (mag full vs mag empty). The nail in the coffin is that Bob (and the people before him) have made it so easy to use this base that a decent amount of garbage end up on Workshop.
Anyway, hope you do some good work on this and do whatcha need to with it, it's not bad so far!