Garry's Mod

Garry's Mod

14,259 ratings
FA:S 2.0 Alpha SWEPs
 
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Type: Weapon, Addon
Tags: Coop
File Size
Posted
Updated
60.918 MB
Sep 22, 2013 @ 2:52am
Aug 10, 2015 @ 12:35pm
51 Change Notes ( view )

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FA:S 2.0 Alpha SWEPs

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Description
This is the official FA:S 2.0 SWEPs pack that I worked along with the developers of the mod, to make sure that it matches their tastes.
The base is written completely from scratch.


In case you're interested, get the source mod here.[www.firearms-source.com]

To be able to attach weapon attachments, bind keys to slot1, slot2, slot3, slot4, etc.

OPTIONAL ADDITIONAL PISTOLS (Click here!)
OPTIONAL ADDITIONAL RIFLES (Click here!)
OPTIONAL ADDITIONAL SUB-MACHINE GUNS (Click here!)
OPTIONAL ADDITIONAL SHOTGUNS (Click here!)
OPTIONAL MISCELLANEOUS WEAPONS (Click here!)
OPTIONAL UNOFFICIAL RIFLES (Click here!)


Features:
- Weapon attachment system (sights, suppressors, extended magazines)
- Dynamic accuracy
- Dynamic recoil
- Surface penetration
- Surface ricochet
- Sprinting
- Near-wall
- Holstering (takes a while to put a weapon away)
- First-time draw animations
- Unique weapon reloads for weapons like SKS, Raging Bull, M24
- Unique weapon behavior for weapons like M24, M3 Super 90
- Shell ejection
- Bullet chambering
- Empty/full reloads
- Reload duration depends on amount of ammo in the weapon
- Custom viewmodel movement when walking, sprinting, reloading + sprinting, standing still
- Custom viewmodel sway
- Custom ammo indicator
- Firemodes (full-auto, semi-auto, bursts, etc.)
- View bob during reloads
- Weapon proficiency (after using a certain weapon for a long time you become proficient with it and as a result reload faster)
- Custom ammo types (5.56x45MM, 7.62x39MM, 7.62x51MM, etc.)
- World models

Controls:
PRIMARY ATTACK KEY - fire
SECONDARY ATTACK KEY - take aim
RELOAD KEY - reload/check magazine, firemode
CONTEXT MENU KEY (default is C) - open customization menu; while aiming down a scope - peek away from the scope
USE KEY + RELOAD KEY - change firemode
USE KEY + SECONDARY ATTACK KEY - check magazine and firemode
USE KEY + PRIMARY ATTACK KEY - quick grenade (requires the FA:S 2.0 Miscellaneous pack!)


Known issues:
Upon spawning the weapon for the FIRST TIME, your deploy sounds will be slightly delayed, based on the amount of time it took to load the models

Console variables/commands:
fas2_differentorigins <0 - 1> - if set to 1, will use slightly different weapon origins. CLIENTSIDE.
fas2_handrig <0 - 1> - if set to 1, weapons will use a sleeve along with different gloves; changes apply upon new weapon equip. CLIENTSIDE.
fas2_handrig_applynow - applies the selected hand rig instantly (without having to get a new weapon). CLIENTSIDE.
fas2_nohud <0 - 1> - if set to 1, it will disable the HUD elements that pop up when you reload. Requested feature. CLIENTSIDE.
fas2_profgain <0 - 1> - controls the amount of proficiency increase with each reload. SERVERSIDE.
fas2_holdtoaim <0 - 1> - if set to 1, then releasing your secondary attack key while aiming will go back to hip-fire

As updates for the actual mod get released, I will release optional weapon packs and update already existing weapons with newer models, textures and sounds.
These packs will be - Pistols, SMGs, ARs, BRs, SRs, Carbines

Credits:
Danny - sway interpolation code
Popular Discussions View All (234)
382
Mar 3 @ 5:45pm
PINNED: Regarding new weapons and attachments
spy
13
Jul 31 @ 2:21pm
Guns invisible
Mickael Scofield #TeamSESH
4
May 22 @ 6:46pm
About Weapon Proficiency
[POOT] Stark
< >
3,089 Comments
........... Aug 19 @ 5:45pm 
Apperently, and i found this out accidentaly, but APPERENTALY the TFA Base crosses over with this one. I thought FAS made an update where you didnt have to hold v to stabalize shots and stuff, but the TFA base replaces the FAS base to the point where you can just do E+R plus your sprint key to holster your weapon whereas with the FAS Base, you have to cycle through the different firing modes to get to safe/ holster.
Clankbro145 Aug 15 @ 7:20pm 
I can't seem to find any weapons that attatch the ACOG scope. I only have the mods listed here and none of them seem to have it. Is there any way I can attatch it anyway?
Billy Mays Aug 11 @ 10:16am 
in third person all of my guns have their models but in first they don't, they shoot and work find but I just can't see them.
ღLil' Amber Eyesღ Aug 9 @ 12:36pm 
none of my beltfed guns work, not sure why
BØØPADØØP Aug 8 @ 3:02pm 
my attachements won't go on
I go to entites spawn the attatchments click e nothing happens to my guns plz help!
Spaghetti Aug 6 @ 7:43pm 
For the C79 scope and the scopes for the snipers there is a glitch where the scope is black and there seems to be some body armour or something coming out of the scope...... is there any kind of fix for this?
The bullet penetration is way to overpowered!
Bilel Abdela Aug 3 @ 8:14am 
When we shot with the pumpshot and reload just after :

[fas20] lua/weapons/fas2_m3s90/shared.lua:531: attempt to call method 'RestartGesture' (a nil value)
1. ShotgunThink - lua/weapons/fas2_m3s90/shared.lua:531
2. unknown - lua/weapons/fas2_base/shared.lua:1041

East Aug 2 @ 10:26am 
If you guys are not seeing your guns, but they can still kind of fire, see if you have the addon "My Hands" downloaded. If you do, thats probably why.
Gurl Aug 2 @ 5:15am 
I cant use the guns, it gives error and what is supposed to be the gun is just a pistol, what i do now?