Garry's Mod

Garry's Mod

TFA Counter-Strike: Online 2
76 Comments
Global  [author] 2 hours ago 
Last time I tried adding an option like that to CSO1, things fell apart due to how soon it's loaded
I can't simply add a cvar check without a bunch of custom code I don't want to create
Gordon, GORDAN! 4 hours ago 
I'd suggest having an ironsights off option, but if you want to amputate them completely here as well, it's okay.
Global  [author] 4 hours ago 
They probably won't, to keep parity with CSO2.
If you want ironsights later, use the old version in the description
Gordon, GORDAN! 6 hours ago 
I wonder if the ironsights could stay on here as opposed to the CSO1 ones in which they were completely amputated?
NOR 29 Jun @ 9:21am 
Don't worry about not replying that fast, I get that sometimes you're just busy or doing other things
Global  [author] 29 Jun @ 9:13am 
Sorry for the late reply!
I think that can be fixed, because other versions of that c4 fix this issue.
NOR 20 Jun @ 5:20pm 
Since the addon is back, I'll report a bug that's annoyed me:

May just be on my end, but when the C4 explodes, its fire particles never go away, unlike the C4 from the original Counter-Strike Online SWEPs, where the fire particles stop after a few seconds. I tried using the Advanced Remover tool, but I couldn't delete the particles with it (Unless I missed it in the menu).

If this is an intended feature, then don't worry, but to me it seems like a bug.
screwdriver lobotomy 19 Jun @ 2:38pm 
wowie sounds exciting!!
★Bullet★  [author] 19 Jun @ 2:14pm 
I've got c_hands for weapons, but I don't know when project will be started and released.
Global  [author] 19 Jun @ 1:49pm 
I'll save you some waiting and answer for him: there's plans to port over missing weapons.
It hasn't even been started yet however, so it'll be a long time before they're out. If you want to know when they release, follow his workshop!
screwdriver lobotomy 19 Jun @ 1:29pm 
@★Bullet★ is there anything else planned for this pack or just those changes?
★Bullet★  [author] 19 Jun @ 4:51am 
@josaic, it means disabled 1 extra round in clip if you reload non-empty weapon.
josaic 19 Jun @ 1:35am 
the one thing im a bit confused about is what does "disabled chambering for all weapons" mean? i don't notice any differences since i last used the addon
Global  [author] 18 Jun @ 9:13pm 
TFA CS:O2 was updated! In it are plenty of changes, such as spawnmenu subcategories,
shotguns allowing automatic fire like in CS:O2, and a few stat changes.
★Bullet★ helped create this update. It's pretty large, so check the changelogs!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2856578310
coolguyVicaso 7 Jun @ 10:38pm 
Counter-Strike Online: Source
dexsirko 24 May @ 2:26am 
Ok no problem, thank you :steamthumbsup:
Global  [author] 23 May @ 7:03pm 
Sounds are created via TFA Base's sound functions. As a result, I have no control over their range without coding every sound to use different parameters.
Sorry! I can't really do anything about this.
dexsirko 23 May @ 5:59pm 
Hey! Quick question — is there a way to reduce the sound range? I'd like to lower it a bit, since right now we can hear gunshots from all over the map.
dexsirko 7 May @ 8:52am 
Thank you
Global  [author] 7 May @ 8:07am 
I was part of the original development for this add-on, so this is about as official as you can get for it
dexsirko 7 May @ 6:45am 
Hello, does this is the official addon or un reupload ?
Global  [author] 30 Mar @ 1:51pm 
Hold E and hit left click.
Snark 30 Mar @ 1:45pm 
How do you put on the silencers? The button for the silencer is used for aiming down sights.
Global  [author] 26 Sep, 2024 @ 7:55pm 
Sorry, but no. I don't plan on updating this anymore.
If you're savvy enough, you're always welcome to extract the add-on and change the soundscripts in each weapon's lua file, though!
Ready 26 Sep, 2024 @ 7:44pm 
could you make the weapons use the base css weapon sounds? so it can be compatible with sound replacements like EARs
Global  [author] 19 Jun, 2024 @ 1:15pm 
Appreciate the link, but that isn't what we need - we had specifically made qcis and a python script we used to port the guns and stuff over.
fredsmil111 19 Jun, 2024 @ 12:42pm 
https://gamebanana.com/mods/256850
Here is some ported weapons and famas included idk maybe it's will be help
Global  [author] 19 Jun, 2024 @ 12:35pm 
The tools required to port weapons from CS:O2 were lost forever.
I cannot update it
fredsmil111 19 Jun, 2024 @ 12:33pm 
Why there no Famas? If you can add it please
Global  [author] 8 Jun, 2024 @ 11:42am 
Good news for VManip users:
A patch was made to make VManip work properly with weapons like this pack!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3262499127
Simply install and it should work.
Global  [author] 6 Jun, 2024 @ 6:53am 
I can't fix this.
The weapons from CS:O are left-handed, which means the models are flipped in-game.
VManip expects every weapon to be right-handed, so it only uses the left hand.
When flipped, the left hand becomes the right hand, breaking things.
Fixing this is borderline impossible, and would require reanimating every single weapon, mirroring the geometry of every weapon, and fixing all the edge-cases that introduces.

TL;DR: This is impossible to fix
[1337] ᴀxᴏꜱ > ᴛɪᴇʀ 8 3 Jun, 2024 @ 9:05am 
Nah nvm that the mod is already works now
Global  [author] 3 Jun, 2024 @ 9:03am 
This is an issue with steam, I can't do anything to fix this
sharky 19 May, 2024 @ 7:16am 
cool
guns
sign-leon
Младенец Ь.Ъ 7 May, 2024 @ 2:34am 
[eq
staycan haol 6 May, 2024 @ 10:55pm 
sad that this addon can't get new weapons :(
Gh Lang YT 27 Feb, 2024 @ 10:15pm 
So I noticed some minor issues with the flashbang:
1. The grenade model stays even after detonation
2. Not sure if this was intentional, but it turns friendly NPCs
hostile when it detonates.
Le↑mon↓ 23 Feb, 2024 @ 5:21am 
This is indeed an issue with weapon textures. I have tested it many times and there are many weapons available.

After the animation of some weapons changing ammunition ends, it is clear that the magazine flies to its position

If these issues cannot be fixed, then it's nothing. After all, it's an old MOD.
Global  [author] 20 Feb, 2024 @ 4:42am 
This is a bug on your end, I see no problems
Le↑mon↓ 19 Feb, 2024 @ 8:41pm 
Can you try repairing it? After all, it seems strange in many cases
Le↑mon↓ 19 Feb, 2024 @ 8:39pm 
A very obvious model bug:
the material of AK47 is eerie and twitching.
Then there's nothing more
Global  [author] 28 Jan, 2024 @ 4:21pm 
If you enjoy these guns, I'm sure you'll enjoy this, too:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=712848264
AAaa 28 Jan, 2024 @ 2:31pm 
No worries. Thanks for uploading this anyway. So many guns and melee to play with!
Global  [author] 27 Jan, 2024 @ 1:56pm 
There isn't a way to disable it, sorry!
AAaa 27 Jan, 2024 @ 1:51pm 
hello! Is there anyway I can disable the feature: 1 round in a chamber? Most of these guns always chamber the round once you put the mag in. Thanks!
Global  [author] 23 Dec, 2023 @ 7:53am 
If I recall correctly, that's the "Bank" map from CS:GO.
It was based on the same map from Payday 2.
wang 23 Dec, 2023 @ 3:10am 
is that a PD2 map?
r00t b33r 22 Dec, 2023 @ 2:11pm 
I FREAKING LOVE THESE!!!!!!!!!!!!!!!!!!!!!! I USED TO HAVE A DIFFERENT VERSION OF THIS, AND I WAS LOOKING FOR IT FOR A VERY LONG TIME THESE ARE THE BEST!!!!
Orenji 24 Oct, 2023 @ 2:41pm 
One more thing I wanted to ask. Would you ever consider doing a TFA Black Squad Weapons pack? I'd really like to use them in Garry's Mod. I love using CSO2 and Combat Arms weapons and I think Black Squad would really be awesome.