Garry's Mod

Garry's Mod

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Comic, Fun
File Size
Posted
Updated
733.958 MB
28 Jun, 2016 @ 11:22am
23 May @ 8:50pm
95 Change Notes ( view )

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]

Description
Hello there, our team presents to you...
Counter-Strike: Online SWEPs
600+ weapons across all four parts with c_hands.
Find the guns under TFA CS:O.
CS:O2 guns can be found here.

Some weapons can be silenced or changed into their B-Mode. Hold E and left-click!
Some weapons have launchers / alt ammo. Hit suit zoom! Bind it under options.
You can change the behavior and damage of a few weapons with console commands. They all start with sv_tfa_cso, and can be easily modified in the spawn menu: Q>Utilities>TFA Base Settings>CS:O

All guns have bumpmaps, spawnicons, and killicons. Bumpmaps increase visual quality, and spawnicons show you what you'll spawn. Killicons show what gun was used to kill an NPC or player.

Credits:
Nexon for making the original guns. Get the game these guns came from here.
TFA for providing the QCI used to give most of these guns c_hands. Without him, this project never would've started.
Takimara for help with porting the majority of guns, coding and effects.
Global for porting, coding, effects, and advice / handling the workshop side of things.
★Bullet★ for porting, coding, and effects. He also brought over many incompatible weapons to c_hands.
Meiryi for advanced coding, effects, and creating a framework for many unique weapons to use. They're responsible for many weapons having advanced features, such as the Dual Swords.
L_Con for coding Cousteau, submitted via a merge request. Thanks!
Zaurzo for coding Cousteau, submitted via a merge request. Thanks!
YuRaNnNzZZ for categorizing every weapon and some coding.
DBot for coding the HUD icon system every weapon uses.
SweptThrone for bugfixes via merge requests. Thanks!
WackoD for coding.

Our GitLab[gitlab.com]
Here is where many in-development weapons are, as well as any source files used to compile all of them. If you see something you want to improve, please submit a merge request!
Popular Discussions View All (7)
8
7 Dec, 2024 @ 3:53pm
Model usage for my addon
Aaron
19
27 Jul, 2022 @ 6:51am
What to expect next?
Ruko
4
10 Aug, 2022 @ 8:15am
Introduction
Takimara
1,883 Comments
★Bullet★  [author] 1 Jul @ 5:52am 
@Global, we forgot add existing skins in M4A1 lua.

@A.I.NepCirno, it will be added in next update.
Global  [author] 27 Jun @ 9:14pm 
no skin? what do you mean?
A.I.NepCirno 27 Jun @ 9:07pm 
emmmm.m4 no skin?
DukeTheNuke17 24 Jun @ 3:45pm 
Thank you! :AngelDude:
Global  [author] 24 Jun @ 5:40am 
There's a TFA base command you can use to turn it off
I'm not at my PC so I can't check, but you can find it under Q > Utilities at the top right > TFA base
DukeTheNuke17 23 Jun @ 11:52pm 
How do I disable the hitmarker? :argh:
deded6750 19 Jun @ 3:11am 
why does the snowflake skin for the guardian aug have a plastic plate glued to it
Malter aspect 16 Jun @ 12:50pm 
the m3 big shark can't invoocate special attack
Global  [author] 15 Jun @ 4:17pm 
Equipped Weapon Addon breaks many, many weapons across many weapon bases.
The only solution is to not use it - I cannot fix their mistakes.
Zaharwin|HamMafia 15 Jun @ 3:58pm 
Global, it seems like Equiped Weapon Addon is somehow conflicting with this modpack.