Garry's Mod

Garry's Mod

TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
1,915 Comments
Global  [author] Oct 14 @ 11:41am 
Why?
There's plenty of open space in other parts - no point making another add-on until we have to
part 5?
Democratic Ice Noodle Oct 12 @ 9:34pm 
Thank you for the quick response.
FROST BYTE Oct 12 @ 2:37pm 
thx
Global  [author] Oct 12 @ 2:29pm 
go into the vmts of each material and reduce phongboost
FROST BYTE Oct 12 @ 2:28pm 
oof, and i still have'nt fixed the sound issue. anyways, last question, not regarding my pack but yours, how do i make any of the cso guns not look like they have been slathered in wet butter?
Global  [author] Oct 12 @ 2:17pm 
Yeah, as long as you edit it to prevent all conflicts - there shouldn't be any shared files between our upload and your upload.
You'll need to recompile models to use different names and texture directories, and change the names of your weapon's lua files

I know it's a lot, and I'm sorry! But it's necessary. Back then, we've gotten dozens of bug reports because someone took our stuff and used it without removing conflicts, causing all kinds of issues when it's not our fault
FROST BYTE Oct 12 @ 1:38pm 
i'll try to look for the files. tho the thing is about the pack is that i was going to make a halloween deco on all the guns, would that be okay for public upload?
Global  [author] Oct 12 @ 1:31pm 
find the lua files that add its sounds and add it to your sound lua
you can search the entire project for its sound events - try searching for the firing sound

and please don't upload what you're making publicly. upload it as unlisted instead; it'll work perfectly fine for servers, workshopdl, and friends can subscribe to it
FROST BYTE Oct 12 @ 1:20pm 
Hi, I am trying to make a small 4 - weapon pack consisting of the dbarrel, sten, 1911, and the mosin. and i need help figuring out why the mosins sounds wont play.
what i did was move the mosin files from pack #2 to pack #1 where the dbarrel, 1911, and sten were. what should i do to make the mosin sounds work?
Froze Oct 12 @ 1:50am 
SWEP.Primary.Attacks[k].len
SWEP.Secondary.Attacks[k].len
Democratic Ice Noodle Oct 12 @ 1:24am 
Hello so this is gonna be an odd question, but I am working on a spreadsheet based on the stats in the code and then assigning a score to the weapons in the pack, now what I am curious is what determines the "range" of melee weapons? I do this to help assign prices for gamemodes like Horde or Map Sweepers.
Sanuki357 Sep 16 @ 5:34am 
Reminds me of my childhood wasted in counter strike online. Thank you! :eli:
Global  [author] Aug 24 @ 8:40am 
I need more information then that
Does the ring around you still deal damage? Are there any script errors?
Have you tried disabling every add-on?
bacon Aug 24 @ 3:34am 
pls fix lightning fury and blue storm its not shooting
Vladror Aug 18 @ 2:45pm 
бе бе бе
Happsz Aug 10 @ 10:06am 
That's understandableee, I wouldn't mind if it wasn't implemented at all or is on the process of being implemented but really really slowly, still a great addonnn
Global  [author] Aug 10 @ 10:03am 
it's possible, but that'd require way too much work for such a small number of users
Happsz Aug 10 @ 9:51am 
love this addon since 2021 a

also would like to see this addon have it's weapon HUD icons ported in if you have the GoldSRC HUD addon installed (seen a few addons like the Sven Co-op weapons SWEP utilize it)
svcino Jul 26 @ 11:34pm 
the Photon launcher altfire can manually detonate Projectile i Never noticed just now on CSN.
texture for Photon launcher Oil glowing one ARe scrolled not animated like on CSN
Beto Bullicio Jul 26 @ 8:25pm 
Hello, I'm not sure if you'll read this, but:
Which pack does the file “tfa_cso_magicknife” belong to?
For some reason, one of the weapons causes a “cutlrbtree overflow” error in my game.
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