Garry's Mod

Garry's Mod

[TTT] R8 Revolver
10 Comments
The Celestial 29 Mar @ 5:44pm 
Please do a sandbox version
Corvatile  [author] 13 Feb @ 1:23pm 
The exact names of the bones you need to change will depend on the weapon model that you're using because when people have made custom animations for them they could have named each bone anything

If you have a look at the c_arms_citizen.smd at the end of this page, that's what you want to use as your reference for that the bones need to be named to match:
https://wiki.facepunch.com/gmod/Using_Viewmodel_Hands

It's a pain to do tbh
[family guy burger] 13 Feb @ 4:10am 
Thank you for replying and the video, I truly appreciate it. I'm hosting a ttt2 server and try to add more guns into our rounds, also outside of csgo weapons. I however also make playermodels and don't want c_hands to go to waste.

I didn't really understand the process. I tried renaming the bones and the viewmodel just got all messed up and twisted. I did decompile your revolver and saw that there are two different bones for v_weapon and ValveBiped on the mesh and animations. I guess I have to duplicate the bone structure? But lastly, thank you again for the reply.
Corvatile  [author] 12 Feb @ 12:58pm 
You need to edit the original viewmodel to remove the original arms and attach the invisible rig that custom playermodel hands animate on. There's a youtube tutorial that kind of explains it: watch?v=yAqrsOyN-_Q but people have already rigged the CSGO weapons for c_hands on here if you look for them
[family guy burger] 12 Feb @ 7:45am 
do you have any tips on how you got c_hands to work? id love to have the cz in the game but have no idea how to add custom c_hands support
EntranceJew 17 Dec, 2023 @ 4:47pm 
It would be cool if the pre-fire click was able to be heard by other players, it's fun to threaten people by clicking it back.
Star 29 Oct, 2023 @ 4:52pm 
Not sure if this is intentional, but editing the weapon damage scaling does not affect the amount of damage this weapon does. I'd really like to nerf the damage a little so it can be a sidearm on par with the deagle.
The Stig 14 Aug, 2023 @ 8:30pm 
Hey, just letting you know, there's a few problems with the guns sounds you should look into. The sounds are defined twice, once in weapon_ttt_csgo_r8revolver.lua, and again in csgo_revolver_sounds.lua

You should really only define sound scripts in lua files in the autorun folder, so you should probably delete the definitions in the weapon script itself: weapon_ttt_csgo_r8revolver.lua
The Stig 14 Aug, 2023 @ 8:30pm 
Also, the shoot sound can be heard loudly way too far away compared to standard TTT weapons, I would set the sound distance (the soundlevel) to something more reasonable like 75. (The sound is Weapon_CSGO_Revolver.Single). For the shooter, the gun will sound just as loud as before, for someone on the other side of the map, they won't weirdly be hearing the gun sound as if they were right next to them.

While other sound channels technically work, you really should be using CHAN_WEAPON for the sound channel for each of the gun sounds, so the sounds don't interrupt other sounds the player really should be hearing.
GUMBALL I INNE PARODIE 14 Jan, 2023 @ 12:42pm 
please add this to sandbox