Synergy

Synergy

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Prototype AR2 - Entropy : Zero 2 Weapons
   
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MOUNT TYPE:: Item Replacement
File Size
Posted
Updated
24.121 MB
10 Jan, 2023 @ 8:55am
12 Jan, 2023 @ 10:02am
4 Change Notes ( view )

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Prototype AR2 - Entropy : Zero 2 Weapons

In 1 collection by Goo sag
Entropy : Zero 2 Weapons - Collection Pack
13 items
Description
Port of the Prototype AR2 from Entropy : Zero 2, using the default HEV viewmodel.

Credits go to Valve and Breadmen.

This addon changes the animations, it doesn't alter any weapon mechanics.

If you're wondering why the animations are slow, it's because they have been altered to be slow, since they don't play correctly at their normal speed.

This addon replaces the Combine Pulse Rifle X. Shout out to Talgriff for the idea!

Don't forget to download the shared file, it contains universal sounds for all of the addons.

To make sure that the addon is fully installed, follow these steps:
  • After subscribing to the addon, go to the steamapps folder and from there go to workshop/content/17520. There, you will see a folder named "2916000154".

  • Copy that folder and paste it into steamapps/common/Synergy/synergy/custom. After doing so, the addon should be installed.

Gamebanana link (base HL2 and episodes)[gamebanana.com]
7 Comments
Vic 12 Feb, 2023 @ 4:27pm 
Very cool model, but having 2 almost identical weapons is a bit "meh", imo. Default MG1 model is different from the AR2 model and in this way it was better. Also the "mag' tossing in a new "energy cell" ("clip") at light speed at every shot looks weird. If I couild I'd change it to replacing it only like after every 10 or 20 shots or when the player stops shooting (like if it's overheated/depleted or something).
Goo sag  [author] 15 Jan, 2023 @ 10:40am 
Gave it a shot and it sadly didn't work. Oh well...
Talgriff 13 Jan, 2023 @ 7:21pm 
It'll look for a VMT using the same name as the original model, which if you have it pointed to the right place/texture, it'll just show up. In your case, you may have to tell it to look for both folders, v_mg1 and v_irifle, and that'll look for said VMTs. Then just have the VMTs mount the right $basetexture in the right locations and it should work. Probably, as I've never had to mount two versions of the same texture in different folders slightly different in color.
Goo sag  [author] 13 Jan, 2023 @ 2:03pm 
Sorry if i sound naive but how would that work? Do i just put $cdmaterials "models\weapons\v_mg1\" in the shell's QC file? How would it call for the right texture, for the right weapon?
Talgriff 12 Jan, 2023 @ 10:10pm 
In that case, I'd suggest MMod's AR2 casings to replace the rifle shell models. It's what I'm using in my edition I'm currently working on. You'll just need to edit the QC of the MMod casings to tell them to look in v_irifle (base red) and v_mg1 (don't know about getting blue, though I have one) for irifle_casing.vmt.
Goo sag  [author] 12 Jan, 2023 @ 8:25am 
I hadn't thought about that. I just gave it a try and sadly the "casings" aren't correct. Both E:Z 2 AR2s use the same rifleshell.mdl, it is noticeable but i can disable brass ejection in the QC.
Talgriff 11 Jan, 2023 @ 10:30pm 
You could've rewritten the QC file a bit, like I helped out Inov (rainbow physcannon guy) back in October 2022 make this the Combine Pulse Rifle X instead. Just sayin'.