Black Mesa

Black Mesa

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Yonge Dec 4, 2016 @ 11:09pm
Original SPAS-12 addon?
So far, the only mods/add-ons that have restored the Black Mesa SPAS-12 to its original pre-crossfire form have undesirable bugs in singleplayer maps - namely an issue where the viewmodel hands change to the mp_marine hands.
Is there any way I could manually fix this, or could anyone try and figure out how to fix this?
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Showing 1-3 of 3 comments
Doctor Go-Go Dec 5, 2016 @ 5:53pm 
I never unserstood why they chose a convertable Automatic Shotgun for the weapon model and it fires manual by default with double fire as the alternate when they could have just made it fire semi-auto since it's a game and no special purpose low recoil rounds are being usesd. And givin the circumstances it would be best used as slug gun not a shot gun anway. Single Targets slugs are better. It works just like a slug gun anway, place the sights between side by side targets and it missed anyway. Short barrel Open cylinder choke (really no choke, just put in to protect the choke threads) the spride would be wide a short range and really wide and long. But since it's a combat gun I doubt it has a choke system anyway. Point is, that type of shotgun is both automatic and manual depending on the gas charge of the shell and the shot pattern would be wide with shot shells, it's designed for riots or crowds of targets. Don't need to aim directly at any of them.

POINT Rather than go with the double fire bull crap why not just have it operate semi-auto or make the default trigger squeeze a slow squeeze steady squeeze and the secondary fire a rapid double tap? The rapid recoiling of the second style of firing would come with a longer recover and only be effective if the shooter is aiming at the target's mid or upper mid section @ minimum, but the point would be to hit the target multiple times ASAP, right? Mixing a benefit with and equal handicap would be more purposeful. Like I said the SPAS 12 is an automatic and manual only if it's firing a low powered/low recoil shell which won't produce enough gas to cyle the bolt automatically. OR if the shell misfires due to bad primer then you could just pump out the dud shell when the action releases, but this fact isn't relevant to fantasy game.

I'm just suggesting making it more accurate animation as well as function for the gun in game that is similar if not identical to what it was.
elderstyx Dec 6, 2016 @ 4:10am 
Originally posted by Doctor Go-Go:
I never unserstood why they chose a convertable Automatic Shotgun for the weapon model and it fires manual by default with double fire as the alternate when they could have just made it fire semi-auto since it's a game and no special purpose low recoil rounds are being usesd. And givin the circumstances it would be best used as slug gun not a shot gun anway. Single Targets slugs are better. It works just like a slug gun anway, place the sights between side by side targets and it missed anyway. Short barrel Open cylinder choke (really no choke, just put in to protect the choke threads) the spride would be wide a short range and really wide and long. But since it's a combat gun I doubt it has a choke system anyway. Point is, that type of shotgun is both automatic and manual depending on the gas charge of the shell and the shot pattern would be wide with shot shells, it's designed for riots or crowds of targets. Don't need to aim directly at any of them.

POINT Rather than go with the double fire bull crap why not just have it operate semi-auto or make the default trigger squeeze a slow squeeze steady squeeze and the secondary fire a rapid double tap? The rapid recoiling of the second style of firing would come with a longer recover and only be effective if the shooter is aiming at the target's mid or upper mid section @ minimum, but the point would be to hit the target multiple times ASAP, right? Mixing a benefit with and equal handicap would be more purposeful. Like I said the SPAS 12 is an automatic and manual only if it's firing a low powered/low recoil shell which won't produce enough gas to cyle the bolt automatically. OR if the shell misfires due to bad primer then you could just pump out the dud shell when the action releases, but this fact isn't relevant to fantasy game.

I'm just suggesting making it more accurate animation as well as function for the gun in game that is similar if not identical to what it was.
Valve has almost never aimed for realism with their weapons (at least in Half-Life). In the original Half-Life, they made it a SPAS since it was a commonly used military grade shotgun and it fit the theme, but they added their own mechanics to it for the sake of gameplay, not realism. It's the same deal with most of the weapons in Half-Life 2, and it's one of my biggest qualms with that game.

Crowbar Collective tweaked the animation of the double fire to look like it was firing two shots rapidly instead of two shells coming out of two barrels, which I think is what you're looking for.
Last edited by elderstyx; Dec 6, 2016 @ 4:16am
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Date Posted: Dec 4, 2016 @ 11:09pm
Posts: 3