Garry's Mod

Garry's Mod

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Darken217's SciFi Weapons
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
File Size
Posted
Updated
593.099 MB
6 Apr, 2015 @ 4:52pm
9 Dec, 2024 @ 10:34am
64 Change Notes ( view )

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Darken217's SciFi Weapons

Description
PLEASE READ THE DESCRIPTION TO AVOID UNNECESSARY PROBLEMS

Introducing my latest creation: Darken217's SciFi Weapons.

This is my first gmod addon. Please keep that in mind...
I've updated it over the years to address issues and add more content.
It's a collection of multiple kinds of weapons with individual design and techniques, including several energy or plasma weapons as well as elemental tech.
Your feedback and constructive criticism is requested.
If you like this addon, please give me a thumbs up. :)

This addon features
  • 42 unique weapons
  • high detail particle effects and materials
  • dynamic light effects
  • elemental damage types
  • new sounds
  • customizable options
  • different mechanics and techniques
  • dynamic recoil
  • skill rewarding crit mechanics
  • Left 4 Dead style quick melee attacks and melee weapons/swords
  • tons of damage to your enemies

Additional information
Check out the options it the spawn menu.
All sfw_ console commands are related to this addon.

Most weapon share the same control schemes:
Primary Fire: "Attack" (def. "Mouse1")
Secondary Fire: "Use" (def. "E") + "Attack" (def. "Mouse1")
Aim Down Sights (if available): "Attack2" (def. "Mouse2")
Change Fire Modes (if available): "Use" (def. "E") + "Attack2" (def. "Mouse2")
Toggle Safety: "Use" (def. "E") + "Walk" (def. "left alt")
Quick Melee: Unbound by default. To map it to a key, type bind *your key* +grenade2 in the developer console.
Inspect Weapon: Unbound by default. Go to the weapon's settings in the spawn menu to bind it to a key.

FAQ
Q: Where do I find this weapons? They seem not to be listed in the weapons tab.
A: Restart gmod. If that doesn't work, re-subscribe the addon and restart gmod. The weapons should be located in Weapons > Darken217's SciFi Armory.

Q: Where can I find customization options and settings for this addon?
A: In the spawn menu under the utilities tab (see top-right), as shown in the very first screenshot in the showcase above.

Q: How can I change a weapon's firemode?
A: Some weapons feature different firemodes. Press "Use" (default: E) and right click to switch.

Q: I'd like to use these weapons on my server, but they're way too powerfull for my taste. Is there a way to nerf the damage?
A: Yes, there is. Try the options or the console command sfw_damageamp which acts as a multiplier to the damage done by my weapons.

Q: The custom does nothing but printing "No function set" into console. Why?
A: Obviously, because there was no function set. Check out the options related to this addon in the spawn menu.

Q: Where do I find ammo for these weapons?
A: The weapons included in this addon either use default ammo types (like ar2, smg1, etc.) or have infinite ammo.
The "ID-C 'Umbra'" is the only exception to this, see its purpose and instruction tabs for further information.

Q: Can you add NPC weapons or a NPC weapon version of this addon?
A: No, I'm not going to do that, since there already are several ways to equip any NPC with any weapon of your liking, i.e. the extended properties mod

Q: Can you add *random idea* to this addon? Would be really nice.
A: Feel free to post your ideas and concepts in the suggestions thread below.
However, I'm not going to add something, just because it has been suggested. It's my addon after all.

Q: What is that hud you're using?
A: The blue one is not available for download, the other one is.
Here you go

Q: Is this still being updated / looked at?
A: Yes. Even though I can't release new content updates every week or month, I'm always checking for new bug reports and keep up developing this.
Depending on how critical a bug is (determining that is up to me) I'll release a hotfix dedicated to that issue.
Keep in mind, that I most likely can't fix addon conflicts.

Q: Can I use some of your particles/materials/models/sounds for my own addon/mod/game?
A: Yes, if you name me in the credits and don't earn money with my work.

Q: Can I use your weapon's base for my workshop addon?
A: Yes, you can. There are some example weapons in this pack, but I should warn you: I'm primarely an artist, which you also can tell from my non-professional coding.
Also, updates may drastically change the base, keep that in mind.

Known bugs
- Generally speaking, the overwhelming majority of reported bugs are addon conflicts, which is something you can't always work around. If you have issues, please try and disable other addons to find out if one of them has been conflicting and maybe add it the "mods that conflict" discussion on this workshop page.
The more information I have, the easier it is for me to narrow down on the conflicting sections and find a solution.

- Weapons are stuck in inspection mode.
Go into the settings as shown in the very first screenshot above and map "inspect weapon" to a key. This occures to some users due to an unknown conflict. Binding the function to a key should fix the issue.

- Weapons show default weapon models or fail to render transparent textures.
Make sure you've updated your graphics drivers. See in your game's graphics settings or by typing mat_dxlevel in the console if your game is running on DirectX 9b or higher. (mat_dxlevel > 90)

- The engine reports dozens of "Attemped to precache unknown particle system" errors.
This is a source engine / gmod problem that I can't fix. Ignore this, as this has no effect on anything. The weapons will still work

- Weapon view models spazz around on the screen.
This is caused by an interpolation error at extremely low framerates (~7 or lower during testing).
If your game is running at 7FPS, you have more pressing issues, but generally speaking, disabling features like viewmodel bob/sway in the weapon's settings (see Spawn Menu > Utilities tab) will at least serve as a temporary fix.

Additional Credits
Valve Software
- Sound references, particle references and tutorials

Clavus
- SWEP Construction Kit

Father Vibimir ;
Alex ; Unlight369 ; Eybaro
- Testing
Popular Discussions View All (19)
1,583
4 Jul @ 11:36am
PINNED: Bug reports
Hedron
1,557
30 Apr @ 7:10am
PINNED: Ideas and suggestions
Hedron
71
29 Jan, 2024 @ 8:55pm
Upcoming / Cut(?) Weapons
ShinyBaubles
3,786 Comments
MerekiDor 6 Jul @ 5:34am 
Alrighters, thanks for the response. I might try to make up a formula that roughly estimates what a gun's average spread is like. If I manage to get my results to look at least vaguely accurate when sorted (shotguns having the biggest spread, sniper rifles having the lowest) I'll call it a day.
Hedron  [author] 6 Jul @ 5:01am 
@ MerekiDor :
SciFiACC is the internal recoil stat and the set to "2" is just so the accuracy is low during the equip animation, stabilizing shortly after.

Unfortunately, the exact values for the camera shake and recoil deviation are indeed coded into a weapon's respective firing function. It's probably something I'd do differently, were I to start over, but it is what I did in 2015.

That being said, each weapon has a table with information detailing a weapon's characteristics, it's SWEP.SciFiWorldStats, which I made for Borderlands-like item cards, oddly also for a gamemode I was working on at the time.
In there, you will find the recoil value, which is essentially just being added to SciFiACC with each shot.

The recoil recovery value (so by how much the recoil decays over time) is SWEP.SciFiACCRecoverRate, but you may have found that one already.
MerekiDor 6 Jul @ 2:48am 
Hello! I can't figure out which field inside a weapon's table is responsible for the gun's spread.
I found "SciFiACC" but that's just set to 2 for each weapon.
I hope spread is not hardcoded? I need it for a gamemode I'm developing that automatically reads stats of guns and assigns prices to them. I've had support for this addon for a long time but I never figured out how to read spread accurately out of these weapons, thought I might as well ask.
Mr man257 25 Jun @ 2:35pm 
love the addon but could you add more weapons that suck out your soul
FailNaughtArcher 16 Jun @ 4:22am 
I've been testing out the mod again a couple of times and apart from addon conflicts (which don't affect the mod that much), the couple dozen problems I was experiencing with most weapons in the mod are no longer appearing, it just works again now... If the same problem pops up again I'll try to see what that's about
idksomething 15 Jun @ 8:05pm 
understand though, you made a nice mod and its honestly surprising how long its been updated for
idksomething 15 Jun @ 8:04pm 
@Hedron got that, just thought maybe you could have time for a near finished weapon to be added.
keifergibson25 15 Jun @ 7:47pm 
If you have the time to add this to the Q and A section in the description then please do that, I want to know what are the maps in the screenshots (other than gm_construct).
Hedron  [author] 14 Jun @ 3:47pm 
@ FailNaughtArcher :
I tested it and it works fine for me. Can you please test if your issue is caused by an addon conflict by temporarily disabling all addons except the sci fi weapons and testing again?

Further, does the issue occur with weapons other than the Draco's projectiles?

Finally, the error basically says that the game can't find a variable which should by defined by the sci-fi weapon base by default.
It not being present indicates that something else has overwritten it, likely someone else copy-pasting outdated versions of my base into their own addon.

@ SpartaGuy ; Mememan97A ; Gordon Duckman:
There are no plans for further content updates at this time. My free-time is not as ubiquitous as it used to be and to be honest, I just find other projects more interesting.

I know that even the visibility toggle for hidden weapons isn't a perfect solution (i.e. it's host-dependent in multiplayer), but it's as close as it'll get for the foreseeable future.
FailNaughtArcher 14 Jun @ 3:31pm 
I'm getting a ton of errors like this:
[Darken217's SciFi Weapons] lua/entities/drac_pfire/shared.lua:10: bad argument #1 to 'bor' (number expected, got nil)
1. bor - [C]:-1
2. unknown - lua/entities/drac_pfire/shared.lua:10