Garry's Mod

Garry's Mod

Support С_hands for M9K
171 Comments
outsyler 6 Oct @ 7:43am 
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GOLDEN_47 3 Oct @ 4:57pm 
i had a night vision swep and it would not put the hands up to use the goggles this made it work!:Pizza::Pizza::steamhappy:
Риджи  [author] 3 Oct @ 10:27am 
yes
Kevin 3 Oct @ 9:46am 
Does Servers need this addon downloaded to make it work?
loxmatij 27 Sep @ 6:20am 
add pls c_hands for M9K+
Mr.Crazy 24 Sep @ 4:18pm 
I can't comment on bentley bases page :/
Mr.Crazy 24 Sep @ 4:13pm 
Ignore the previous comment. It seems Bentaley Bases Modern Warfare guns conflict with another gun mod as well.
Mr.Crazy 24 Sep @ 4:01pm 
There is a glitch with this mod and Bentley Base. The arms for this mod stay stuck in the air if i first use a bentley base gun then afterwards use an m9k gun.
Vincent 21 Sep @ 12:27pm 
nice pfp dude
BlueCup43 20 Sep @ 1:54pm 
i love this shit
BlueCup43 20 Sep @ 1:53pm 
this somehow works with m9k remastered yay its like if m9k was made in 2021
CriticalHitOnMyEx 9 Sep @ 6:41am 
@Male_09 the shit thing is you gotta reanim everything to give C_Hands
Nate 31 Aug @ 5:14am 
@Grobert_ So You Are Saying That It Can Work The M9K+ Weapons Like M9K Shotguns+? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=834520203&searchtext=M9K
Grobert_ 27 Aug @ 3:01am 
yes it does very much so work but doesn't replace anims.
speaking of anims i did actually kind of like old m4a1-m16a4 animations. these ones just feel... eh.
Nate 25 Aug @ 1:29pm 
Does This Work With The M9K+ Weapons?
Male_09 25 Aug @ 7:11am 
i dont know why but i feel like the weapons are now ruined, is there a version of this addon that just adds the c_Hands? honestly feel like the inspect anims and the reanimations make it garbage.
DeadMeat 19 Aug @ 4:23pm 
Idle animations would be nice.
chari 19 Aug @ 4:08pm 
@sadie
they have to be reanimated to support c_hand rigs or else you get into really shitty bonemapping script nonsense that gets more taxing than just recompiling the thing
sadie! <3 18 Aug @ 9:20am 
why were the animations replaced with worse ones?????
That Guy7523 17 Aug @ 11:13am 
"I'll add console commands that disable all this things" Thank you for doing that, I was really hoping that would be a feature.
MerekiDor 16 Aug @ 3:43am 
Thank you!
Риджи  [author] 15 Aug @ 5:36pm 
@MerekiDor
I'll take your remark and in the upcoming update I'll add console commands that disable all this things
MerekiDor 15 Aug @ 8:59am 
I wish this was just the hands and did not rebalance the addon in any other way, or add the inspection animation, or cam-shaking, or model changes... Loved the ironsights+reflex sight on SCAR, now the ironsights is gone. :(
kohyihui11 15 Aug @ 8:25am 
how to close inspect anims?
BobTheGamerBoi 6 Aug @ 11:35am 
the fingers seem a bit broke
whennnnn 4 Aug @ 8:16pm 
holy peak
Jeralt 4 Aug @ 3:48am 
Hi, This is very well done, i appreciate your work.
when i change my playermodel with these one mod there then have i cs:s hands before i die why is it so
Banice 31 Jul @ 11:00pm 
I literally just wanna check if there's something in recent change log, what is this comment section? 🥀
Hi 30 Jul @ 9:05pm 
Mom Dad why are you fighting
Риджи  [author] 30 Jul @ 2:54pm 
because these weapons are supported in the gmod, unpack any M9K pack. decompile any weapon, replace my model on top of the original one and see how it works, and then draw conclusions.
koishicat 30 Jul @ 2:46pm 
in the eye of the beholder there is a righteous dipshit
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2867392463

last i checked, half life source weapons dont have "Swep.UseHands = true" in them.
Риджи  [author] 30 Jul @ 2:57am 
Why are you so dumb? if you want these models to work on other servers with the correct distributions, you will at least have to register with "SWEEP.UseHands = true" in the weapon code, so that c_hands appear and match your model or a third-party model from the workshop, if they are supported. And you're telling me that if you replace these models with the original ones, then everything will work on the servers, but it won't work without server-side or client-side code
koishicat 29 Jul @ 5:47pm 
counter strike viewmodels however, which most of m9k is originally made up of. stolen cs:s reskin viewmodels, use a system for the viewmodel arms and different bone names, this means they obviously dont automatically work. how do you think that they got the original counter strike source viewmodels to use c_hands in ttt however? its a model edit. not code.
koishicat 29 Jul @ 5:45pm 
c_hands dont rely on fucking code at any point for the viewmodels, the only thing you need in place are fucking bones with the correct names. this is why when you import old half life 2 viewmodels in, the c_hands are displayed clipping into the hev hands.
koishicat 29 Jul @ 5:43pm 
do you not fucking know how c_hands work???
the game does it itself.
are you stupid?
Риджи  [author] 29 Jul @ 3:55pm 
I'm even interested in how you're going to write code on the servers so that your hands work for each model and from any player model where there are hands, look at the code and what changes and what is added there, and then call me stupid, you want to decompile 70+ models adding your hands to each model - good luck to you, and I'll laugh later because due to the different number of animations on the server and the client, you will have problems with almost every weapon, and this is only part of the problems that await you, my friend, I'm not going to replace the original models, accept it.
koishicat 29 Jul @ 2:55pm 
infact, i literally did this with this mod. and it worked.
koishicat 29 Jul @ 2:55pm 
no you're just fucking stupid.
manual install mods take priority over workshop subscribed ones, if you just put the viewmodels in with the same names as the originals they take priority and have c_arms.

ive done this in the past a bunch of times for personal mods for use on servers that i want to personalise the weapons i use just for myself on, even modifying files in my downloads folder, moving them to my addons folder, and them overwriting the server content.
Риджи  [author] 29 Jul @ 6:43am 
@koishicat

It's impossible to do, accept it.
koishicat 28 Jul @ 8:11pm 
you should release a manual install version that changes c_arms to the original models so that it can be used on servers that DONT have the mod.
Риджи  [author] 28 Jul @ 3:17am 
and everything is done so as not to cause conflicts with the original base code, so that people can simply install and play with this addon, and servers can install it in almost one click. Thanks again for your comments. In the next update I will review all animations and redo them in accordance with the original. As for tactical and incomplete reloading, if I ever decide to transfer this base to TFA or another weapon base, I will definitely include all these animations for correct view, but I cannot say when that will happen. If the need arises.
Риджи  [author] 28 Jul @ 3:17am 
The thing is, I don't really understand how the mechanisms of rare/uncommon weapons work. Some don't have a button to press, some don't eject the magazine or feed the cartridge the way you described in the case of the PKM. I will definitely fix all these little things you wrote to me about and look through the documentation for all the weapons again and review the videos. But I will note once again that I am trying to preserve the original spirit of the add-on (in the case of weapon inspection, it was just something I had wanted to do for a long time and implemented for one server).
Риджи  [author] 28 Jul @ 3:17am 
@Ash_Williams

Thank you for explaining everything. It was interesting to read your comments, but the fact is that the base on which I made this addon does not provide for the use of partial reload animation when magazines are not completely empty, yes. It could have been done correctly, as in other examples of weapons from other modifications, but the fact is that I wanted to preserve the original atmosphere of the addon, refreshing it by adding first-person hand animations. The add-on itself contains mostly poorly designed weapons (some are missing bones, some are not fully modeled or have parts missing (a great example is the USAS, which is missing models). I understand your complaint about the reload animation.
Ash_Williams 27 Jul @ 10:36pm 
Also, one of the things I would like to see updated is the firing modes being added for the BAR and SPAS 12. The BAR has a slow or faster fire rate select feature while the SPAS 12 has the option to either be in pump action mode or semi auto. it is only semi-auto in this mod. Last thing about the double barreled shotgun in this mod is since I've said that all the guns use full reload animations regardless if player performs a partial or full reload well when you have 1 shell spent the player opens the barrel and takes out both spent and shell that hasn't been fired and reloads new shells that have not been spent instead of just removing and replacing the one that has been fired.
Ash_Williams 27 Jul @ 10:35pm 
One thing to note about some of the light machine guns is that most of the time is normally when they are reloaded, the typical procedure is that the bolt is locked first before lifting the top cover and inserting a belt into the feed tray. However, it is different for the PK/PKM LMGs according to some sources. The belt is first fed into the feed tray before the top cover is closed and then the bolt is locked to the rear. For revolvers, one of the things some video games depict incorrectly about them is when the player partially reloads it, all of the cartridges that have been spent or unfired are all removed from the cylinder instead of only removing the ones that have been fired. As far as I'm concerned, MWII(2022) and MWIII(2023) gets this detail right and I'm pretty sure there are some other FPS games that also get it right.
Ash_Williams 27 Jul @ 10:35pm 
7. Ares Shrike(Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)

8.M249(Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)


9.M60((Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)
Ash_Williams 27 Jul @ 8:49pm 
1. AK-74(Player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload)

2.FAMAS(Like with the AK-74, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload)

3.MP9(Like with the AK-74 and FAMAS, player doesn't pull the charging handle, but also because it features a bolt release, player doesn't do any of that as well on full reload. Uses partial on both tactical and full reload.)

4.Browning Auto 5(Like with MP9, FAMAS, and AK-74, player does not pull the charging handle on full reload when inserting all shotgun shells into the tubular magazine. Uses partial on both tactical and full reload. )

5.Pancor Jackhammer(Like the other listed guns, player doesn't pull the sliding fore-end on full reload. Uses partial on both tactical and full reload.)

6. USAS(Like the other listed guns, player doesn't pull the charging handle on full reload. Uses partial on both tactical and full reload.)
Ash_Williams 27 Jul @ 8:47pm 
In the future, I was wondering if you can update reload animations where they have partial/tactical and full reloads instead of using fully reload or partial reload animations regardless for some weapons if you are out of ammo or not.

Partial/tactical reload: Playermodel/character swaps the mag that is half way empty with a fresh new mag without cycling the bolt or pressing the bolt release to chamber a round.

Full/empty reload: Magazine is completely empty that the character swaps it for a fresh fully loaded magazine and then cycles the bolt or presses the bolt release to chamber a round.

All guns in the mod(and by default) pretty much use full reload animations regardless if you are performing a tactical or empty reload while a few of them use partial reloads, again, regardless if you are performing a tactical reload or empty reload. The only examples of guns that are just only using partial reloads are(Will be listed)