Garry's Mod

Garry's Mod

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Republic Commando DC-17M & DC-15S SWEPs
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
168.684 MB
1 Jan, 2024 @ 9:12pm
7 Mar, 2024 @ 9:27pm
2 Change Notes ( view )

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Republic Commando DC-17M & DC-15S SWEPs

Description
Summary
Proper ports of my two favourite weapons from Star Wars: Republic Commando, these guns retain their full functionality from their original game as well as their animations converted to Garry's Mod for full c_hand / c_arm support. These models have been slightly improved in that I created new proper normal maps for them, fixed some broken illumination on the DC-17M, and mirrored missing extra details on the DC-15S.

List of features
  • Weapons retain their original functions.
  • DC-17M can be swapped between its three modes. (use key + secondary attack key)
  • DC-15S recharges when not being fired.
  • Includes a separate SWEP for the Battlefront 2 DC-17M. (Edited model to match original proportions)
  • c_arm support
  • These weapon have melee attacks (use key + primary attack key)
  • Inspect animations (use key + reload attack key)
  • Particle recreations
  • "near miss" sounds for the bolts
  • fading impact glow & scorch mark decals

Known issue: The DC-17M does not survive a level transition (i.e. a Half-Life level swap), and will break. I've tried several ways to correct this to no avail. I will continue to think on other ways to possibly fix this in the future.


If you need immediate help with this addon, or just want to know what I'm working on or etc, then consider joining my Discord[discord.gg] server.
68 Comments
Lunneth Arc 16 Jun @ 8:56am 
The DC-15s Pistol works between level Transitions.
When you emerge from a level transition, just drop the gun, give yourself the same model as you had before, and collect the extra ammo from the one you dropped.
TraktorMann 26 Jan @ 8:10pm 
No it does not. Thanks for the help!
Vuthakral  [author] 26 Jan @ 4:27am 
..does the playermodel you're using have c_arms?
TraktorMann 25 Jan @ 5:22pm 
I don't have hands so my gun is floating do you how to fix this?
Gordon, GORDAN! 29 Sep, 2024 @ 3:49pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1909557607&searchtext=Combine+Sniper+Rifle

The Combine Sniper Rifle from this addon has an entity that does provide Sniper Ammo if anyone wants to have such a thing.
Vuthakral  [author] 29 Sep, 2024 @ 6:16am 
This weapon uses base-game ammo types, nothing custom. I have never written any code that ever tells someone "subscribe to my base".

The standard mode uses AR2.
The sniper mode uses Sniper ammo (base game, but has no natively spawnable entities).
The grenade launcher uses SMG grenades.

If you are referring to the ammo stations included with the Draconic Base, those have been broken due to some kind of internal change to Garry's Mod itself and I have yet to look into it, but there are still no message prints in there that would say anything similar to what you claim.
ᏉᏗᏝᎧᏁᏋ 29 Sep, 2024 @ 5:22am 
Hello! I can't get ammo on the DC-17m of different variations, when I spawn ammo it says "you must be subscribed to Draconic SWEP" or something similar.
Gordon, GORDAN! 17 Sep, 2024 @ 5:15am 
I wonder if you could implement something that could have the weapon use the OG Knife animation for the Clone Commando PMs with the fast punch be usable for other PMs?
Vuthakral  [author] 17 Sep, 2024 @ 5:09am 
I left it as the knife because the knife bone is still there, Dopey wanted to add the knife to c_arms for his animated republic commando player model but idk if he ever got around to it
Gordon, GORDAN! 17 Sep, 2024 @ 4:30am 
I wonder if you could try to change the normal melee of the weapon to be something like a quick punch before raising the weapon again instead of using the knife animation with no knife?