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Remington 870 has missing sounds when using a pump and reloading
When I throw a molotov, I set myself on fire.
also there is an issue of RPG rocket flying sound everytime i use the bazooka
this sound stays on the place of the rocket explosion and stays there until i fire another rocket
same goes for grenade launcher
nice addon anyway i like it
I'll let it be for now. I don't want to nag you for too long.
I was just trying to suggest a way to make the SMGs more diverse since they're one of the weakest parts of the pack.
(also the "Patriot 809" is actually a Ruger Mini-14)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2964132678&searchtext=HL1+357
in which the original gun was replaced with a near-identical SWEP copy.
there's also a guide like this
https://developer.valvesoftware.com/wiki/SPAS-12_semi-auto/pump-action_for_HL2
also I remember some bases like TFA base managing to pull damage decay off, how did they do so?
I also think the MP5K should have the sound from the MP5K in Zippy's addon.
Also I wonder if you could make an addon that gives the HL2 SPAS-12 the ability to switch to semi-auto by pressing Mouse2 while using a unique firesound that can be replaced by putting a sound in your addon folder for GMod?
the Uzi should have its fire rate lowered to match its real life counterpart
https://www.youtube.com/shorts/-AWdmCa_Isw?feature=share
And should be more of an all-rounder SMG that doesn't have the damage decay of the MP7, and a much longer effective range, using the same ammo as the USP match.
About Uzi and MP7, it's hard to actually pick values to make each weapon unique and not to ruin them
About Dual Pistols, I tried everything possible to make tracers emitted from both guns but game still thinks it should go from only one pistol, this also can be seen in Dual Elites from CS:S in gmod
About OICW, I'll take my time on thinking if it's worth it or even possible to do, since I don't want these ugly HEV hands on viewmodels, and re-rigging viewmodel can cause lots of troubles, but since I fixed an AR3, OICW shouldn't be a problem (HOPEFULLY)
And making triple burst fire method on weapons may be problematic
But I wonder if this could be hand-waved as the M16A2 being MODIFIED in-game, being designated as different by havnig red tape around the barrel and the word "AUTO!!!" being written on the tape.
It uses the Synergy firesound (which I don't really like), plus it doesn't have a burst fire mode and has a set accuracy (a problem with some of the other guns like the pack's MP7 and Uzi, they also overstep each other and feel sorta the same as each other).
Since I don't think the MP5K has a burst fire and shoots faster than in the HL2 Beta in real life, I would propose a solution.
The MP5K should have great accuracy on the first 3 shots, but the accuracy starts to downgrade by the 4th and becomes innacurate by the 10th shot.
Also cut the mag down to 30 or have an in game explanation as to why the mag's got 45 shots, like the MP5K having a visibly extended magazine.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3068884572&searchtext=OICW
I would have the OICW have an actual Nightvision Scope (not just green tint, but fullbright while zoomed with an overlay) As well as have its launcher firing actual smart grenades who can be toggled to explode on proximity with an enemy (which would be great for enemies like gunships who have no hitbox for most explosives to hit.), set to dumb-fire, which means explode on hitting any surface like normal projectiles.). I would borrow a function from the stickybomb launcher from TF2 and have the player be able to "charge" the launcher to fire a smart Grenade with more velocity and distance than normally fired grenades..
I would have the grenade launcher have 5 rounds and have the player ACTUALLY be able to reload the mag.