Garry's Mod

Garry's Mod

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Weapon Damage Balancer & Scaler
   
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Roleplay, Realism
File Size
Posted
Updated
76.960 KB
22 Jan @ 7:46pm
3 Feb @ 5:36am
8 Change Notes ( view )

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Weapon Damage Balancer & Scaler

In 1 collection by w.black57
WeMods
18 items
Description
Introduction
Created a simple non-weapon-intrusive script to deal with Overpowered (or underpowered) weapons seen in this workshop. This is so I could actually use them in the HL2 Campaign without them being too much of a cheese to play with. I made this to use with my Sandbox Weapon Shop Mod

Features
- Add your currently held weapon to the list and apply damage multiplier on them
- Manually add weapons to the list by typing the weapon class name and your preferred damage multiplier
- Create and Save your own Presets! Loaded presets will get loaded even after map change/restart.
- Testing tools to auto-add your current weapon to the list with damage matching your chosen HL2 weapon damage (or your chosen flat damage) for easier balancing.
- Quickly edit the list entry by double clicking or right click with context menu
- Damage Multiplier works on Gravity Gun damage when punting props to enemies (and perhaps physgun)

Possible FAQ
Where do I find the config?
- Spawnmenu ('Q' by default) -> Options -> WeTools

How do I delete an entry in the list?
- Right-click that entry then remove, editing can be done through the Right-Click menu as well

The damage multiplier doesn't work as intended when I launch a grenade then switching to another weapon. What happened?
- You probably have not set the projectile class name entity that goes along with the weapon. Use the 'What's My Weapon's projectile Class?' test or set the proj class name in the list with the corresponding projectile entity (i.e. 'weapon_ar2' has 'prop_combine_ball' as its projectile entity)

I applied the Flat Damage test and set it to '10' dmg, but when I shot a NPC, it only damaged 6. What happened?
- Not all NPCs have the same armor value/damage reduction. The test bases it on the HL2 Stalker NPC (npc_stalker). If you want that damage to reach to '10' on that certain NPC, try adjusting the value and keep trying. I made it so the tests is as fast and easy as possible to do.

Where can I find the preset files?
- The presets can be found at: GarrysMod\garrysmod\data\wedamage\presets (i.e. C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\data\wedamage\presets)

How does it work?
- Instead of changing the weapon's damage directly, I used the ScaleDamage function of lua Gmod which tweaks the damage taken of the entity. So basically holding the matching weapon in the list will decrease/increase the entity's damage received done by the player.

How is this different from other Damage Editing Workshop mods?
- Some Workshop mods changes the player's damage in a global scale, meaning ALL weapons will have the damage multiplier. Which is a problem when one weapon is overpowered and another is underpowered. By individually applying damage multipliers, balancing can be done.
- And some mods change damage depending on body parts hit, resulting in the same problem of the weapon balance.
- Another edits the weapons itself, but not all weapons can have their damage output changed.

Why would I want to nerf my overpowered weapons?
- In my opinion, Having OP weapons give a short burst of fun and would die out quick. Having a little challenge with the right damaging guns could fish out more of the fun. Its up to you if you really want to nerf it :3

Does it work with kick mods (i.e. bsmod kicks)?
- I would consider this INCOMPATIBLE with BSMOD and any other mods that would let the player's deal damage in other ways other than guns. You might need to revert to other damage editing mods if you want those.
- If you DO try using it, the kick would have it's damage multiplier the same as your currently held weapon. (I mean if you want that, go ahead and use it. Its a sandbox game :P)

Check out my other mods!

Mods used in screenshot/GIF:
Dell's Proto-Arm SWEPs
Moving 2D Damage Numbers
Entity Health Bar
Combine Laser Sights
GlowLib [1.2]
Half-Life 2 Reanimation Pack



Psst.. Don't Forget to like! It can help my achievement. THANK YOU!

That's all... Thank you!!

Oh you're still here... okay then..



Donation would be appreciated for my work ^_^
https://ko-fi.com/wblack57


No stalkers were killed during the tests...



Popular Discussions View All (2)
4
31 Jan @ 8:02pm
Gmod Lua Errors
w.black57
0
25 Jan @ 7:24pm
Upload/Download Presets Here
w.black57
33 Comments
Samuels' Chili Shop 2 Jul @ 6:48pm 
Thank you for the suggestion. Works great alongside yours.
w.black57  [author] 2 Jul @ 4:41pm 
@Samuels' Chili Shop

One of my fellow modders have created this already :happyfaye: Enjoy!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3480092636
Samuels' Chili Shop 2 Jul @ 11:04am 
Would you ever consider having the NPCs damage output be a separate setting? Currently, the NPCs doing too much damage is the only thing holding this back.
w.black57  [author] 24 Jun @ 5:51am 
I Have not tried it :colinfacepalm:
Citizen 24 Jun @ 5:27am 
Work in multiplayer?
HenryStickm1n 20 Jun @ 9:20am 
finally hl2 weapons are not shitty spray n spray 1 dmg useless trash
w.black57  [author] 19 Jun @ 4:41pm 
@Paranoid&Afraid

Glad you enjoyed it! I aim for player's to have fun in sandbox and make their own 'gamemode' within sandbox, glad to see it working out! :HappyElle:
Paranoid&Afraid 19 Jun @ 12:34pm 
Pretty fun and handy to fine tune damages for specific weapons - especially for ARC9 stuff since the EFT firearms have wildly different damage values compared to something like the SCP:5K or PolyArms.

Speaking of, while the WeDamage does function fine with ARC9 weapons, even if it fails to detect the projectiles fired out of them. Though, there are some oddities and inconsistencies at times. Will have to further test and play around with various weapons, and also test the addon's functions with ARCCW-based weapons.

Still, love this addon and your shop! Makes it easier to turn the sandbox experience into something different.
HenryStickm1n 29 May @ 10:08am 
can you make like you can edit weapon damage into custom and custom damage will apply for weapon only when you/someone you selected will hold this weapon like would be cool to have hl2 pistol that deals 9999 damage but if someone tries to get it he gets pistol with normal damage
Gnilomord 4 May @ 3:29am 
is it possible to somehow separately configure damage with projectile? Like there is a machine gun with a grenade launcher, I would like the machine gun to have its own damage, and the grenade to have its own