Garry's Mod

Garry's Mod

[tsp] ARs Part 1 '21
29 Comments
yeperst 15 Feb, 2022 @ 7:45pm 
+Respect
[Ii] DESeymour 9 Sep, 2020 @ 9:57am 
2 years later... Well I hope it's all been fixed
db4ks 15 Aug, 2018 @ 8:30pm 
Why are all the worldmodels messed up?
AnAce♤ 8 May, 2018 @ 3:20pm 
Worldmodels kinda messed up and it looks like im holding it as a pistol
ᴆᴒᴒᴍ  [author] 29 Apr, 2018 @ 3:44pm 
I am unable to reproduce this on a vanilla gmod, please make sure you're not conflicting with other addons.
soviet nugget 29 Apr, 2018 @ 2:28pm 
the rifles are still errors
ᴆᴒᴒᴍ  [author] 28 Apr, 2018 @ 4:44pm 
Download error. delete + reinstall.
soviet nugget 28 Apr, 2018 @ 1:48pm 
the rifles show up as errors for me
ᴆᴒᴒᴍ  [author] 21 Dec, 2017 @ 12:47pm 
Enjoy!
Georrge 19 Dec, 2017 @ 5:33am 
Awesome updates, Thank you!:steamhappy::steamhappy::steamhappy:
xD Heavy 4 Jun, 2017 @ 12:23am 
plz... make another fucking nice things!!!!
it's fucking best gun ever.
Notsure_jr 27 Oct, 2014 @ 10:48am 
Love gun models thought
Wick 24 Oct, 2014 @ 12:39am 
FINALLY! a decent looking AR-15. Good job,
ᴆᴒᴒᴍ  [author] 9 Oct, 2014 @ 3:06pm 
Yeah, velocity is off. Reason it's like that is because if I increase the velocity, I lose bullet drop off, and that'll screw up the snipers.
Bad Hombre DC 9 Oct, 2014 @ 2:28pm 
*Wasn't a headshot
Bad Hombre DC 9 Oct, 2014 @ 2:28pm 
Wasn't headshot. I was shooting at a damage indicator dupe. It registered pretty normal values under 100 for a lot of the other weapons, but it must be a bug if it's doing that much when it's set to 95-100.
ᴆᴒᴒᴍ  [author] 9 Oct, 2014 @ 2:25pm 
7.62x51AP is set for 95-100 base damage.
ᴆᴒᴒᴍ  [author] 9 Oct, 2014 @ 2:24pm 
Headshots have damage multipliers.
Bad Hombre DC 9 Oct, 2014 @ 2:22pm 
*about 400-700
Bad Hombre DC 9 Oct, 2014 @ 2:21pm 
That's a bit odd. When I used it, the M60 was registering a 400-700 damage per shot, a lot more than the other .308 guns.
ᴆᴒᴒᴍ  [author] 9 Oct, 2014 @ 2:17pm 
And guns of the same caliber are doing the same amount of damage. The damage is determined in the script of the projectile, not the weapon script.
ᴆᴒᴒᴍ  [author] 9 Oct, 2014 @ 2:10pm 
"Relative stopping power" is determined by the transfer of energy of the projectile. I'm not about to remake the entire base to account for the mass/velocity of the projectile, as well as distinguish between the delivered energy of a hot .223 FMJ penetrating a target through and through vs a subsonic .223 JHP striking bone and expanding with ~90% efficiency in the transfer of energy, and then factor in loss of energy over distance. That's an extremely complex undertaking that I haven't the time for. If you disagree with the damage, use the mediafire link or get a .gma extractor and edit the variables in the lua script to your liking. As far as velocity goes, I'll go look at it.
Bad Hombre DC 9 Oct, 2014 @ 12:24pm 
Im not saying you should base it on muzzle energy. I was suggesting damage based on the relative stopping power of each round. Muzzle energy isn't the sole determining factor for stopping power. As for the velocity, I'm pretty sure that the 5.56 is not going 900 meters per second in game. The delay between firing and impact is a lot longer than it would be if it were going 900 meters per second. If I had to guess, I'd say the bullets for all the guns in the pack were traveling at 300 fps.
ᴆᴒᴒᴍ  [author] 8 Oct, 2014 @ 8:27pm 
And the velocity is fine, 5.56x45 is 900m/s which is consistent with cooler loads.
ᴆᴒᴒᴍ  [author] 8 Oct, 2014 @ 8:24pm 
If I adjusted the damage on a consistent level, based on kinetic energy of the round, the weapons would be unreasonably high. Go off wiki, a 40gr .22lr delivers 104 ft-lbs of energy. If 104ft-lbs is justified by 25 damage, then lets use that as a standard for a .223rem. A 36gr round delivers 1134ft-lbs of energy. On this scale, a .223 would deal 272 damage. Save going into 7.62x54 territory and so forth. There is simply no balanced way of keeping the damage appropriate without making everything a one-hit kill or turning lower-energy rounds into airsoft guns.
Bad Hombre DC 8 Oct, 2014 @ 4:18pm 
I like these weapon packs, but the damage seems all over the place for some reason. Try making weapons of the same calibre do the same amount of damage. A good scale to base it off of if you're going for a fairly realistic feel is around the area of 25-30 damage for a .22, 35-50 damage for a 9mm, 60-80 damage for 5.56mm guns, 110-130 damage for .308 weapons, ect. I would also suggest increasing bullet velocity to realistic levels.
Pageeum 8 Oct, 2014 @ 3:52pm 
AWSOME
76561198045659597 6 Oct, 2014 @ 12:45pm 
it cooks good great gob kep it up man 8=================D
EatMyBanana 6 Oct, 2014 @ 11:52am 
These are amazing, great job