Garry's Mod

Garry's Mod

Chuck's Weaponry 2.0
Showing 41-50 of 111 entries
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Update: Oct 25, 2016 @ 11:37am

Update: Sep 5, 2016 @ 12:27am

another bugfix related to yesterdays update

Update: Sep 4, 2016 @ 10:00am

fixed a small issue with foregrip hand positioning on MP5, this also should add support for any non-foregrip (or whatever) attachments that should offset bones when in use, as long as SWEP.ForegripOverride is 'true' and SWEP.ForegripOverridePos is being used correctly

tl;dr bug fixed, modders can now make more attachments that reposition the hands

Update: Jun 26, 2016 @ 1:54am

Update: Jun 26, 2016 @ 1:18am

ejected shells will now receive angle velocity
PlayerBindPress hook should now return true (which suppresses the C key for example) less often
added SWEP.BipodRecoilModifier - float, determines the recoil multiplier when a bipod is active, defaults to 0.3
added a new function: SWEP:getBipodHipSpread - by default returns self.AimSpread * 1.2, example usage (in L85A2 in the ECW 2.0 pack):

function SWEP:getBipodHipSpread()
return self.HipSpread * 0.75
end

Update: Jun 20, 2016 @ 7:41am

small insignificant changes

Update: Jun 16, 2016 @ 10:53am

Update: Jun 10, 2016 @ 10:12am

added physical bullets (disabled by default, because it is functional, but not yet finished, you need to enable it by yourself by checking out cw_physical_bullets.lua)
added suppressDefaultBullet per-bullet callback, return true to suppress the default bullet shot behavior, here you can easily make your own bullet behaviors (which is what physical bullets make use of)
improved prediction of spread
bullets no longer ricochet off grass
spread increase from movement while aiming is now greatly increased (it barely increased in the past)
rebalanced attachments, some attachments now change the player's movement speed
added a new CustomizableWeaponry feature: CustomizableWeaponry:registerRecognizedVariable - please search for it in the base documentation for more info
can now create other grenade types based on thrown grenade classes, and change the model it uses by changing the ENT.Model variable
cw_smokescreen_impact now clouds your vision relative to your view position, and not your player object position
added support for multiple attachment models within 1 attachment config in AttachmentModelsVM
fixed grenades being infinite (whoops)
if a player is killed during a grenade throw, then he will either drop a live or an unthrown grenade depending on what the state of the grenade throw was
shotguns can now be chambered

Update: Feb 6, 2016 @ 12:23am

resting a weapon on a surface or deploying a bipod now decreases aim breathing sway
potential fix for view and viewmodel spazzing out on low framerates
increased the range at which gunfire can be heard of the weapons in this pack

Update: Jan 29, 2016 @ 11:51am

possible error prevention