Garry's Mod

Garry's Mod

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Universal Ballistics (please read message in desc.)
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
File Size
Posted
Updated
6.450 KB
11 Jan, 2018 @ 11:11am
17 Jan, 2018 @ 8:22pm
3 Change Notes ( view )

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Universal Ballistics (please read message in desc.)

Description
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Newcomers to this mod, please read the message I left in comment section below.

You can also read the message at this link https://imgur.com/a/o5BrsYY
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ATTENTION: When watching the video above, watch it in HD or else you won't see any tracers
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Welcome To Universal Ballistics
This addon is designed to take any normal source engine "hitscan" bullet and replaces it with a physical bullet. Apon impact, the bullet will be converted back into the original hitscan bullet that was first created but fired at the place where it collided.

The addon is designed to support any SWEP base, but results may vary depending on how the swep base is designed. Although the system has been optimized to work as best as it can with any gun.

If you're wondering: "Does each gun have a different bullet speed?", then yes
I have developed an equation that nicely converts a weapons damage into a muzzle velocity.
So 9mm pistols should be slower than revolvers, assault rifles should be slower than sniper rifles, and smgs and lmgs will occasionally mingle with their counterparts depending on their damage.

"What if I don't like the speeds of the bullets, or want the bullets to drop more?"
COVERED!
I have added a couple server-side settings that allow you to do just that.
In the future, I plan on adding more settings, and making it so settings will save to file so you don't have to reset them every time. Completely forgot to add that in :L

The current cvars you have access to are:
universal_ballistics_enabled
- Turns off bullet travel, and just uses normal hitscan

universal_ballistics_velocity_scale
- Scales up the calculated bullet speed. 1 is normal, 2 is twice, 0.5 is half

universal_ballistics_gravity_scale
- Scales up the simulated gravity. 1 is normal, 2 is twice, 0.5 is half
- NOTE: this does not affect character or general entity gravity.

universal_ballistics_air_drag
- Scales up the calculated air drag force. 1 is normal, 2 is twice, 0.5 is half
- The higher the air drag force, the faster the bullet will slow down; limiting the range of the bullet.

universal_ballistics_water_drag
- Scales up the calculated water drag force. 1 is normal, 2 is twice, 0.5 is half
- Same as air drag, but when the bullet goes under water.
- NOTE: A "water drag scale of 1" has more force than "air drag scale of 1"

universal_ballistics_draw_trajectory_line
- See were the fuq your bullets are going
- You MUST also enter "developer 1" into the console to see the lines

ub_getrange
- shows a little crosshair range indicator that shows the distance from air aiming start position, to the point that the crosshair is on. in lamens terms, a range finder.
- Meter measurements are based off the official conversion of source distance units to meters.
https://developer.valvesoftware.com/wiki/Dimensions

NOTE: the default values are designed to be more arcade-ish. So it seems like all bullets are the same speed, but pistols definitely take more time to reach a target then rifle bullets, and bullets will drop after a good distance.

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tags:
physical bullets travel time slow motion convert ricochet penetration TFA CW M9K TTT darkrp Customizable Weaponry base bullet swep projectile hex tf2 server content
Popular Discussions View All (3)
30
13 Jun, 2023 @ 4:31am
Bug Reports
Andrew900460 .;UbErZ;.
4
22 Apr, 2019 @ 7:15am
SWEP base compatability issues
Andrew900460 .;UbErZ;.
2
1 Oct, 2018 @ 2:55pm
Suggestions
Nikolai P0vetsky
140 Comments
76561198285398721 21 Feb, 2023 @ 2:42am 
oh yea i tried it
it didnt work. half the bullets would just fall as soon as they spawned and i think they had some weird arrow texture/sprite instead of the normal "tracer"
Andrew900460 .;UbErZ;.  [author] 20 Feb, 2023 @ 7:16pm 
@76561198285398721
Well you can test it and find out. But if the mod has the ability to turn off it's ballistics, then that may fix any problems. Because this mod only looks to convert hitscan bullets into physical ones. So if other mods don't use hitscan, then in theory nothing would happen. But I can't say for sure.
76561198285398721 20 Feb, 2023 @ 3:30am 
what happens with a mod like arccw that already has ballistics
Combine Doggo 1 May, 2022 @ 10:45am 
storm fox 2 compatability would be a cool feature but understandably hard to code
ninth crouton 10 Oct, 2020 @ 3:09pm 
note to self: do NOT use the admin gun with this mod
⚡Electro Javaboy⚡ 7 Sep, 2020 @ 10:55pm 
perfect for bullet hell
Andrew900460 .;UbErZ;.  [author] 14 Aug, 2020 @ 4:51pm 
please read message at top of description
Joe Rippa 14 Aug, 2020 @ 11:15am 
There is random impacts mid-air
Pickle toast 13 Jul, 2020 @ 6:47am 
don't worry blood, I get that too so I uninstalled it
ling ling 13 May, 2020 @ 11:24am 
Disable the ballistics for npcs, or add an option to, because the Helicopter, strider, and gunship cannot hit anything due to their damage