Garry's Mod

Garry's Mod

TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
1,901 Comments
artemgod54 Jul 24 @ 11:28am 
I don't quite understand how... but thanks anyway. (I hope there's a tutorial somewhere). Good luck with the mod updates
Global  [author] Jul 21 @ 9:08am 
Damage configuration already exists, check the latest change notes for info.
It got added March the 29th.
artemgod54 Jul 21 @ 6:44am 
Developers, why did you change the weapon damage so much? If it was to allow players to play PvP peacefully, then fine. And could you then make some kind of damage configuration IF THIS IS POSSIBLE AND IN YOUR PLANS (I really liked the old damage of several thousand). If you were asked this question before, then I apologize, and if it is not in your plans, then fine and dandy (I appreciated the new guns - they are FIRE!)
deded6750 Jul 19 @ 8:52am 
its an awesome weapon pack, thats why
vina Jul 18 @ 8:40am 
It's crazy that this thing is still beign updated
Global  [author] Jul 15 @ 4:29pm 
It's called ZScenario, a gamemode by Meiryi.
You can join it via this IP:
193.243.190.18:27025
Brother Chaplain Tempusius Jul 15 @ 3:47pm 
Not sure what that gamemode is, but i welcome it.
Global  [author] Jul 15 @ 3:36pm 
@ninja yes, it was part of a huge recode to support a gamemode
Brother Chaplain Tempusius Jul 15 @ 3:28pm 
I really like that one of the melee weapons actually has a parry, makes melee combat with it much more fun. Now if only there's another melee weapon that turns into a shield, 2 weapons for the price of one.
Malter aspect Jul 13 @ 11:52pm 
the m3 big shark does have her special attack?
ninja "fornite" blevins Jul 13 @ 9:31am 
ah, bummer

is there a reason for the change?
Global  [author] Jul 13 @ 9:28am 
No, this is due to how explosions were changed.
They don't apply damage force anymore, and there's currently no plans to change this - sorry!
ninja "fornite" blevins Jul 13 @ 2:37am 
a fairly minor but inconveniant issue i noticed:

explosive weapons, although they still do damage, the explosions themselves seem to have no blast force (for example, explosives wont knock back props as they normally would)

i noticed this started happening ever since the latest update. Is there a possible fix being planned?
Global  [author] Jul 13 @ 12:59am 
Welp
Unfortunately, there's nothing I can do - I can't fix a bug I can't recreate
WTFmybacon Jul 13 @ 12:51am 
Yes.
Global  [author] Jul 13 @ 12:47am 
I'll be honest, I have zero idea as to why this is happening
The proper checks and everything are in place - so this should be impossible.
And I assume you're using the TFA base version linked with TFA CSO?
Global  [author] Jul 12 @ 11:35pm 
Can't reproduce, can you send a video?
WTFmybacon Jul 12 @ 10:45pm 
Am using the GitLab version, and I don't know if this is intentional or not, but the secondary fire of the Genocider V and Genocider VI also targets the user as well as those around them.
Just thought I'd let you know. Tested with no addons other than TFA base enabled.
★Bullet★  [author] Jul 1 @ 5:52am 
@Global, we forgot add existing skins in M4A1 lua.

@A.I.NepCirno, it will be added in next update.
Global  [author] Jun 27 @ 9:14pm 
no skin? what do you mean?
A.I.NepCirno Jun 27 @ 9:07pm 
emmmm.m4 no skin?
DukeTheNuke17 Jun 24 @ 3:45pm 
Thank you! :AngelDude:
Global  [author] Jun 24 @ 5:40am 
There's a TFA base command you can use to turn it off
I'm not at my PC so I can't check, but you can find it under Q > Utilities at the top right > TFA base
DukeTheNuke17 Jun 23 @ 11:52pm 
How do I disable the hitmarker? :argh:
deded6750 Jun 19 @ 3:11am 
why does the snowflake skin for the guardian aug have a plastic plate glued to it
Malter aspect Jun 16 @ 12:50pm 
the m3 big shark can't invoocate special attack
Global  [author] Jun 15 @ 4:17pm 
Equipped Weapon Addon breaks many, many weapons across many weapon bases.
The only solution is to not use it - I cannot fix their mistakes.
Zaharwin|HamMafia Jun 15 @ 3:58pm 
Global, it seems like Equiped Weapon Addon is somehow conflicting with this modpack.
Global  [author] Jun 11 @ 9:03am 
Not sure what else to do here then, sorry
If I can't replicate the issue, then I can't fix it to begin with
Zaharwin|HamMafia Jun 11 @ 2:15am 
I have only one tfa base.
Global  [author] Jun 10 @ 5:09pm 
i can't reproduce this.

make sure you got the correct version of tfa base - the one this add-on requires. if you have more then one, things are bound to break
Zaharwin|HamMafia Jun 10 @ 3:25pm 
other weapons work normally.
Zaharwin|HamMafia Jun 10 @ 3:25pm 
[TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]] stack overflow
1. GetTable - [C]:-1
2. __index - lua/includes/extensions/weapon.lua:30
3. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
4. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
5. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
6. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
Global  [author] Jun 10 @ 9:11am 
What's the error? Can you post it here?
Zaharwin|HamMafia Jun 8 @ 10:01pm 
stack overflow when trying to use Brioniac.
Malter aspect May 30 @ 6:07pm 
new update wow!!
Shirrun May 26 @ 7:24am 
legit this mod gave me the biggest nostalgia i've ever had. literally had to go to the CSO wiki for doing some of the special attacks for most weapon. really thanks for all of your hard work man really enjoying this mod
Froze May 24 @ 12:19am 
thank you so much for the replies
got in touch with meiryi and i got the files i needed
amazing gmod dev team :steamthumbsup::steamthis::steamthis::steamsad:
★Bullet★  [author] May 23 @ 11:09pm 
You can look into sprites folder. There's a lot materials and you will probably find what you looking for.
Global  [author] May 23 @ 10:15pm 
Back then I did, but nowadays I handle updating the add-ons and workshop. The others might have pointers though - give Bullet a bit of time to reply.
Froze May 23 @ 9:59pm 
oh and if i want to port the damage number materials from cs nexon do you have any pointers to rip the assets out of the game?
Froze May 23 @ 9:56pm 
that's crazy isnt that a gun from 2025 cs nexon?
you guys are the goat of weapon porting :steamthis:
Global  [author] May 23 @ 9:30pm 
Just one to the best of my knowledge, which is Prometheus
You can spawn it by inputting "give tfa_cso_prometheus" in console
Froze May 23 @ 9:28pm 
also im curious how many weapons are in the git version that aren't in the workshop version?
Froze May 23 @ 9:27pm 
thank you so much for being so dedicated to this project :steamthis::steamthis::steamhappy:
Gordon, GORDAN! May 3 @ 9:28pm 
I understand. You and your team worked long and hard on this. No use crying over spoiled milk.
Global  [author] May 3 @ 9:23pm 
It's too late to implement something like that, because we've already done the code changes needed to disable them. Sorry!
While we could go through every weapon, but I don't think we're going to do that again.
Gordon, GORDAN! May 3 @ 9:03pm 
I wonder if you could create a setting in which ironsights on weapons can be enabled/disabled by the user rather than having them be scrapped entirely?
Gordon, GORDAN! May 3 @ 8:59pm 
Understandable...

While it's a bit of a pet peeve of mine. I do understand the reasons why ironsights were completely scrapped outside of them engaging secondary modes rather than keeping ironsights on M2 and having Suit Zoom activate the secondary fire.
Global  [author] May 3 @ 8:57pm 
I disagree. Them being on TFA Base makes them feel much more satisfying to use and wield - the basic Half-Life base, while more faithful, is pretty darn stale nowadays.

We removed ironsights from guns that didn't have them in CS:O itself. This was done to improve parity with it, and help standardize which guns do and don't have ironsights. Before, it was seemingly random as to which guns had ironsights, and which guns didn't.