Garry's Mod

Garry's Mod

[TFA] Misc - Wonder Weapons
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Update: 24 May @ 4:58pm

-added Distraction Drone from advanced warfare
-added Teleport Grenade from advanced warfare
-added Nano Swarm Grenade from advanced warfare
-added KL-03 Trident from advanced warfare
-added Energy Sword from advanced warfare (cut weapon and am unsure of actual name or functionality, credit to charlotte for converting the slam animations from additive to something workable)

-limited the number of enemies the crossbow shockmine can stun to 10, and 12 when pack a punched
-reduced damage the crossbow shockmine does from 50% of weapons primary damage to 10%
-decreased upgraded range of crossbow shockmine from 256hu to 144hu (unupgraded is still 128hu)
(the intention of this ability is to be used defensively rather than offensively, might need more tweaking)
-in nzombies, increased cel-3 damage to 180 from 160 and upgraded to 300 from 220

-Paralyzer overheating now uses a material proxy and should show in thirdperson to other players
-reworked magnetron code and visuals
-W@W gravity spikes now causes enemies close to the point of impact to do the annihilator blood explosion
-skewered ragdolls now inherit the velocity of the crossbow bolt when being let go mid flight
-fixed being able to toggle Shockmine Bolt on resistance crossbow while its empty for 1 frame

IMPORTANT SHIT ABOUT THE TELEPORT GRENADE

- there is a 0.15 delay from time of impact to when the player teleports
- if the grenade impacts a wall, it will trace 288 units down (4x players base height) from point of impact to try and find a floor to telebort the player to
- the unstuck code is not perfect and is most vulnerable to steep ^4 displacements, 95% of the time you should be able to unstuck yourself by crouching
- if the map is not sealed or there are air gaps behind walls the IsInWorld checks will be useless, ive not had any issues with this as the HullTrace is usually enough, but there is still a chance it could cause the player to get stuck within small geometry on the very corners of the players hull
- there is checks as to not teleport through walls, but this also means if you throw it behind a 'prop_static' that is resting against a wall at an angle, enough to create a gap behind it, the teleport will most likely fail
- players cannot be teleported when; inside a vehicle, frozen, in ULX jail, not in 'MOVETYPE_WALK', if PLAYER:GetWalkSpeed() returns < 1, or when the teleport position lands inside a playerclip brush (before collision check code is executed, but after the trace down to set the teleport pos is executed)
- the grenade does not actively check if it passes through a clip brush at any point, only after landing. so teleporting outside of maps is relatively easy

NZOMBIES SPECIFIC FUNCTIONALITY

-the player can only teleport if there is a nav square where the grenade landed and the landing spot (before collision checks) is not within an invisible wall or invisible zombie wall, since there is no 'Out of Bounds' system within the gamemode, keep this in mind when designing zombie spawn areas
-if the nav square it lands on is marked with 'NAV_MESH_NO_HOSTAGES' and is connected to another nav square marked with 'NAV_MESH_NO_HOSTAGES' the player will teleport to the center of the connected nav square (if multiple are connected it will use a random one)
-if the grenade fails to teleport the player for any reason you are refunded the wasted ammo
-zombies within 64 units of the teleport position will instantly die (except boss & miniboss zombies) outside of that it does 400 damage within 200 units and stumbles zombies

Update: 19 Apr @ 10:40pm

-fixed error on crossbow caused by using wrong local
forgot to mention last update but the crossbow works with default hl2 crossbow retexture and sound mods

Update: 19 Apr @ 9:33pm

-added Resistance Crossbow from 'The Compound v1.1' (re animated HL2 crossbow)
has 3 alt modes that can be switched between by using the fire selector (use + reload)
-added the hand animated Gravity Spikes from 'Project Viking' with visual effects and sounds from the Gravity Spikes in 'Ragnarok'
(this is a reskin for the DG4 because it includes the Power Plant alt fire ability with different visuals)
-added LZ-52 Limbo

Update: 5 Apr @ 7:19pm

-removed SWEP.SubCategory from weapons inside the 'Other' weapon tab as it was causing issues
-liberal use of 'Position Modify Place On Ground' for some particles
-recoded the NX-1 to work closer to the actual game instead of being a BFG reskin
-added the Rayzorback from the World at War custom map Nightclub by Reaper (and many others)
-added Compact Nuke Gun from devraw by HarryBO21 and Madgaz, known as the Atomwaffe on the BO3 custom map Atonement
-fixed error when NPCs use the Laser Colt
-fixed Jet Gun using incorect blood effect in 3p when the npc doesnt have a set bloodtype
-NPCs can now use the Paralyzer
-NPCs will randomly use the Charge shot on the Solar Flare
(affected by 'skill' convar)

Update: 24 Feb @ 11:39am

nzombies only
-hopefully fixed conflict caused by new global ENTITY:Alive() function
-added cyborg blood variations for some blood effects

Update: 2 Feb @ 8:41am

-hopefully fixed a bug where the ray gun splash damage will instantly kill the player if the projectile hits an entity first
(i cannot for the life of me recreate this bug)

Update: 3 Oct, 2024 @ 9:20am

-reworked any projectile weapons that had spread to use the default TFA system instead of my own botched implementation
(feature recently added)
-third person effects code is now done in SWEP:DrawWorldModel instead of a hook
(hopefully fixes particles not removing themselves in non p2p multiplayer)

Update: 7 Sep, 2024 @ 10:37am

nzombies only
-changed bo2 blundergat to use 'muz_pap' in nzombies
-hopefully(?) fixed the icon for leviathan crossbow projectile being missing textures

Update: 8 Aug, 2024 @ 7:03pm

-added Frostgat from world at war custom map 'Subzero' by gympie6 & IamBEAR
(will add a buildable for it later)
-slightly tweaked muzzleflash for the H.Y.P.E.

Update: 28 Jul, 2024 @ 6:08pm

-Hellgat and Teslagat now inflict damage to surrounding entities when exploding

nZombies rezz
-fixed Hells Retriever being able to pick up anti powerups and collect them as normal powerups
next changes are for the Wunderwaffe Blast-X33
-greatly increased reserve ammo to 64 (does not increase on pap)
-greatly increased infect range to 600 (800 pap)
-decreased time between infects to 1/3rd of a second (does not increase on pap)
-increased rpm to 90 (240 pap)
-automatic on pap

all of this is in the hopes it feels better to use