Garry's Mod

Garry's Mod

Darken217's SciFi Weapons
3,792 Comments
crashoa Aug 21 @ 7:26am 
I love you for this mod non sexually
Hedron  [author] Aug 17 @ 1:58pm 
@ big poo's brother :
All the particles are built with source engine's built in editor (the only way, really). The textures are often done in paint.net (because it's free and because it has a .VTF plugin to support source engine file types).
I did use Photoshop and a drawpad for some textures. The newest additions were done in Substance Painter (for the models) and I have used a free tool called FlowMapPainter for some effects.
Finally, there is a website you can check out "EffectTextureMaker" (a quick google search will turn it up), that can help get the ball rolling and can often give you something to work with, either straight up what you need or something you can edit and refine in an image editing software of choice.

I would likely use different workflows for many of the assets I have made nowadays, the addon is over 10 years old at this point after all...
But it did the trick back then.
big poo's brother Aug 17 @ 12:25pm 
Hello there. Your VFX works is really spectacular. What software did you use to make them?
Average Genestealer Jul 28 @ 7:59am 
This mod is genuinely AMAZING with any gore mod, or the AVP npcs. Shooting a few stinger launcher blasts at a xenomorph and watching it detonate into yellow mist is amazing.
Average Genestealer Jul 28 @ 1:36am 
Rereading the lore doc, my personal interpretation wasn't too close but it was close enough ig.
Average Genestealer Jul 27 @ 11:59pm 
Ever since I first used this mod, I've always wondered what the Celestials look like.
MerekiDor Jul 6 @ 5:34am 
Alrighters, thanks for the response. I might try to make up a formula that roughly estimates what a gun's average spread is like. If I manage to get my results to look at least vaguely accurate when sorted (shotguns having the biggest spread, sniper rifles having the lowest) I'll call it a day.
Hedron  [author] Jul 6 @ 5:01am 
@ MerekiDor :
SciFiACC is the internal recoil stat and the set to "2" is just so the accuracy is low during the equip animation, stabilizing shortly after.

Unfortunately, the exact values for the camera shake and recoil deviation are indeed coded into a weapon's respective firing function. It's probably something I'd do differently, were I to start over, but it is what I did in 2015.

That being said, each weapon has a table with information detailing a weapon's characteristics, it's SWEP.SciFiWorldStats, which I made for Borderlands-like item cards, oddly also for a gamemode I was working on at the time.
In there, you will find the recoil value, which is essentially just being added to SciFiACC with each shot.

The recoil recovery value (so by how much the recoil decays over time) is SWEP.SciFiACCRecoverRate, but you may have found that one already.
MerekiDor Jul 6 @ 2:48am 
Hello! I can't figure out which field inside a weapon's table is responsible for the gun's spread.
I found "SciFiACC" but that's just set to 2 for each weapon.
I hope spread is not hardcoded? I need it for a gamemode I'm developing that automatically reads stats of guns and assigns prices to them. I've had support for this addon for a long time but I never figured out how to read spread accurately out of these weapons, thought I might as well ask.
Mr man257 Jun 25 @ 2:35pm 
love the addon but could you add more weapons that suck out your soul
FailNaughtArcher Jun 16 @ 4:22am 
I've been testing out the mod again a couple of times and apart from addon conflicts (which don't affect the mod that much), the couple dozen problems I was experiencing with most weapons in the mod are no longer appearing, it just works again now... If the same problem pops up again I'll try to see what that's about
idksomething Jun 15 @ 8:05pm 
understand though, you made a nice mod and its honestly surprising how long its been updated for
idksomething Jun 15 @ 8:04pm 
@Hedron got that, just thought maybe you could have time for a near finished weapon to be added.
keifergibson25 Jun 15 @ 7:47pm 
If you have the time to add this to the Q and A section in the description then please do that, I want to know what are the maps in the screenshots (other than gm_construct).
Hedron  [author] Jun 14 @ 3:47pm 
@ FailNaughtArcher :
I tested it and it works fine for me. Can you please test if your issue is caused by an addon conflict by temporarily disabling all addons except the sci fi weapons and testing again?

Further, does the issue occur with weapons other than the Draco's projectiles?

Finally, the error basically says that the game can't find a variable which should by defined by the sci-fi weapon base by default.
It not being present indicates that something else has overwritten it, likely someone else copy-pasting outdated versions of my base into their own addon.

@ SpartaGuy ; Mememan97A ; Gordon Duckman:
There are no plans for further content updates at this time. My free-time is not as ubiquitous as it used to be and to be honest, I just find other projects more interesting.

I know that even the visibility toggle for hidden weapons isn't a perfect solution (i.e. it's host-dependent in multiplayer), but it's as close as it'll get for the foreseeable future.
FailNaughtArcher Jun 14 @ 3:31pm 
I'm getting a ton of errors like this:
[Darken217's SciFi Weapons] lua/entities/drac_pfire/shared.lua:10: bad argument #1 to 'bor' (number expected, got nil)
1. bor - [C]:-1
2. unknown - lua/entities/drac_pfire/shared.lua:10
SpartaGuy Jun 5 @ 11:11am 
Can you make Sci-fi weapons part 2?
idksomething Jun 5 @ 9:53am 
i know your probably stopped working on this mod, but will the ASA-6 ever be officially added into the mod rather than sitting as one of the unused weapons. (basicially what the guy said below but for weapons good enough to be added.)
Gordon Duckman|TY| Jun 4 @ 3:00pm 
Is there any intention to add the weapons in the betas tab as full functional items? They've always interested me and I want to know if they will be finished.
Hedron  [author] May 23 @ 3:18pm 
@ Idiot123 :
Make sure everything is disabled, restart the game if need be and make sure you didn't have anything in your local addons folder either.

But like I said, if you aren't subscribed to my addon and it somehow appears for you anyway - broken or otherwise - it's out of my hands.
Idiot123 May 23 @ 3:07pm 
i disabled on my addons and ITS STILL CREATING ERRORS
Hedron  [author] May 19 @ 3:02am 
@ Idiot123 :
Because some other addon or collection included it (and then likely broke it). I have nor interest in nor am I able to force people to download my stuff.
Idiot123 May 18 @ 6:34pm 
why is this addon creating errors when i dont even have it installed?
Jonnyhawkeye May 13 @ 5:56pm 
and i mean more models that what are in the spawn menu
Jonnyhawkeye May 13 @ 5:52pm 
wish there were models for posing ragdolls
SCP-1048 May 13 @ 6:57am 
If using this addon with Gredwitches Base, it may break all explosion effects so be careful!
Hedron  [author] Apr 18 @ 6:21am 
@ ubertrollz :
Just tested it on two different PCs, using the normal branch, pre-release and x64 with both the workshop version and my dev version of my addon, i have not encountered the issue you have described, neither was there a recent influx of people reporting anything similar.

What your error says is that you spawned a Zeala using the toolgun and then the Zeala failed to find a function called GetCharge(). That function is part of the scifi base and there is no way it can be absent unless the base has been modified or overwritten by another addon.

Now, you said that you already disabled other addons, I suggest you ensure that gmod properly registered that. I can test further myself, but I doubt that doing will reveal anything new at this time.
ubertrollz Apr 18 @ 5:58am 
I think your mod is broken because even when I disable all other mods, it is still causing errors

ex 1:
" 1. SubInit - lua/weapons/sfw_zeala.lua:195
2. unknown - lua/base/scifi_base.lua:446
3. Spawn - [C]:-1
4. Spawn_Weapon - gamemodes/sandbox/gamemode/commands.lua:987
5. LeftClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/creator.lua:31
6. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:235 (x5)"
ex 2:
[Darken217's SciFi Weapons] lua/weapons/sfw_zeala.lua:203: attempt to call method 'GetCharge' (a nil value)
1. unknown - lua/weapons/sfw_zeala.lua:203 (x2)


[Darken217's SciFi Weapons] lua/weapons/sfw_zeala.lua:203: attempt to call method 'GetCharge' (a nil value)
1. unknown - lua/weapons/sfw_zeala.lua:203
Supido Apr 15 @ 7:57am 
I used this weapon addon since I was kid, I'm so happy this addon keep evolving until now
†GOTSR♰ Apr 15 @ 4:50am 
got the same bug but it only does that when I use the custom loadouts mod and I spawn the loadout (https://steamcommunity.com/sharedfiles/filedetails/?id=2675972006&searchtext=custom+loadoout) but when I deleted the mod it was back to normal
Hedron  [author] Apr 13 @ 7:19am 
@ l1bb :
That's a bug caused by weapon models not being properly reset before the weapon is removed upon player death. Unfortunately, there is no easy workaround at this time.
You can try subscribing to this addon here, which may provide a fix: https://steamcommunity.com/sharedfiles/filedetails/?id=3385119632

I'm sorry for the inconvenience.
l1bb Apr 13 @ 7:08am 
when i spawn (or respawn by dying) my weapon models are gone, and when i equip a gun from this addon, everything is fine (untill i die), how do i fix ts
OG Zeus Apr 12 @ 4:33pm 
nevermind my good sir it was someone elses's buggy code
Hedron  [author] Apr 12 @ 4:07pm 
@ OG Zeus :
Can you please elaborate what you mean by "base spawns"?
Generally speaking, the sfw_basetest should be hidden anyway. There shouldn't be any default functionality causing that to happen.

Try and check the console for errors and warnings.
Please try to temporarily disable other addons and see if the issue persist.
OG Zeus Apr 12 @ 3:52pm 
hello Hadron

The sfw_basetest is replacing base spawns on singleplayer, would you know something about it?
The Gunslinger Apr 6 @ 9:57pm 
Finally... I have found this legend..
cherry Mar 18 @ 4:33pm 
completely fine!! addon is still fire as hell
Hedron  [author] Mar 18 @ 3:27am 
@ shark :
No plans for major content updates any time soon, sorry.
cherry Mar 17 @ 6:43pm 
do you ever plan on making more weapons? this is STILL the best gmod weapon pack imo
Cluna Feb 23 @ 11:19am 
i mean the design, the gravity gun with energy orb looking thing, reminds me of another game that wasnt half life series
Hedron  [author] Feb 23 @ 10:55am 
@ Cluna :
It's not really based on anything, but the idea of sticky explosives (energy-based or otherwise) isn't exactly new.
I figured it'd be a spicier version of the strider-buster from HL2:EP2, you know, throw it against the target, then shoot it to detonate, but I think most people just use the alt-fire to remote detonate it anyway.
Cluna Feb 23 @ 9:57am 
does anyone know what was the stinger launcher based on, because i swear i remember it from somewhere else
ZorritoSes Feb 17 @ 3:19pm 
Ok, thanks for respond me Hedron!
Hedron  [author] Feb 17 @ 4:36am 
@ ZorritoSes :
There indeed is a hack I use to adjust projectile flight speed, which is otherwise limited by a hard cap to physical velocity. I could imagine that Gredwitch uses a similar method, hence the potential for conflict.

I'll see if I can mitigate this, but since there are other issues to work around as well and since this is no longer my main project, I can't give a timeline on potential updates.

I'm sorry for the inconvenience.
ZorritoSes Feb 16 @ 8:54pm 
Hi!, Is there something in the code that affects velocity of the projectiles? or gravity? When i use Gredwitch´s addons with this addon the projectiles of gredwitch´s guns become slower. This happens in multiplayer
Hedron  [author] Jan 25 @ 1:30am 
@ Alfa Boots :
Dissolve effects (i.e. from the Vapor or the Seraphim) should happen on every kill, unless the target is too heavy or doesn't turn into a ragdoll upon kill.
Non-lethal elemental effects / status effects however, have a chance to apply and this chance cannot be adjusted without code changes, sorry.
Alfa Boots Jan 24 @ 6:27pm 
is there a way to make sure that the special effects- freezing, disintegrating, ect- happen 100% of the time?
Lordship of Uncreation Jan 9 @ 6:57am 
Got it thanks
Hedron  [author] Jan 9 @ 6:56am 
@ The Unknown Writer :
You would unfortunately have to spawn the gun as a whole.
You can use sfw_debug_preventautoequip console command to disable picking up weapons unless you hold E. Make sure to disable it when you no longer need it.
Lordship of Uncreation Jan 8 @ 11:44pm 
Are they bonemerge~able or do I have to spawn the gun as a whole?