Garry's Mod

Garry's Mod

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 3]
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Comic, Fun
File Size
Posted
Updated
579.388 MB
13 Oct, 2018 @ 12:41pm
23 May @ 8:51pm
41 Change Notes ( view )

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 3]

Description
Hello there, our team presents to you...
Counter-Strike: Online SWEPs
600+ weapons across all four parts with c_hands.
Find the guns under TFA CS:O.
CS:O2 guns can be found here.

Some weapons can be silenced or changed into their B-Mode. Hold E and left-click!
Some weapons have launchers / alt ammo. Hit suit zoom! Bind it under options.
You can change the behavior and damage of a few weapons with console commands. They all start with sv_tfa_cso, and can be easily modified in the spawn menu: Q>Utilities>TFA Base Settings>CS:O

All guns have bumpmaps, spawnicons, and killicons. Bumpmaps increase visual quality, and spawnicons show you what you'll spawn. Killicons show what gun was used to kill an NPC or player.

Credits:
Nexon for making the original guns. Get the game these guns came from here.
TFA for providing the QCI used to give most of these guns c_hands. Without him, this project never would've started.
Takimara for help with porting the majority of guns, coding and effects.
Global for porting, coding, effects, and advice / handling the workshop side of things.
★Bullet★ for porting, coding, and effects. He also brought over many incompatible weapons to c_hands.
Meiryi for advanced coding, effects, and creating a framework for many unique weapons to use. They're responsible for many weapons having advanced features, such as the Dual Swords.
L_Con for coding Cousteau, submitted via a merge request. Thanks!
Zaurzo for coding Cousteau, submitted via a merge request. Thanks!
YuRaNnNzZZ for categorizing every weapon and some coding.
DBot for coding the HUD icon system every weapon uses.
SweptThrone for bugfixes via merge requests. Thanks!
WackoD for coding.

Our GitLab[gitlab.com]
Here is where many in-development weapons are, as well as any source files used to compile all of them. If you see something you want to improve, please submit a merge request!
285 Comments
Global  [author] 20 Jun @ 1:49pm 
Yes, hold right-click.
As in CSO, you'll have to fire a projectile first!
can you still throw gunginir and ark star?
Global  [author] 31 Mar @ 8:52pm 
That's an oversight with the new melee base. I'll take a look.
krozbot 31 Mar @ 8:02pm 
is the ragdolls flying in the direction of the melee weapon's swings also permanently removed? or is that a bug
Takimara  [author] 31 Mar @ 9:06am 
ironsights were removed because they don't really fit that well for most CSO weapons. We did compensate this change by improving all weapon accuracy (except for shotguns) so that the weapons felt better when using. Only weapons that have scope feature in cso will retain the ability to use it.
Global  [author] 30 Mar @ 7:35pm 
the tracers for those weapons were temporarily removed due to performance concerns. they'll be replaced at some point.
ironsights were removed on many guns to match behavior in CS:O itself.
krozbot 30 Mar @ 7:32pm 
also why were most of the ironsights removed?
krozbot 30 Mar @ 7:24pm 
the tracers for the Heaven/Asura Splitter and Quantum Horizon are missing after the latest update, likely several other weapons with that same tracer effect
Mad_Kirby 30 Mar @ 7:07pm 
2019* mb
Mad_Kirby 30 Mar @ 7:06pm 
yea i mean the knockback that send myself flying, there should be a option to toggle that, disabled by default, unless its impossible to recover it, due to code changes or similar, i remember having alot of fun jumping around with the drill gun back in 2018