#MW2019 SWEP PACK RIFLE, PISTOL, SHOTGUN, SNIPER (ReContinue)

1894 messages Β· Page 2 of 2 (latest)

robust basin
last sedge
#

This reminds me of the Sprinting zombie mod from

#

Hl2

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Ahh l4d zombie uhh

undone cliff
last sedge
#

Thats a good one

undone cliff
#

Also it has a walking animation that can also change the speed of it

robust basin
#

Did you use Spaint to uhh add those Weapon icons on your mw2019 sweps

undone cliff
#

Nope i use surface.

robust basin
#

Example

undone cliff
robust basin
#

Alr

undone cliff
# robust basin Example

Try this


local texID = surface.DrawGetTextureId("vgui/hud/health_icon")

if surface.IsTextureIDValid(texID) then
    surface.DrawSetColor(255, 255, 255, 255)
    surface.DrawSetTexture(texID) 
    surface.DrawTexturedRect(300, 300, 400, 400) -
end
undone cliff
#

Np

undone cliff
modern vigil
undone cliff
robust basin
#

πŸ’”

last sedge
#

As I remember this place was for mw2023 weapons not mw2019 right?emoji_49

robust basin
#

@undone cliff where do i put this?

#

local texID = surface.DrawGetTextureId("vgui/hud/health_icon")

if surface.IsTextureIDValid(texID) then
surface.DrawSetColor(255, 255, 255, 255)
surface.DrawSetTexture(texID)
surface.DrawTexturedRect(300, 300, 400, 400) -
end

undone cliff
robust basin
#

alr

#

like this?

#

@undone cliff

undone cliff
#

Add another end to it so it doesn't have an error

robust basin
#

ohh shi

#

didnt notice that

#

does this work on 1.0?

#

mueheheheh

#

im gonna try installing Alpha 5 On pc

undone cliff
#

You can try this examples

-- Draw a 100x100 red square
surface.DrawSetColor(255, 0, 0, 255)
surface.DrawFilledRect(50, 50, 150, 150)

-- Draw a white outline around it
surface.DrawSetColor(255, 255, 255, 255)
surface.DrawOutlinedRect(50, 50, 150, 150)
-- Draw the Text 
local myFont = surface.CreateFont()
surface.SetFontGlyphSet(myFont, "Arial", 24, 500, 0, 0, 0x0) 

surface.DrawSetTextFont(myFont)
surface.DrawSetTextColor(255, 255, 0, 255) 
surface.DrawSetTextPos(200, 50)
surface.DrawPrintText("Hello, World!")
-- Draw a Texture
local texID = surface.DrawGetTextureId("vgui/hud/health_icon")

if surface.IsTextureIDValid(texID) then
    surface.DrawSetColor(255, 255, 255, 255) 
    surface.DrawSetTexture(texID)
    surface.DrawTexturedRect(300, 300, 400, 400)
end
robust basin
#

@undone cliff also can you play a gif using this?

ashen rampart
#

hello what did i miss

ashen rampart
#

so yea

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VTF = GIF

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bcuz this drawhud

ashen rampart
ashen rampart
# robust basin

you forget "end"

     print("my mom is kinda homeless")
   end
end```
#

well my phone usage is somewhat retarded

robust basin
#

Ts what happens when you run on 5 hours of sleep lmao

ashen rampart
#

lmao

robust basin
#

@ashen rampart

ashen rampart
robust basin
#

Zamn

#

Or

ashen rampart
#

download vtfedit from blablbla free virus

robust basin
#

Is it slightly different

robust basin
ashen rampart
robust basin
ashen rampart
#

Yes yes like map FNAF 1

robust basin
ashen rampart
#

Each jumpscare has VTF image
but it's animated and also GIF

ashen rampart
ashen rampart
robust basin
#

Js turn gif into vtf

ashen rampart
robust basin
ashen rampart
#

if you have pc (i know that you have pc) use vtfedit

robust basin
#

I can

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But uh

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I'm FAR away from my pc

ashen rampart
#

if you have phone use winlator or exagear for this shit vtfedit

robust basin
#

So can I just use android for ts

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Alr

ashen rampart
#

😭

robust basin
ashen rampart
robust basin
ashen rampart
robust basin
#

Ah

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Welp

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Gotta get to work then

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Also

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Do I just usethis

#
function SWEP:DrawHUD() 

-- Draw a Texture
local texID = surface.DrawGetTextureId("vgui/hud/health_icon")

if surface.IsTextureIDValid(texID) then
    surface.DrawSetColor(255, 255, 255, 255) 
    surface.DrawSetTexture(texID)
    surface.DrawTexturedRect(300, 300, 400, 400)
    end
end
#

Or use a different version

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Pretty sure ts won't wor

#

@ashen rampart

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<@&1492555584656900196> tf is thus

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Lmao

glass gate
#

Fuck this shit

robust basin
ashen rampart
robust basin
#

Lmaooo

#

Bartg

#

What is the NPC version of this?

glass gate
#

Man fuck this server

robust basin
ashen rampart
robust basin
#

The function swep would work?

ashen rampart
#

because he crossed over to cl_init

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It means it's only for swep

robust basin
ashen rampart
#
  • you've literally worked on it before
#

npcs like scp and etc

robust basin
ashen rampart
robust basin
#
function ENT:AttackNearestPlayers()
  local now = gpGlobals.curtime()
  if self._NextAttackTime and now < self._NextAttackTime then
    return
  end
  self._NextAttackTime = now + ATTACK_INTERVAL

  local pos = self:GetAbsOrigin()
  local candidates = GetNearestPlayers(pos, ATTACK_RADIUS)
  if #candidates == 0 then
    return
  end

  local toAttack = math.min(MAX_TARGETS, #candidates)
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "sprites/blueglow1.vmt", gpGlobals.curtime(), 0)

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end

local function GetNextAreaToward(fromArea, targetPos)
  local bestArea = nil
  local bestDist = math.huge

  for dir = 0, 3 do
    local count = fromArea:GetAdjacentCount(dir)
    for i = 0, count - 1 do
      local adj = fromArea:GetAdjacentArea(dir, i)
      if adj then
        local d = (adj:GetCenter() - targetPos):Length()
        if d < bestDist then
          bestDist = d
          bestArea = adj
        end
      end
    end
  end

  return bestArea
end

This?

robust basin
#

Welp

#

Mostly

robust basin
ashen rampart
#

ah wait

#

It is him

robust basin
ashen rampart
# robust basin ?
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "sprites/blueglow1.vmt", gpGlobals.curtime(), 0)

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end```
robust basin
#

I gotta try it out

ashen rampart
robust basin
#

@ashen rampart ts as jumpscare is gonna be peak

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Also bart

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What res do I convert the gif into?

robust basin
#

@ashen rampart Bart guy why isn't it workingπŸ˜­πŸ’”

#
function ENT:AttackNearestPlayers()
  local now = gpGlobals.curtime()
  if self._NextAttackTime and now < self._NextAttackTime then
    return
  end
  self._NextAttackTime = now + ATTACK_INTERVAL

  local pos = self:GetAbsOrigin()
  local candidates = GetNearestPlayers(pos, ATTACK_RADIUS)
  if #candidates == 0 then
    return
  end

  local toAttack = math.min(MAX_TARGETS, #candidates)
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "jumpscare/bon_jumpscare.vtf", gpGlobals.curtime(), 2)

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end
plain cipher
robust basin
plain cipher
plain cipher
#

fr

#

i gotta stop drugs

last sedge
#

The end of an era is coming and you haven't released this

undone cliff
undone cliff
undone cliff
#

Hold on lemme give you an example

robust basin
undone cliff
#

  if SERVER then
    engine.ServerCommand("r_screenoverlay effects/combine_binocoverlay")
  elseif CLIENT then
    engine.ClientCmd("r_screenoverlay effects/combine_binocoverlay")
  end

Try this, idk if it work in init.lua or something

undone cliff
#

Maybe, because i haven't tried it on ENT. So I'm still fixing my l4d then when I'm finish it, the next I'm gonna make is the poppy playtime.

undone cliff
#

But try it first, if it work then that's good, if it didn't work maybe put it in shared.lua

#

And make a boolean to trigger that jumpscare effect

last sedge
last sedge
undone cliff
last sedge
#

WE WAITED SO LONGuhh

robust basin
#

@undone cliff alr so uhh

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I tried it on npc

undone cliff
#

Did it work?

robust basin
#

But it says: "Bad server command, r_screenoverlay effects/combine binoculars"

undone cliff
#

I see, so that command only on client side

robust basin
#

Here's da code ofc

#
function ENT:AttackNearestPlayers()
  local now = gpGlobals.curtime()
  if self._NextAttackTime and now < self._NextAttackTime then
    return
  end
  self._NextAttackTime = now + ATTACK_INTERVAL

  local pos = self:GetAbsOrigin()
  local candidates = GetNearestPlayers(pos, ATTACK_RADIUS)
  if #candidates == 0 then
    return
  end

  local toAttack = math.min(MAX_TARGETS, #candidates)
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "jumpscare/bon_jumpscare.vmt", gpGlobals.curtime(), 0)

  if SERVER then
    engine.ServerCommand("r_screenoverlay effects/combine_binocoverlay")
  elseif CLIENT then
    engine.ClientCmd("r_screenoverlay effects/combine_binocoverlay")
  end

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end
undone cliff
#

Is it on init.lua?

robust basin
#

Yes

#

Wait

#

Wbt

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Unrestricted client/server commands

undone cliff
robust basin
#

Alr imma go try that

last sedge
#

AN UNEMPLOYED TEACHING THE JOBLESS GUY

robust basin
robust basin
#

I've tried unrestricted nope

#

I've tried basic no it didn't work

ashen rampart
last sedge
last sedge
robust basin
ashen rampart
last sedge
last sedge
robust basin
#

@ashen rampart

#

Yo bartg

ashen rampart
#

fartg

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is offline

robust basin
#

How do I use r_screenoverlay

robust basin
last sedge
robust basin
#

Lmao

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Cause

ashen rampart
robust basin
#

Server side = bad server command
Client unrestricted = silent fail

robust basin
robust basin
#

I'm going insane over here and you're making jokes

#

😭

last sedge
ashen rampart
#

what's your problem honey

robust basin
robust basin
#

Welp

last sedge
robust basin
#

I tried using r_screenoverlay for jumpscares

#

But

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It didn't work

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When I used it for server side it said bad server command

#

But when i used it for client unrestricted it just didn't work nor did it cause a error

ashen rampart
robust basin
ashen rampart
#

give me an example of what you did

robust basin
#

I did

ashen rampart
#

like code

robust basin
#
function ENT:AttackNearestPlayers()
  local now = gpGlobals.curtime()
  if self._NextAttackTime and now < self._NextAttackTime then
    return
  end
  self._NextAttackTime = now + ATTACK_INTERVAL

  local pos = self:GetAbsOrigin()
  local candidates = GetNearestPlayers(pos, ATTACK_RADIUS)
  if #candidates == 0 then
    return
  end

  local toAttack = math.min(MAX_TARGETS, #candidates)
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "jumpscare/bon_jumpscare.vmt", gpGlobals.curtime(), 0)

  if SERVER then
    engine.ServerCommand("r_screenoverlay jumpscare/bon_jumpscare")
  end

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end
ashen rampart
ashen rampart
robust basin
ashen rampart
#

wait

robust basin
ashen rampart
#

ITS EZZZZZZZZZZZ

robust basin
ashen rampart
#

I thought the problem is that the server doesn't support it

robust basin
#

IM GOING INSANEW

ashen rampart
robust basin
ashen rampart
#

not server

ashen rampart
robust basin
#

Cut to the point tons of fun

robust basin
#

I tried it normally too

#

The texture popped up

ashen rampart
# robust basin The texture popped up

try this

function ENT:AttackNearestPlayers()
  local now = gpGlobals.curtime()
  if self._NextAttackTime and now < self._NextAttackTime then
    return
  end
  self._NextAttackTime = now + ATTACK_INTERVAL

  local pos = self:GetAbsOrigin()
  local candidates = GetNearestPlayers(pos, ATTACK_RADIUS)
  if #candidates == 0 then
    return
  end

  local toAttack = math.min(MAX_TARGETS, #candidates)
  for i = 1, toAttack do
    local target = candidates[i].ply
    if IsValid(target) and target:IsAlive() then
      effect.Dissolve(target, "jumpscare/bon_jumpscare.vmt", gpGlobals.curtime(), 0)

  if SERVER then
    engine.ServerCommand("r_screenoverlay jumpscare/bon_jumpscare.vmt")
  end

      self.PrecacheSound("npc/fast_zombie/fz_scream1.wav")
      self:EmitSound("npc/fast_zombie/fz_scream1.wav")
    end
  end
end
robust basin
#

Alr

#

Thx

ashen rampart
# robust basin Thx

And of course what you did will keep the image forever
and you didn't give it a temporary command to stop

ashen rampart
robust basin
#

YeZz

ashen rampart
#

screenoverlay actually relies on an internal file from materials

#

The most important thing is that the file is organized like this

materials/jumpscare/bon_jumpscare.vmt
robust basin
#

@ashen rampart if you don't mind me asking, how did you make the ads so smooth

undone cliff
#

I have to recode again, it gets me confused on my code, so i have to start again

robust basin
#

Bro be doing anything to gatekeep the addon

#

😭

undone cliff
robust basin
#

I wonder

undone cliff
#

Because of math

robust basin
#

Wdym math

#

I hate math

undone cliff
# robust basin Wdym math

A Trigonometry, Geometry and Calculus, Physics and there's more of it, and I'm still learning all of them.

robust basin
#

I meant like

#

How do you make ads smooth

undone cliff
#

And my head will explode of it

undone cliff
robust basin
undone cliff
#

Ahh shit here we go again.

robust basin
#

@undone cliff soo you gonna give that example or

last sedge
#

The fuck

robust basin
#

Yooo

#

So how do I do it

undone cliff
#

Damn my head is messed up rn. I don't know what do gives you an example.

robust basin
#

Or anytime you want

last sedge
# last sedge

Let this zamn example and help me with this fucking erroremoji_50

undone cliff
# robust basin Or anytime you want

You can try this random thing that i made

local number1 = 85
local number2 = math.min(45, number1) 
local number3 = math.max(-45, number2)
print(number3)
undone cliff
robust basin
#

Alr

undone cliff
# robust basin What it do

Alr here my explanation, the math.min will pick a smallest number, and the math.max will pick a larger number

So on my example the math.min it will compares the 45 to 85 so the 45 is the smaller so it will pick it that 45, now the math.max it will compares it to the -45 and 45. since 45 is larger than -45 it will pick 45.

Now done

robust basin
undone cliff
#

Yes

#

If you look at the mw2019 code from the ads code you'll see a math.min and math.max so that gives me an idea to make it smooth

undone cliff
#

How'd feels explaining the math.min and math.max

undone cliff
# last sedge

Do'y have a awm_draw1 on your folder 'v_snip_awp_anims'?

robust basin
#

@undone cliff where do I put it btw

undone cliff
#

On your function like PrimaryAttack and test it if it show up a 45 number on console command.

last sedge
#

Without this (awm_)

undone cliff
#

So it work now?

last sedge
#

I have one version of the wpn

#

But doesn't have sounds

#

Or

#

Any good animations

undone cliff
#

It pretty ez to add an animation and a sound.

last sedge
#

So ill decompile that one and try to modify it

#

Why tf it said (fire) and the line is absolutely (event)emoji_49

#

Idk what just happened

undone cliff
last sedge
#

Then I change it

#

To fire

#

fire.smd

#

-# Is there smth hidden i can't see or wuatemoji_50

undone cliff
# last sedge

I also i look at the line 234 there's a text that was missing, a "

#

So that why it cause some error

last sedge
#

Ill see

undone cliff
#

In the line 234 on the event the weapon_AWP.draw was like this

"weapon_AWP.draw

it suppose to be like this

"weapon_AWP.draw"
junior dagger
#

Could you show a mini showcase of the assault rifles? @undone cliff

last sedge
#

Oh

#

I see

#

Shit

#

FUCK ME

#

DAMN

undone cliff
junior dagger
last sedge
junior dagger
#

But is there a planned release date for the addon? @undone cliff

junior dagger
undone cliff
junior dagger
#

understood

#

soo

#

The packs will have to change the codes?

#

because of the update ?

#

Or are you going to focus on making this addon for this normal version?

undone cliff
#

Well. I'm focusing on the l4d and the mw2019. It takes me alot of time making and adding some code to it. And learning about mathematics

junior dagger
#

oihhjh

#

ok

last sedge
#

Ngl the only thing that stopped me rn is lua

#

-# forget about the " problem

undone cliff
last sedge
#

Damn

#

All of the events doesn't have

#

This double quotes

#

At the end

#

Zamn

#

ZAMN

undone cliff
undone cliff
#

@last sedge

last sedge
last sedge
undone cliff
#

I'm focusing now on mw2019

last sedge
robust basin
robust basin
last sedge
#

How can i change position of the wpn from qc

robust basin
#

In primary

#

Secondary?

undone cliff
#

ItemPostFrame or the other function.

robust basin
undone cliff
#

Yes

robust basin
#

Alr

#

Anything else?

last sedge
robust basin
last sedge
#

NO IM GONNA TOUCH YOU

robust basin
ashen rampart
#

Hello i'm back from hell

#

what did i miss

robust basin
#

@ashen rampart Bart guy

#

I was thinking..

#

Of adding a lean left and right system

#

Yknow

ashen rampart
robust basin
#

Just a simple push to the left if holding down left and right

ashen rampart
ashen rampart
robust basin
#

Yezzz

ashen rampart
robust basin
ashen rampart
#

bcuz I'm stupid about it

robust basin
#

Me 2

ashen rampart
#

I'm also considering adding a command that does one thing for the benefit of all other directions

robust basin
#

Also

ashen rampart
#

well I need use ConVar for this piece of shit

robust basin
#

Does function SWEP:GetViewmodelPositoon work in SB++

ashen rampart
robust basin
#

Oh nah

#

You used pose parameter

ashen rampart
#

Inhale and ambassador

robust basin
ashen rampart
robust basin
ashen rampart
#

like in QAngle()

#

QAngle (yaw pitch roll)

#

.

undone cliff
ashen rampart
undone cliff
#

yes

ashen rampart
undone cliff
#

No

ashen rampart
#

what???

undone cliff
#

It use like QAngle and a Vector

ashen rampart
#

that's what I meant
but my explanation was shit

undone cliff
ashen rampart
#

But I gave him an example

undone cliff
#

Could you give the that mod so if this mod is using a autorun, maybe i can make that

robust basin
robust basin
#

@ashen rampart

#

alr

#

that was ez

#

i made leaning

#

welp kinda

#

@undone cliff

undone cliff
#

What?

robust basin
#

u wanna test?

last sedge
#

-# idk whats the subject but Wwhy_me

ashen rampart
#

sounds good

robust basin
#

it works

ashen rampart
robust basin
#

Lemme start up SB+

#

On phone

ashen rampart
robust basin
#

still loading gng

#

@ashen rampart

ashen rampart
robust basin
ashen rampart
robust basin
ashen rampart
ashen rampart
robust basin
#

@ashen rampart

#

also

#

is surface or spaint there in 1.0"

#

??

ashen rampart
#

In 1.1 alpha5

robust basin
#

not 1,0?

ashen rampart
robust basin
#

No work :((

#

Also bart

#

How can I like change it's color

#
function SWEP:DrawHUD()
    spaint.Texture({
        texture = "vgui/spawnicons/coslo723hud",
        pos = { 20, 20 }, -- idk just center it
        width = 1289, -- idk too
        height = 650, -- idk too you could use screen size in both
        color = Color(0, 0, 0, 225) -- black
    })
end
#

To white

#

And instead of it being centered it's in the bottom right corner

ashen rampart
#

wait some sec

robust basin
#

Like this right?

function SWEP:DrawHUD()
    spaint.Texture({
        texture = "vgui/spawnicons/coslo723hud",
        pos = { 800, 400 }, -- idk just center it
        width = 1289, -- idk too
        height = 650, -- idk too you could use screen size in both
        color = Color(255, 255, 255, 225) -- white
    })
end
ashen rampart
# robust basin Like this right? ``` function SWEP:DrawHUD() spaint.Texture({ textur...

Beep

    // "$color2" "{62 88 106}" // Blue (dark)
    // "$color2" "{59 121 170}" // Blue (fortress)
    // "$color2" "{182 217 234}" // Blue (sky)
    // "$color2" "{86 72 60}" // Brown (dark)
    // "$color2" "{196 162 128}" // Brown (light)
    // "$color2" "{96 174 140}" // Green (medical)
    // "$color2" "{128 196 112}" // Green (wildlife)
    // "$color2" "{255 110 220}" // Purple (candy)
    // "$color2" "{152 144 226}" // Purple (lavande)
    // "$color2" "{160 100 140}" // Purple (saints)
    // "$color2" "{180 52 41}" // Red (fortress)
    // "$color2" "{242 168 96}" // Red (ocre)
    // "$color2" "{222 104 78}" // Red (salmon)
    // "$color2" "{230 186 92}" // Yellow
    // "$color2" "{248 244 248}" // White```
#

all colors

#

save it

robust basin
#

alr

last sedge
undone cliff
robust basin
#

for more stuff create these buttons:
"sights"
"bo6_safety"
"lean_right"
"lean_left"

last sedge
undone cliff
#

@robust basin you can use this code that i made

function ENT:PlaySequenceAndWait(sequenceName, playbackRate)
    if CurTime() < (self.m_flNextAnims or 0) then
        return
    end
    local sequenceID = self:LookupSequence(sequenceName)
    if ( sequenceID == -1 ) then return end

    if self:GetSequence() == sequenceID and self:GetCycle() < 0.95 then
        return 
    end

    self:SetSequence( sequenceID )
    self:SetCycle( 0 )
    self:SetPlaybackRate( playbackRate or 1.0 )
    self:ResetSequenceInfo()
    self:SequenceDuration( sequenceID )
    local dur = self:SequenceDuration(sequenceID)
    self.m_flNextAnims = CurTime() + (dur / (playbackRate or 1.0))
end

For example on the ENT:Think()

self:PlaySequenceAndWait("Idle", 1.0)
undone cliff
#

@robust basin

robust basin
robust basin
undone cliff
# robust basin waht it do?

It's a simple helper, so you don't have to repeat adding the same code, so on your npc you can use that to play the animation.

robust basin
#

oh wait

undone cliff
undone cliff
ruby nacelle
undone cliff
#

I'm switching to mw2022/mw2023 because bartG1014 making mw2019

robust basin
ruby nacelle
#

Yes

robust basin
last sedge
#

Are you going to give him your mw2019 pack?

#

Or release it

#

Or just uhh

robust basin
#

?

undone cliff
#

I added more shaky thing to the gun

ashen rampart
ashen rampart
#

@last sedge

ashen rampart
undone cliff
ashen rampart
#

that's why I used the cmd

undone cliff
ashen rampart
#

thanks for reminder

undone cliff
#

Np

junior dagger
last sedge
ruby nacelle
#

How much will the update include in your cod swep

ashen rampart
#

but I will work on it until death :3

ruby nacelle
#

New guns?

#

Maybe?

ashen rampart
#

what I deleted was AK47

#

but it's okay
I'm working on shotgun

#

:3

last sedge
#

@ashen rampart

#

BAL-27

#

Wait that's 2019 swep

simple geyser
last sedge
simple geyser
last sedge
#

Mw2023

simple geyser
last sedge
ashen rampart
wispy siren
ashen rampart
ashen rampart
# wispy siren Shit

I'll try to get it back and fixed
that's a problem because it's literally a problem that hasn't happened on any of my phones

undone cliff
#

Hello guys, i can't update or send my mw2019 port for hl2sb++ because my phone is dead. all those assets that i used were there, so uhh i'll come back soon. i have to fix my phone to get all those assets.

#

also sorry for those who are waiting for this mod because I'm also making a base that was for an npc. that's why it takes so long to make it, because I'm still learning some stuff.

#

I'm gonna be offline for a day, maybe a month.

last sedge
#

Wait what

modern vigil
#

Sad

undone cliff
# glad depot Im done with this shit

don't worry, i already added a screenshaky recoil, and fixed sprinting, jogging, walking, jump/land(sequence), freefall. well the only thing was missing is the reverb, i will add that, once I finish it i release it as version 1.0.

undone cliff
tall trout
#

i will try original mw2019 swep pack

last sedge
#

@undone cliff @ashen rampart @robust basin can't u just use same commands for wpns like ads command and inspect to be the same in each swepemoji_49

last sedge
#

My screen is full of buttons I'm playing buttons not sbpp

robust basin
#

DawgπŸ’”

robust basin
#

The only on screen buttons we have are reload secondary and primary

#

Try making an add-on with multiple functions

#

You'll see how it feels

undone cliff
robust basin
#

Duplicate functions is gonna cause the app to run out of memory btw

#

Proof

undone cliff
# robust basin

I think it's on the model, or it's the potato phone Version.

robust basin
#

It's because I accidentally created too many duplicating function

robust basin
undone cliff
# robust basin

maybe, because i have the same error. because all of the models that i use were HLA and multiple textures that were 4k, so i think it was the texture that the mod you use or the model.

robust basin
#

It was lua

#

I fixed it by removing the duplicate function

undone cliff
#

oh, so then it was that.

robust basin
ashen rampart
ashen rampart
#
  • It's a bit complicated to link properties to a single button
last sedge
ashen rampart
ashen rampart
ashen rampart
#

are we deadazz vro

undone cliff
#

maybe i make it again

#

in 1 day

ashen rampart
ashen rampart
# undone cliff in 1 day

It will be very tiring for you to combine all the features you created into one model because you created many weapons in this mw

undone cliff
undone cliff
#

and sometime i just used the code from mw2019 since some of them work on hl2sb++

ashen rampart
ashen rampart
undone cliff
#

yep me too

junior dagger
#

@undone cliff the addon wil have attachments???

#

@ashen rampart

#

@robust basin

robust basin
#

*maybe

#

@undone cliff

undone cliff
#

fixed the idle animation.

junior dagger
#

can you make a showcase of tge rifles?

undone cliff
#

no i can't, I'm still making some stuff like a shotgun or something.

junior dagger
#

oh

clear phoenix
#

Hl2 pistol??

#

I scrolled all the way up btw

undone cliff
undone cliff
finite jasper
#

@undone cliff make the l4d zombies i really need it

outer yacht
#

@undone cliff when is the left for dead zombies addon gonna be releasedπŸ₯Ί

#

the videos looked so 🀀🀀

undone cliff
robust basin
undone cliff
robust basin
undone cliff
#

that one crazy comment.

robust basin
#

Lol

#

@undone cliff

#

Yo dawg

undone cliff
#

what, what is it?

robust basin
#

How did you made your ads smooth?

#

Because ADS in animations just bug on mine

undone cliff
#

check dm

robust basin
ashen rampart
ashen rampart
robust basin
ashen rampart
junior dagger
undone cliff
outer yacht
#

its just so..

#

🀀🀀

ashen rampart
finite jasper
#

@undone cliff

modern vigil
undone cliff
finite jasper
#

When the l4d npc mod going to be released

undone cliff
#

idk

outer yacht
undone cliff
#

@ashen rampart, @robust basin
hacky hacky. not quite adjusted.

robust basin
#

Also what are those numbers in console for

undone cliff
robust basin
#

Ohhh

#

Also I have a question

#

Can you create buttons in gmed

#

Like

#

The concommands buttons

undone cliff
robust basin
#

Example

#

Cause I forgot how GMed lua works

undone cliff
#

okay let's see...

#
concommand.Add("custom_mag", function(pPlayer, pCmd, Args)
    if not IsValid(pPlayer) then return end
    local wep = pPlayer:GetActiveWeapon()
    if IsValid(wep) and wep.CustomMag then
        wep:CustomMag()
    end
end)
undone cliff
#

try this one, if it work then it works.

robust basin
#

Ok

last sedge
ashen rampart
ashen rampart
robust basin
finite jasper
#

@undone cliff hey when the l4d zombies it's gonna release

glad depot
finite jasper
modern vigil
finite jasper
#

Ok

#

@modern vigil what is your favorite mode for hl2sbpp (npc only)

#

And I'll download it

finite jasper
#

That fucking mod is taken too long Like give me a weapon or just a random

modern vigil
undone cliff
robust basin
#

ZAMN

undone cliff
undone cliff
junior dagger
#

OMG

quasi kindle
ashen rampart
#

that's why I ignored it

ashen rampart
#

Ezzzzzz

#

@junior dagger

#

look at this

junior dagger
#

HOLLYYY YEEEEEAAAAA

#

GG

#

finaly

#

@ashen rampart youre peak.

undone cliff
ashen rampart
quasi kindle
clear phoenix
ashen rampart
#

wait minutes

#

I HAVE AN IDEA

undone cliff
ashen rampart
#

I'm going to use SetPoseParameter to change animation reload for xmag

#

Do you think it's good idea?

undone cliff
#

i don't think so, the xmag is not even a poseparameter.

ashen rampart
undone cliff
#

well good luck

ashen rampart
undone cliff
#

@ashen rampart, @robust basin
fixed the attachment. and added the other reload animation for the attachment of the mag.

junior dagger
finite jasper
#

@undone cliff i need l4d2 zombies so when's it gonna released

ashen rampart
#

guys i think I fixed animation walk + sprint

#

but my problem is that walking around with attack (anim fire) tires me a lil

finite jasper
#

I need this

undone cliff
#

bro, it's not that easy to make a l4d2 npc for hl2sb++.

finite jasper
#

Then tell me why you show a video of l4d zombies in hl2sbpp

undone cliff
#

because it is a test

#

a showcase of a mod that I'm making.

finite jasper
#

Can you make the hospitalize zombie or the cop zombie

undone cliff
#

i could make it but I'm lazy so I don't think i can make that.

finite jasper
#

@undone cliff make it next day

ashen rampart
finite jasper
quasi kindle
# robust basin

Oh my god, this is amazing. Can you teach me how to do it?

quasi kindle
robust basin
quasi kindle
#

Okay, I'll give it a try.

finite jasper
#

@undone cliff you done the mod (l4d zombies)

#

@undone cliff?

finite jasper
#

Oh my god

robust basin
finite jasper
#

(Joking)

#

I'm gonna delete it

robust basin
#

Bro folded under no pressureπŸ’”

finite jasper
#

@robust basin I love the videos you make on YouTube Keep it up dude

finite jasper
#

I found your youtube channel when I was like when I was looking at hl2sbpp on youtube

#

My youtube videos sucks

robust basin
finite jasper
#

Do you make maps like this

#

@robust basin

robust basin
#

Idk

ruby nacelle
#

L4d map is kinda possible

#

Because form what I've read from nillerusr update log

#

Source engine (mobile) support bsp version up to v21

#

And that's what L4d maps uses

tall trout
finite jasper
#

I kind of want the No Mercy Hospital from l4d or No Mercy Hospital from payday 2

ashen rampart
tall trout
ashen rampart
#

I can report you if I want

#

vencord is not a good option

tall trout
ashen rampart
#

yes i cook every day πŸ”₯πŸ”₯πŸ”₯
@ruby nacelle @robust basin @undone cliff

ashen rampart
robust basin
#

You didn't tell me how to add a panel

ashen rampart
robust basin
ashen rampart
#

np

undone cliff
ashen rampart
# undone cliff

btw I added an Inspect button instead of USE button

  • I fixed the Inspect animation with the jog animation
#

but do you know why it doesn't hold up against weapon when you use inspect or reload?

#

with animation jog)

undone cliff
#

because it needs ikrule

ashen rampart
#

right?

undone cliff
#

yes

finite jasper
finite jasper
#

?

ashen rampart
#

ikrule fucked my model

#
      ERROR: Aborted Processing on 'v_x16.mdl'```
#

I tried to delete definebone and bodygroup but it didn't work

#

im going try to delete some seqs

#

I hope that it will succeed

last sedge
#

If it wasn't ikrule then, too much verts is the issue

ashen rampart
#
      animations  440628 bytes (41 anims) (1178 frames) [0:47]
      WARNING: Event 0 (frame 19) out of range in reload_empty
      WARNING: Event 0 (frame 37) out of range in reload_empty
      WARNING: Event 0 (frame 22) out of range in reload``` lmao
#

I'm cooked fr

#

I'm going to redo everything because I haven't received a solution
and also from community on steam

last sedge
#

At this point just pray the animation is going to work

ashen rampart
#

btw

#

since when has animation had an age?????

undone cliff
undone cliff
last sedge
#

By compiling it and failed

#

Multiple time

#

And crowbar also is ruining files and qc if it fails multiple time

ashen rampart
#

but ok thank you for this information

ashen rampart
#

thx for this information pal

last sedge
#

-# This is based on experience

ashen rampart
#

bcuz I checked all animations and they worked without any problems
but they don't work when using complie

#

-# ofc it's also part of the experience