Garry's Mod

Garry's Mod

[ArcCW] Half-Life 2 Weapons Reworked
77 kommentarer
Dool Leets 9. dec. kl. 16:01 
lmfao every gun has the exact same velocity of 875 m/s
LazarusOregon 2. dec. kl. 19:44 
Can you prevent this addon from replacing the vanilla Pulse Rifle? I do quite like the original.
mr.bread 23. nov. kl. 11:21 
Y DOSE THE AK TAKE REVOLVER AMMO
barracknobanga 20. nov. kl. 19:18 
Good stuff :steamthumbsup:
Gake 17. nov. kl. 9:05 
Setting ArcCW's underbarrel hotkey is more reliable than E+R; I've only managed to get E+R to work once.
ItsYuri  [ophavsmand] 17. nov. kl. 2:26 
No idea what you mean with "basic mod". Using E+R (use + reload) changes between shooting the weapon and using the underbarrel attachment, wich in this case is the grenade launcher.
It needs smg grenade ammo ofc, it works good on my end
Gake 14. nov. kl. 14:54 
Got it to work, evidently I needed to use the basic mod, reload on your SMG1's underbarrel, and then I could fire. Idk, the Use+Reload combo doesn't do anything.
ItsYuri  [ophavsmand] 14. nov. kl. 3:04 
@Gake SMG1 underbarrel is working as expected, this is an issue on your end.
ItsYuri  [ophavsmand] 13. nov. kl. 23:41 
@Mister Roboot thanks for noticing! It should be fixed now
Mister Roboot 13. nov. kl. 16:40 
for some reason this addon removes the default HL2 Shotgun's reloading and cocking sounds
Gake 12. nov. kl. 17:22 
SMG1 underbarrel not working. Similar issue with Urusov Urus.
The Urusov Urus 7. nov. kl. 20:04 
only combine ball:gman:
The Urusov Urus 7. nov. kl. 20:04 
nah, bug with underbarrel weapon it's sense, just replace and he's working
The Urusov Urus 7. nov. kl. 20:02 
[[ArcCW] Half-Life 2 Weapons Reworked] lua/effects/combineball/init.lua:1: attempt to compare number with nil
1. unknown - lua/effects/combineball/init.lua:1
i can't activate underbarrel weapon for AR2, i press E+R, nothing change
The Urusov Urus 5. nov. kl. 21:54 
If I see it, I'll let you know.
ItsYuri  [ophavsmand] 5. nov. kl. 21:46 
You're right, turns out somehow the latest ArcCW base update broke a LOT of the reloading sounds, I've fixed every one. Please if you find some unusual sounds or anything else comment either here or in the bugs thread!
The Urusov Urus 15. okt. kl. 18:17 
Then I had all the weapons in CS:S, the reload sound disappeared, it’s not clear how, But the basic weapon on the main base for weapons, there is a reload sound and on some others too
ItsYuri  [ophavsmand] 15. okt. kl. 16:40 
ArcCW weapons have a bug currently where reloading sounds are silent. This bug is not from my end, but the base one... I hope they can fix them.
Mo Gigmal 12. okt. kl. 0:05 
where are the sounds
sheridant1984 27. sep. kl. 19:42 
Getting the following error: [[ArcCW] Half-Life 2 Weapons Reworked] lua/arccw/shared/attachments/ar2_homemadepulse.lua:21: attempt to call method 'Armor' (a nil value)
1. unknown - lua/arccw/shared/attachments/ar2_homemadepulse.lua:21
2. GetBuff_Hook - lua/weapons/arccw_base/sh_attach.lua:192
3. GetCapacity - lua/weapons/arccw_base/sh_reload.lua:453
4. AdjustAtts - lua/weapons/arccw_base/sh_attach.lua:1486
5. NPC_SetupAttachments - lua/weapons/arccw_base/sv_npc.lua:106
6. NPC_Initialize - lua/weapons/arccw_base/sv_npc.lua:9
7. unknown - lua/weapons/arccw_base/sh_deploy.lua:251
8. Give - [C]:-1
9. unknown - lua/arccw/server/sv_npc.lua:123
The Urusov Urus 27. sep. kl. 2:58 
[[ArcCW] Half-Life 2 Weapons Reworked] lua/effects/combineball/init.lua:1: attempt to compare number with nil
1. unknown - lua/effects/combineball/init.lua:1
sophiebowtie 20. aug. kl. 22:08 
No crossbow?
Pea 19. juli kl. 7:14 
wowie
ItsYuri  [ophavsmand] 19. juli kl. 6:18 
Sorry for having all of you wait for the update.
In the next few days, I'll try and tweak how the combine ball launcher works, and I'll try to integrate it into the addon so you don't need the cheaty attachment ones (Altough I feel like the more stuff there is to customize the better)

Thank you for downloading the addon!
ItsYuri  [ophavsmand] 19. juli kl. 6:16 
Due to popular demand with errors, AR2 muzzle effect has been reverted to the stock HL2 one.
-Fixed sights on ORDINAL RIFLE
- Added muzzle on OICW
- Lowered damage by 40% on ALL weapons, except RPG
- Lowered Movement penalty for carrying big guns
- Fixed MP7 SMG2
- Fixed MP5 muzzle placement
Jake Does YouTube 17. juli kl. 17:57 
the SMG 1 sight is completely broken.
Jake Does YouTube 17. juli kl. 17:54 
you put the muzzle attachments above the barrel on the MP5 lmao
PANZER 12. juli kl. 22:16 
For anyone wondering what the music is in the video showcase, it’s a song called “Finally Alive”, and is from The Finals, it’s a really good free to play game and I highly recommend it
ekspa.jetta 11. juli kl. 7:58 
sniper doesn't damage
ItsYuri  [ophavsmand] 2. juni kl. 10:25 
@meierhans I could make a duplicate of the attachment from the cheaty pack, so I could tewak my own verison of the AR2 ball, I don't know how the ball works since I think its another script, but I'll try to modify its velocity since you're right, its way too slow.
ItsYuri  [ophavsmand] 2. juni kl. 10:23 
Hello, I'm currently working on fixing the addon, I'm also thinking about removing the speed penalty from the AR2 by 90% and the AR3 by 30% + lowering the damage values of EVERY weapon, to fit its scaling in a coop map I'm currently working on too. I'll try to remove also all entities, non-related to the HL2 universe and replace the ar2 tracer to another tracer type so it does not glitch like some of you have stated. I still can't find the bug by myself. But I don't mind trying an alternative way to fix it! Stay tuned :rwrcommander:
LazarusOregon 18. maj kl. 3:58 
I hope an update comes soon to remove the replaced tracers and models. That would be so awesome.
meierhans 21. apr. kl. 20:12 
I you want, I can unpack the Cheaty attachments addon (and possibly other linked addons) and take a look into the LUA code for the values that need to be changed. I can not code LUA, but when reading it, I understand most of it..
meierhans 21. apr. kl. 20:10 
@ItsYuri Thank you for your reply, it is great to have devs responding to requests. This is absolutely not granted here..

I think it is totally fine to have the AR2 kind of overpowered, after all it is the strongest weapon in the original game. In my case - as I am running Weshop Weapon Shop and Money System (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3372649728) - I can simply limit the use by making the ammo more expensive. I also believe, that in the original game the ammo is also kind of limited.

What stops the show for me itm to fully replace the original AR3 with your versions is:
- The "ar2tracer" bug. I got so used to the new, fancy tracers, going back to stock hurts to much.
- AR3 incredible slow walking speed with energy ball attachment enabled
- Slow speed and massive spread of the energyball, which in combination makes it unusable on any longer range. Even if the ball would go where I aimed, the enemy would be most likely somewhere else, when it reaches him.
Gambrinus 18. apr. kl. 15:41 
i wonder why valve got a AK47 and just called it a AR1 ???
ItsYuri  [ophavsmand] 15. apr. kl. 8:46 
@[1337] ᴀxᴏꜱ > ᴛɪᴇʀ 8 I just checked and the weapon works fine without errors for me, its true that some VJ NPCs or SNPCS have trouble using the weapons, but I haven't had a problem with most of them. Maybe try redownloading dependencies?
ItsYuri  [ophavsmand] 15. apr. kl. 8:46 
-OICQ sight was like that from the original addon, wich makes sense since the sight is stuck to the weapon. I also kind of dislike it being the only sight aviable for the weapon, I'll do a remodel once I finish what I'm doing currently.
Dont worry about the text wall, I think your feedback is valuable and have some good valid points that I want to address. Thank you for using the addon.
ItsYuri  [ophavsmand] 15. apr. kl. 8:46 
@meierhans Thank you for the feedback, I wanted to have some kind of debuff in order to promote different weapon usage trough different situations. F.e; long distances makes a heavy weapon favorable rather than a short corridor, wich a smg type is faster and better, altough less damage output. But you're right, I think its way too much, the same with damage values, I'm going to lower it once I finish another project I'm working on.
-I'll check the AR2 with more scopes and make some scaling/placement fixes if necessary, altough, I think its very difficult to adjust attachments in a weapons thats clearly not designed for it...
-AR2 Ball script is from the Cheaty attachments addon, I can try and modify it, but I can't promise any good results (I'm pretty sure I might end up breaking it, but I'll update if I manage to understand it)
ItsYuri  [ophavsmand] 15. apr. kl. 8:45 
@Thelegalseagull gunsmith offensive and counter-strike + are different arcw attachments, I'd recommend you to stick to whats required, but you can have gusnmith offensive as well.
Ax0sTierIX_Deluxe 15. apr. kl. 1:29 
I'm having issue with the NPC using AR2. It has no model and it gives me an error repeatedly on the console over and over (but not showing the error)
meierhans 14. apr. kl. 3:19 
Oh, and the energy ball does not hit where I aim, even close range. It is like several degrees off axis, always in another direction. Is this meant to be like that? Combined with the slow walking speed and slow projectile speed this makes this function much less useful. Same for AR1. Wish it would behave just like the original.

And sorry for the wall of text.. ;-)
meierhans 14. apr. kl. 2:00 
Fully fell in love with the pack. Especially since you can adjust spread in ArcCW. Longer range combat becomes a joy, even with pulse rifle. And it looks fantactic! :steamhappy:

Here some constructive critics:

- AR2 magazine collides with red dot (& kinda with scopes).
- I would prefer to have AR2 secondary fire without reload. It is finicky enough to switch with E+R.
- Maybe not allow to switch to secondary without ammunition?
- AR2 ball takes quite a bit longer than the original to fire, also flies quite a bit slower + you can kill yourself and your allied NPCs with friendly fire off.
- Thermal scopes rock, yet some other options would be great.
- OICQ is a bit low contrast, to much green added instead tinted.
- 2D scopes texture does not fill whole screen (in 21:9 mode). Cheaty attachments problem?
- Underbarrel slows down way to much imho, especially for the AR2. It is either snails pace, or no ball.

I do not expect any of this changed, most is personal taste.
Thelegalseagull 26. jan. kl. 9:47 
can i use gunsmith offensive instead of counter-strike +?
One Helluva Hazbin Hotel 20. jan. kl. 7:34 
epic fail
ItsYuri  [ophavsmand] 4. jan. kl. 10:01 
@take me high Turns out there is a bug with the AR2 combine ball launcher where you need AT LEAST 2 ammo (Combine Balls) in order to fire it. This may be the same case as the grenade launcher for the other weapons that have a launcher in them.
I'll check the code for them tomorrow but they are not from this addon, so I don't know if I would actually change them
take me high 4. jan. kl. 8:49 
I can switch to secondary launchers, but I can't fire or reload it.
ItsYuri  [ophavsmand] 1. jan. kl. 18:43 
@ekspa.jetta Damnit, my bad! its E + Reload !! I need to change it as well!
And well... there is already a working arcw weapon for the combine sniper on the workshop, but I might try to add the crossbow and sniper if I find some files for them
ekspa.jetta 1. jan. kl. 18:16 
also is there gonna be new weapons for the next update like combine snipers or other?
ekspa.jetta 1. jan. kl. 18:14 
@ItsYuri E+RMB is just meele use of weapon, no smg grenades, and no ar2 combine balls
ekspa.jetta 1. jan. kl. 15:59 
how tf do i use underbarrel weapons