Garry's Mod

Garry's Mod

TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
1,883 Comments
★Bullet★  [author] 1 Jul @ 5:52am 
@Global, we forgot add existing skins in M4A1 lua.

@A.I.NepCirno, it will be added in next update.
Global  [author] 27 Jun @ 9:14pm 
no skin? what do you mean?
A.I.NepCirno 27 Jun @ 9:07pm 
emmmm.m4 no skin?
DukeTheNuke17 24 Jun @ 3:45pm 
Thank you! :AngelDude:
Global  [author] 24 Jun @ 5:40am 
There's a TFA base command you can use to turn it off
I'm not at my PC so I can't check, but you can find it under Q > Utilities at the top right > TFA base
DukeTheNuke17 23 Jun @ 11:52pm 
How do I disable the hitmarker? :argh:
deded6750 19 Jun @ 3:11am 
why does the snowflake skin for the guardian aug have a plastic plate glued to it
Malter aspect 16 Jun @ 12:50pm 
the m3 big shark can't invoocate special attack
Global  [author] 15 Jun @ 4:17pm 
Equipped Weapon Addon breaks many, many weapons across many weapon bases.
The only solution is to not use it - I cannot fix their mistakes.
Zaharwin|HamMafia 15 Jun @ 3:58pm 
Global, it seems like Equiped Weapon Addon is somehow conflicting with this modpack.
Global  [author] 11 Jun @ 9:03am 
Not sure what else to do here then, sorry
If I can't replicate the issue, then I can't fix it to begin with
Zaharwin|HamMafia 11 Jun @ 2:15am 
I have only one tfa base.
Global  [author] 10 Jun @ 5:09pm 
i can't reproduce this.

make sure you got the correct version of tfa base - the one this add-on requires. if you have more then one, things are bound to break
Zaharwin|HamMafia 10 Jun @ 3:25pm 
other weapons work normally.
Zaharwin|HamMafia 10 Jun @ 3:25pm 
[TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]] stack overflow
1. GetTable - [C]:-1
2. __index - lua/includes/extensions/weapon.lua:30
3. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
4. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
5. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
6. oSetComboCount - lua/weapons/tfa_cso_brionac.lua:882
Global  [author] 10 Jun @ 9:11am 
What's the error? Can you post it here?
Zaharwin|HamMafia 8 Jun @ 10:01pm 
stack overflow when trying to use Brioniac.
Malter aspect 30 May @ 6:07pm 
new update wow!!
Shirrun 26 May @ 7:24am 
legit this mod gave me the biggest nostalgia i've ever had. literally had to go to the CSO wiki for doing some of the special attacks for most weapon. really thanks for all of your hard work man really enjoying this mod
Froze 24 May @ 12:19am 
thank you so much for the replies
got in touch with meiryi and i got the files i needed
amazing gmod dev team :steamthumbsup::steamthis::steamthis::steamsad:
★Bullet★  [author] 23 May @ 11:09pm 
You can look into sprites folder. There's a lot materials and you will probably find what you looking for.
Global  [author] 23 May @ 10:15pm 
Back then I did, but nowadays I handle updating the add-ons and workshop. The others might have pointers though - give Bullet a bit of time to reply.
Froze 23 May @ 9:59pm 
oh and if i want to port the damage number materials from cs nexon do you have any pointers to rip the assets out of the game?
Froze 23 May @ 9:56pm 
that's crazy isnt that a gun from 2025 cs nexon?
you guys are the goat of weapon porting :steamthis:
Global  [author] 23 May @ 9:30pm 
Just one to the best of my knowledge, which is Prometheus
You can spawn it by inputting "give tfa_cso_prometheus" in console
Froze 23 May @ 9:28pm 
also im curious how many weapons are in the git version that aren't in the workshop version?
Froze 23 May @ 9:27pm 
thank you so much for being so dedicated to this project :steamthis::steamthis::steamhappy:
Gordon, GORDAN! 3 May @ 9:28pm 
I understand. You and your team worked long and hard on this. No use crying over spoiled milk.
Global  [author] 3 May @ 9:23pm 
It's too late to implement something like that, because we've already done the code changes needed to disable them. Sorry!
While we could go through every weapon, but I don't think we're going to do that again.
Gordon, GORDAN! 3 May @ 9:03pm 
I wonder if you could create a setting in which ironsights on weapons can be enabled/disabled by the user rather than having them be scrapped entirely?
Gordon, GORDAN! 3 May @ 8:59pm 
Understandable...

While it's a bit of a pet peeve of mine. I do understand the reasons why ironsights were completely scrapped outside of them engaging secondary modes rather than keeping ironsights on M2 and having Suit Zoom activate the secondary fire.
Global  [author] 3 May @ 8:57pm 
I disagree. Them being on TFA Base makes them feel much more satisfying to use and wield - the basic Half-Life base, while more faithful, is pretty darn stale nowadays.

We removed ironsights from guns that didn't have them in CS:O itself. This was done to improve parity with it, and help standardize which guns do and don't have ironsights. Before, it was seemingly random as to which guns had ironsights, and which guns didn't.
Gordon, GORDAN! 3 May @ 8:32pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1360233031&searchtext=Half+Life+Sweps

I don't want to come off as a jerk, but do you think that this swep base would have been more fitting than TFA?

(Also why did you scrap the ironsights from the weapons that did have them?)
Global  [author] 3 May @ 11:00am 
What are the lua errors? These are essential to fixing any issues
Mr. Perfect Cell 3 May @ 4:58am 
I tried my best to get these to work with my modlist and ended up clearing out 7 pages worth of stuff; unfortunately, it keeps giving to many Lua errors and engine crashes. Still, with the weapons I could try out this is an amazing pack that I wish I could play with, but It'll stay favorited until I cleanse my list.
Global  [author] 2 May @ 11:44pm 
I don't know everyone's PC, so the only way you can figure that out is testing it out for yourself!
I do know that ARC9 isn't as optimized compared to TFA Base, so these will probably run better.
Mr. Perfect Cell 2 May @ 11:40pm 
how well does this addon run? The EFT and Call of Duty SWEPS from ARC9 are awesome but can slow down the game when I'm busy splattering guts all across the walls. will these have the same issue or are they more suited for hordes?
★Bullet★  [author] 15 Apr @ 11:46am 
You can report any existing bugs in this discussion too.
Global  [author] 13 Apr @ 8:35am 
Reporting bugs in the comments is fine.
Sorry, but I won't be readding the ability to ironsight with guns that couldn't do it in CSO. Keeps things predictable that way!
dexsirko 13 Apr @ 4:58am 
Or has you a discord to report bugs ?
dexsirko 13 Apr @ 4:25am 
Hi, Great work ! Could you set an option to activate the aim on guns like before?
Aqua 10 Apr @ 2:05am 
Thx!
Aqua 9 Apr @ 3:20pm 
Map on first photo?
WTFmybacon 7 Apr @ 9:35am 
A minor graphical bug; when using the secondary attack of the CROW-9 (the melee gloves), the yellow marker that signifies when the additional attack can be made starts from the middle of the white line rather than from the left.
Not that it prevents the use of the additional attack though.
Swagnots17 3 Apr @ 2:55pm 
@Global oh okay thanks!
Global  [author] 3 Apr @ 1:35pm 
You must shoot NPCs to get it to activate. Once it's ready, right click.
Swagnots17 3 Apr @ 12:58pm 
for some reason, the Janus-3's secondary mode is not activating. what happened?
ninja "fornite" blevins 3 Apr @ 9:19am 
gotcha, thx C:
Global  [author] 3 Apr @ 9:01am 
We do not. You might be able to find them by going to the GitLab and checking the history of every weapon.