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technically you could add your own support for other weapons as-is, it's just that this particular compatibility module is pretty frankensteinish in how it checks for model hashes and workshop addons loaded.
can do
It's just that I saw "SWEPs, however, can easily have compatibility added. Reach out if you're interested in this." in the description and decided to come forward
edit: released
the best way to find it out would be to extract GM++ and look in the lua/gmpp/basecompat directory.
in general compatibility modules (basecompats) are made up of weapon infos (wepinfos) and various helper functions. your average basecompat is gonna look like this:
in the future, official documentation for this will be provided.
Does it make sense to be adding implementation through this though? Or there's a chance in the future it will be replaced with something else entirely?
if anything, the future may contain a way to do it from within the UI, and save the settings in a data file, but that'll probably be a long time away.
if you want, you can suggest support for weapon bases in the GM++ support topic, and we can take a look. we already have generic support for TFA, SWCS, MWB, etc., and any guns that are specifically broken or need adjustment within the supported bases we can probably make happen.
Thanks, it's alright. No more suggestions from me for now as I'm looking to transferring various replacements to the most vanilla-like SWEP base (Simple Weapons Base ironically is not that). Like, having 3-4 shotguns for example that behave the same way as the original, essentially acting as skins. I was also looking for a Valve-like DMR to use with GM++ plus HL2 weapons damage modifier. I got it, transferred it to the mentioned SWB, injected origins by bruteforcing them into the file that has them for stock weapons just as a proof of concept (since back when I asked about adding weapon support in the GM++ discussion I unfortunately got no reply) and it felt just right
Anyway, it's all very niche so I won't be bothering you with it any longer unless I have questions regarding implementation
if you made your changes back in the day you might have found the default HL2 weapon offsets stored in the lua/gmpp/modules/weapon.lua file, so be warned that has all been moved to its own dedicated file as written above. the only thing in the weapon.lua file now is the default weapon offsets that are used if no offsets are provided (under weapon.preset_offsets, categorized by holdtype).
we don't plan on modifying how anything works in the basecompats so you should be completely safe to rely on it for the future. rather, we'll likely be adding more to it as time goes on. do note however that we can't guarantee there won't be breaking changes just yet, since a lot in GM++ changes pretty frequently. Juckey regards the project as an "open beta" so treat it as such.
if you use a weapon base that already has support for ironsights, like SWCS, they will be imported into GM++ and usable with our ironsights immediately with no work from you. (offsets, if you desire them, are another story tho)
it sounds like you have some experience with GM++ hacking already. it's not too difficult just a bit cumbersome and not publicly documented (yet). so let us know if you have any questions.