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File: Customizable Weaponry 1.263
Version: 0
Garrysmod.org URL: http://www.garrysmod.org/downloads/?a=view&id=132750
Description: GET Extra Customizable Weaponry 1.13 HERE:
http://filesmelt.com/dl/Extra_Customizable_Weaponry_1.13_1.zip

AND THEN THE 1.133 HERE:
http://filesmelt.com/dl/Extra_Customizable_Weaponry_1.133_.zip



WATCH THE 1.26 RELEASE VIDEO HERE:
http://www.youtube.com/watch?v=hcSmla1Vmjw

1.263:
/\ Fixed guns flying away
/\ Fixed a bug with dual weapons

!!!BEFORE YOU GO ON TO THE DESCRIPTION: IF YOU HAVE LOTS OF VARIOUS ADDONS INSTALLED, YOU WILL MOST LIKELY EXPERIENCE THOSE ADDONS CONFLICTING.
PLEASE, REMOVE ALL ADDONS THAT CONFLICT WITH THIS ADDON. (I do not know which are they, because I develop these SWEPs on a nearly vanilla GMod)

YOU'RE NOT SUPPOSED TO USE THESE IN GMOD 13 - THEY HAVE NO OFFICIAL SUPPORT YET AND ARE PRETTY MUCH BROKEN IN GMOD 13.


I am not going to set up an SVN. Get over it.

1.261:
/\ Fixed a Lua error spam regarding third person and a vert grip

1.26 (The 33rd update so far):
+ 2 New reflex sights - a Kobra reflex sight as well as another reflex sight for rifles/SMGs:
* The following Extra weapons support them: AK-47, AK-74, M4A1, Magpul Masada, HK 416, ARES Shrike, M249, AUG A3, M14, AS VAL, SG552, MP7, Kriss, KAC PDW, SR-3M, FN F2000T, L85A2, AR-57, FN SCAR-H
* The following stock weapons support them: AK-47, IMI Galil AR, FAMAS
* I will add the attachments on more weapons in the stock weapon pack

+ SINGLEPLAYER: Added a console variable to switch between the custom physical bullets and default Source engine bullets
+ Added a custom walk animation - it is dependant on your walk speed (walk faster = faster weapon movement)
+ Added a console variable to control the aiming sensitivity of the ACOG scope
+ Aiming down the sights now slows you down to 70% of your walk speed
+ Added attachment description boxes in the attachment selection menu:
* They can be turned off in the Q menu

+ Added a grenade launcher icon for when M203 mode is turned on (much like the bipod icon)
+ Added a new custom recoil feature - weapon drift. After continuous fire while aiming down the sights, your view will start drifting in various directions (for a short while)
+ Added a new custom slight view kick when aiming down the sights and firing a weapon (to simulate recoil transfering from the weapon stock to the person's head when firing a weapon):
* It can be turned off in the Q menu

/\ Re-organized weapon slots:
* Pistols now always use the 2nd slot
* SMGs and shotguns now always use the 3rd slot
* Assault rifles now always use the 4th slot
* Battle rifles and light machine guns now always use the 5th slot
* Sniper rifles now always use the 6th slot

/\ Updated the SWEP CK code, which should fix errors when hanging up and then opening the customization menu
/\ Fixed various problems with various ammo types
/\ Fixed laser sights' laser beam behaving in a weird manner when quickly moving the mouse up and down
/\ Fixed getting too close to a wall causing the weapon to move wayyyyyy too much forward
/\ Fixed not being able to select the Customizable Weaponry if the current weapon category had more than 1 weapon in it (aka can only select a weapon with the mouse wheel)
/\ Fixed a small exploit that nobody probably knew about
/\ Fixed a bug regarding being underwater
/\ Fixed weapon recoil only being updated when using certain attachments on the server (this bug has been in for a long time)
/\ Fixed being able to fire shotguns while near a wall
/\ Overhauled code in ammo types, should fix various problems with them
/\ Greatly improved the bone repositioning code when using attachments like C-Mags, Vertgrips - now it should work flawlessly (this is the last half of code re-write)
/\ Greatly increased the blast radius of M203 grenades
/\ Increased the blast damage of M203 grenades
/\ Slightly changed the viewmodel movement when moving the mouse
/\ Weapon's maximum spread is now 25% when aiming down the sights
/\ Weapon movement amount when aiming down sights and firing now depends on it's recoil
/\ The running animation will now not be so jittery when starting and stopping sprinting
/\ Frag rounds (for shotguns) and M203 grenades now have higher muzzle velocities
/\ Slug rounds (for shotguns) now increase weapon spread from movement
/\ Changed the low ammo sound when firing, should now be easier to hear
/\ Optimized a small part of server-side code as well as greatly optimized several entities
/\ Optimized a very small part of networking when spawning
/\ Increased accuracy on all weapons
/\ SINGLEPLAYER: Maximum penetrative strength a weapon has is now dynamically calculated by taking the weapon caliber's bullet and case length as well as the surface the bullet hits
/\ SINGLEPLAYER: Penetrative strength of a round now decreases as the bullet travels (it's really minor though)
- Removed accuracy increase when firing an assault rifle/battle rifle with semi-auto
- SINGLEPLAYER: Removed debug physical bullet code (I forgot to remove it in 1.25, sorry!)

Ever wanted no additional viewmodels for various weapon attachments? Well guess what, this pack provides just what you wanted!

How to install:
1. Download and extract somewhere
2. Check if there is no duplicate folder called "Customizable Weaponry" inside
3. Cut/Copy-paste into your Addons folder
4. Enjoy!

Features:
- Ironsights
- Dynamic accuracy
- Dynamic recoil
- Additional first-person effects: gunfire heat, gunfire smoke, etc.
- Crosshair customization in the Q menu (Q > Utilities > Customizable Weaponry > Client)
- Global weapon behaviour for server admins in the Q menu (Q> Utilities > Customizable Weaponry > Admin)
- Super loading/Bullet chambering
- Manual reload
- Optimized (2 DTInts, 2 DTFloats, 2 DTBools and 1 global float)
- Console variable that slightly changes the weapon's origins
- Full compability with addons such as WAC, SCars, etc (or at least it should be that way)
- Custom ammo types (5.56x45 NATO, 7.62x39, 7.62x51, etc)
- Mouse wheel based zoom with sniper rifles
- Damage is affected by distance
- Near-wall
- View drift from continuous fire
- Additional 'recoil' effect for weapons with a stock to simulate the recoil transfering from the weapon to the player's head via the weapon stock
- Holstering a weapon takes a bit of time
- Physical bullets and surface penetration for SINGLEPLAYER
- View bobbing when reloading/drawing/attaching a suppressor to a weapon
- Moving your mouse fast decreases your accuracy
- Melee system. Bind a key to cstm_melee, and you can melee stuff with your weapon!
- Weapon customization menu similar to that in Crysis

- 2 Firemodes (semi-auto/automatic):
* Taking aim with an assault rifle while using the semi-auto firemode slightly increases your accuracy

- Various other customizations in the Q menu (Q > Utilities > Customizable Weaponry):
* You can customize your crosshair
* You can turn off various parts of your crosshair
* You can toggle various effects for the SWEPs
* You can use different weapon origin positioning
* You can toggle a view bob effect when reloading (like in Battlefield: Bad Company 2 and the like)

- Weapon customization:
* 6 Aim-assisting attachments:
- ACOG scope
- Aimpoint scope
- EOTech 557 holo-dot sight
- Kobra red-dot sight
- Rifle reflex sight
- Docter red-dot sight

* M203:
- 3 Grenade types:
* HE 40MM Grenade (normal)
* CE 40MM Grenade (150% blast damage, 50% blast radius)
* Smoke 40MM Grenade

* Bipods
* Vertical grips
* Beta C-Magazines
* Suppressors are toggleable on most weapons, excluding shotguns
* Laser sights

- Ammo types:
- FMJ Ammo (normal)
- Hollow-point ammo
- Armor-piercing ammo
- Magnum ammo
- "Masher" ammo (special ammo for Model 627 in the "Extra" pack
- Incendiary ammo
- Explosive ammo (ammo for shotguns)
- Slug ammo (ammo for shotguns)

- Sprinting affects your weapon:
* Cannot reload while sprinting
* Cannot fire while sprinting
* Sprinting interrupts weapon reload

- Reload varies depending on how much ammo is left in the weapon:
* Reloading an empty weapon results in a longer reload
* Reloading a non-empty weapon results in a shorter reload
* Reloading a non-empty weapon leaves a single bullet in your weapon (chambered bullet) and moves the amount of ammo left in the mag to your ammo in reserve

Controls
Primary attack key - fire
Secondary attack key - use ironsights
Use key + secondary attack key - attach suppressor (if possible)
Use key + reload key - change firemode (if possible)
Use key + primary attack key - toggle between M203 and rifle modes (WHEN SWITCHED TO M203, TAKE AIM TO FIRE OUT A GRENADE)
Context menu key (default is C) - open attachment selection menu. While in the menu press the numbers on your keyboard shown in the brackets to change attachments in that certain group.

FAQ:

Q: IS THIS BASED ON MAD COW'S WEAPON BASE??????
A: No, this base is a very heavily modified default CS weapons that you find in default GMod base

Q: How do I attach an attachment to a weapon?

A: Open your Q menu, and go to 'Entities'. Then, find a category called "Weapon Upgrades".
Spawn attachments from there, pick them up by looking at them and pressing your use key.
After that, open up the weapon customization menu by pressing C and select the attachments you want!
Simple, isn't it?

Q: I cannot see the attachments!
A: Some addons conflict with this. As such, you will not be able to see attachments. People with Macs seem to have problems like these too. Sorry, I'm on a PC, so I can't really fix this.

Q: How can I increase my accuracy?
A: You can: stop moving, crouch down, aim down the sights.

Q: The ACOG scope is fucked when using the new behavior.
A: That's because the current render target system in GMod is not working properly. Revert back to old ACOG scope behavior in the Q menu.

Q: I have 2 red dots when using the Aimpoint holo-scope.
A: That's because you have another aim2 texture that's interfering with the new one.
Search for aim2 and delete all of the
Image: Customizable