Garry's Mod

Garry's Mod

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Comic, Fun
File Size
Posted
Updated
733.958 MB
Jun 28, 2016 @ 11:22am
May 23 @ 8:50pm
95 Change Notes ( view )

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]

Description
Hello there, our team presents to you...
Counter-Strike: Online SWEPs
600+ weapons across all four parts with c_hands.
Find the guns under TFA CS:O.
CS:O2 guns can be found here.

Some weapons can be silenced or changed into their B-Mode. Hold E and left-click!
Some weapons have launchers / alt ammo. Hit suit zoom! Bind it under options.
You can change the behavior and damage of a few weapons with console commands. They all start with sv_tfa_cso, and can be easily modified in the spawn menu: Q>Utilities>TFA Base Settings>CS:O

All guns have bumpmaps, spawnicons, and killicons. Bumpmaps increase visual quality, and spawnicons show you what you'll spawn. Killicons show what gun was used to kill an NPC or player.

Credits:
Nexon for making the original guns. Get the game these guns came from here.
TFA for providing the QCI used to give most of these guns c_hands. Without him, this project never would've started.
Takimara for help with porting the majority of guns, coding and effects.
Global for porting, coding, effects, and advice / handling the workshop side of things.
★Bullet★ for porting, coding, and effects. He also brought over many incompatible weapons to c_hands.
Meiryi for advanced coding, effects, and creating a framework for many unique weapons to use. They're responsible for many weapons having advanced features, such as the Dual Swords.
L_Con for coding Cousteau, submitted via a merge request. Thanks!
Zaurzo for coding Cousteau, submitted via a merge request. Thanks!
YuRaNnNzZZ for categorizing every weapon and some coding.
DBot for coding the HUD icon system every weapon uses.
SweptThrone for bugfixes via merge requests. Thanks!
WackoD for coding.

Our GitLab[gitlab.com]
Here is where many in-development weapons are, as well as any source files used to compile all of them. If you see something you want to improve, please submit a merge request!
Popular Discussions View All (7)
8
Dec 7, 2024 @ 3:53pm
Model usage for my addon
Aaron
19
Jul 27, 2022 @ 6:51am
What to expect next?
Ruko
4
Aug 10, 2022 @ 8:15am
Introduction
Takimara
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
адедас Oct 14 @ 6:45am 
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?