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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2998254259&searchtext=Weapon+Editor
Use this & Go wild.
q1_laser[196]: Changing collision rules within a callback is likely to cause crashes!
q1_laser[198]: Changing collision rules within a callback is likely to cause crashes!
q1_laser[199]: Changing collision rules within a callback is likely to cause crashes!
q1_laser[200]: Changing collision rules within a callback is likely to cause crashes!
1 - Needs to be animated.
2 - Too many guns.
3 - I can't do it without my buddy Superfly.
._.
did you have to update file pathing at all as well?
I just did some thinking and a random idea popped up in my head, and it said:
"Y'know... The player's weapons technically aren't ALL of the weapons in Quake.
There is the Grunt's version of the Shotgun, the Laser Rifles used by Enforcers, the Ogre's Grenade Pistols and the DLC versions of them, plus their Chainsaws as well as the Swords used by the Knight and Death Knight. And these weapons are for GMod's Sandbox gamemode..."
So if you ever feel like sinking more time into this addon than what is already necessary with a couple of buddies, then possibly consider adding the weapons used by NPCs. This IS Sandbox after all...
Not that you need to, this weapon pack is already functionally on point and great as it is.
@ 900 Mag: Improbable, but i will check. Unsub and resub for now. I didn't touch the NailGun code.
also, thunderbolt is supposed to have an underwater discharge radius just like the plasma gun
1. GetPos - [C]:-1
2. unknown - lua/entities/q1_plasma/init.lua:96
this is when destructible props are destroyed by the plasma gun.
Do you two have any plans for a Quake 2 expansion pack weapons add-on?