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Actually I was asking if someone could tell me how, I don't mind having a crack at coding it, I just wanted to know if someone know how. I've already tried looking on both the workshop and google, but didn't come up with too much in the way of solutions. This forums post was a last resort.
P.S
It's actually faster to spawn an NPC using the tool gun, as changing the spawn weapon type won't override the Tool Gun so you have to switch it again. But you can spawn one NPC using the Tool Gun and spawn other NPCs using the spawnmenu, that way you can spawn rebels with one weapon and combine with another weapon faster
I already said several times that I do not want to use the weapon override. It is tedious and annoying. What I am wanting to do is add certain weapons and remove others from NPCs "Default" weapon choices. Sorry if I wasn't clear enough.
As for the point of doing it, it's because I don't want certain NPCs using certain weapons, while wanting said NPCs to use weapons that they don't spawn with normally. No, I am not talking about using the weapon override option. Here is a simple breakdown example of what I'm trying to accomplish:
*Go to NPC tab
* Spawn Rebel
* Rebel has a chance of spawning with an SMG, Shotgun, Revolver, Crossbow or RPG
* Rebel does not have a chance to spawn with weapons such as AR2, or pistol.
All I'm trying to do is *change* the weapons that Gmod considers "default" weapons for certain NPCs. That's it. I'm not trying to do anything ridiculous like making a Vortigaunt use a shotgun or a Metrocop use an RPG. Those obviously wouldn't work.
Read the damn answer. Or at least the rest of it. I explain WHY it's pointless to add default weapons. Unless you can go into the game and change the coding of your copy it's pointless to add default spawn weapon types. Removing is pointless too because it randomizes the weapon that they spawn with, but it narrows it down into all the weapons they're compatible with, I can't be any more clearer
You clearly don't understand what I'm talking about, and seem to be getting upset for some reason. If you aren't capable of helping, then your input isn't needed.
Are you a new kind of stupid? I'm explaining why, I'm not giving an opinion, I'm giving a fact. If you can't understand a whole lot of the words I use you can look it up in a dictionary or go to a search browser for the definition. And you never said anything about the game's coding in the discussion description, try being more specific, it might help your cause
Lmao why are you getting so upset? Look, you didn't have anything useful to say, so you don't need to add anything. You clearly don't understand what I am trying to do, and keep saying that it's pointless to do, which is an opinion, not a fact. I'm not really sure how I could possibly be more specific than asking people how I can change the code of the NPCs to only utilize certain weapons that they wouldn't spawn with normally. If you can't comprehend that, then that is your problem.
Look bud, just go somewhere else with that salty attitude, you're making an ass of yourself here.
Why don't you go into Garry's Mod, spawn a Metrocop with an RPG and see that he never uses it, same thing will happen with all other NPCs that don't use RPGs, also applies to certain other weapons. Now apply common sense to your brain and try to figure out why it would be pointless to do so. Use my previous comments to help you understand the limitations of Garry's Mod. Now go and use your brain like a normal, logical human being or stay here not wanting to accept my help
Are you actually reading what I even posted? There is no way that you could have read it, and then immediately misunderstood. The reason I keep telling you you're not helping is simply because YOUR COMMENTS DON'T HELP. You are not offering anything even remotely useful.
I have stated, several times, that using the weapon override to "spawn a metro-cop with an RPG" as the example you keep using, is not what I'm trying to do. A metrocop can't use the RPG, no ♥♥♥♥.
BUT, a rebel can. The problem is that a rebel doesn't spawn with an RPG when you have "default weapon" selected. I am trying to find someone who can teach me where to change the code so that it does happen. I also want to remove certain weapons from the "default weapon" selection.
That is as simple as I can make it. If you still don't understand, then there is something seriously wrong with you.
Also, as for you thinking it's pointless because the weapons are randomized, that's exactly the point. I want to be able to spawn several rebels WITHOUT having to go to the weapon override, and have them spawn with SMGs, shotguns, revolvers, RPGs, and crossbows, but EXCLUDE weapons like the pistol and the AR2.
Make sense?
I know what the ♥♥♥♥ you mean. I'm using the Metrocop as an example because the ♥♥♥♥♥♥♥ Metrocops aren't compatible with the RPG. Yes, I know the Rebel can use the RPG. So what you're saying implies that you think that if my example says that the Metrocop can't use the RPG. That means all the NPCs in the game can't use the RPG in order for my example to be correct and work entirely, that's not how examples work. And trying to set a Rebel to spawn with the RPG? It's seriously faster just to override the weapon and select RPG. Or use my Tool Gun method I gave above. As I have said before: It's pointless
For ♥♥♥♥♥ sake....
The only thing pointless that I see is continuing this discussion while a moron like yourself is present.