Garry's Mod

Garry's Mod

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TFA Base
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
File Size
Posted
Updated
43.406 MB
Jul 24, 2022 @ 5:09pm
Aug 21 @ 10:27pm
40 Change Notes ( view )

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TFA Base

Description
(all links dubbed in changelog tab above)

For users:
-A rich, thoroughly tested feature set including:
  • Holographic HUD, reminiscent of FA:S2
  • Viewbob, with tweakable sensitivity.
  • Ironsights, nearwall, sprinting, holstering, and many more weapon dynamics.
  • Movespeed is changed if you're holding a TFA Base weapon, varying with each weapon and your current actions.
  • Dynamic crosshair and accuracy. Quickscoping is no longer an option, as your accuracy will actually decrease until you're fully sighted in. The crosshair is programmed with smooth animations, and will fade rather than disappearing when you sight in.
  • Dynamic spread, like in CS:GO, means that spraying is no longer an option except in close quarters or with well controlled guns.
  • Advanced animations using quadratic interpolation. Animations like sighting in or lifting up your gun when you're cose to a wall are no longer robotic, and ease in and out like real human motion.
  • Idle and breathing animations.
  • Holstering animations. This adds a tactical decision to getting out a big gun.
  • Your computer, your choices. Each individual user can configure things like the crosshair, ironsights toggle or hold, and others. You aren't forced to play like everyone else.
  • Custom impact effects add a beautiful, realistic touch to gunfights.
  • Dynamic holdtypes for running and ironsights. In thirdperson, your character will put your weapon down when you sprint, and raise it to their face when you aim!
  • Smoke trails and muzzleflashes, properly networked and predicted.
  • Working muzzle flashes when scoped in.
  • Silencers, complete with animations and proper prediction. These decrease the size of your muzzle flash and play a quiter sound.
  • Selective fire, toggleable using E+R.
  • Safety mode is toggleable using Shift+E+R
  • Interrupt reloading on shotgun-style reloads
  • Inspection/customization screen to see your weapon's stats and add/remove attachments. Accessible with context menu key (C) by default, hold E or rebind (Q -> Utilities -> Keybinds) to access context menu buttons (like player model selection)
  • c_hands support
  • gonna do it in slow-motion

For developers:
  • Competent templates, allowing to quickstart your weapon creation
  • Default animation values are compatible with most HL2/CS:S reskins/compiles
  • Huge amount of hooks, allowing to change how the weapons behave
  • Easily supports 3D scopes with just one .qc edit (a simple $attachment on the lens)

Comparison:


Credits:
The Forgotten Architect: Laying the foundations
YuRaNnNzZZ and DBot: Maintaining, improvements and fixes
Juckey: Gun Walking Animation Code
Kris: Nearly-empty click and melee bashing sounds
Valve: Shell models/textures
Melee impact effect code: code_gs
Ammo boxes: Gamebanana ( if you know the author, please contact me )
Muzzle flash textures: Nemole/Scotch
Scope Textures: Generic Default
Pocket Fix: Inconceivable!
New World Interactive: Smoke particles/textures
The Inter Project Authors: Inter font[github.com] that is included with the base
Popular Discussions View All (31)
3
Oct 5 @ 12:47pm
Unable to aim down sight
Kiane Jordan
6
Sep 21 @ 6:00am
Interruption of the LoopSound Function
Fulandre
4
Jun 2 @ 6:37pm
what the hell is this stupid error?
Jaden The Gundragon
971 Comments
Oct 1 @ 4:28pm 
(if i haven't missed it)
Oct 1 @ 4:27pm 
I don't remember if i had already commented about it, but could you implement a convar multiplier for the cumulative spread/max spread (both)? on some weapons it gets really annoying because the spread builds up pretty fast and you can't hit anything if you hold the trigger too much the insurgency aek is a pretty good example . at any rate props for maintaining the base after all this time
YuRaNnNzZZ  [author]
Sep 27 @ 3:05pm 
if it happens on all weapons, find the addon that breaks the base, obviously
Sep 27 @ 3:04pm 
im having an issue where i cant reload after emptying the mag on any of these tfa weapons

Any idea what i should do?
Sep 5 @ 12:24am 
I have no idea how to fix this generic kill icon showing up for "tfa_exp_contact" & "tfa_exp_rocket" weapons...
YuRaNnNzZZ  [author]
Sep 1 @ 6:21am 
gmod wiki recommends setting the weapon and inflictor separately for projectiles (and i agree, this is how it should be)
yet killfeed (whole deathnotice lib in gmod) straight up ignores weapon that i set in the damage object and only shows the inflictor

this is bad because i don't want to revert the inflictor change, as it is clearly unintended behavior
YuRaNnNzZZ  [author]
Sep 1 @ 6:00am 
@Jdramirez165 i'll look into it, shouldn't be happening

and to that dude who thinks spamming comments with alts is funny, you're only making it worse for yourself
Aug 31 @ 6:30pm 
For some reason the weapons that uses the tfa_exp_contact & tfa_exp_rocket for the SWEP.Primary.Projectile varible causes the kill icons to show up as a generic kill iicon instead of the actual weapon icon despite i registered it via the killicon.Add varrible.

Back then it worked fine, but now it doesn't work now.
Aug 22 @ 11:48pm 
That fixed the issue for me, thanks so much!
YuRaNnNzZZ  [author]
Aug 21 @ 10:31pm 
both viewmodel movement and error on shooting with SWEP.Secondary table should be fixed now