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Ye, TFA base update :(
Haven’t been updating my pack for some time since I’m adding new stuffs, so hopefully will fix this part soon when I release its upcoming updates
1. Think2 - lua/weapons/base_iw3/shared.lua:156
2. Think - lua/weapons/tfa_gun_base/shared.lua:967
3. NPCWeaponThinkHook - lua/weapons/tfa_gun_base/shared.lua:744
4. unknown - lua/weapons/tfa_gun_base/init.lua:137
5. ProtectedCall - [C]:-1
6. v - lua/weapons/tfa_gun_base/init.lua:141
7. Run - lua/includes/modules/hook.lua:96
8. v - lua/tfa/modules/tfa_hooks.lua:84
9. unknown - lua/includes/modules/hook.lua:84 (x14)
Also similar happening when trying to spawn Weapons on NPC if there was a grenade launcher attached. My temporary workaround is that disabling TFA's base random attachment on npc spawn by using "sv_tfa_npc_randomize_atts 0" in console, but you'd probably wont able to use weapon skins.
Thanks for pointing out. Concerning as to why there's slight delay when drawing out some weapons, this is because they have huge size of viewmodel as they includes attachment parts. I personally don't see any huge problem with this part as most people can bear with it.
As for NPC attachments, I could work out using some of the newer GL attachment scripts from TFA weapons, but even so they unfortunately can't work perfectly (this is also tested using all GL weapons from other games such as Insurgency). For now, I highly suggest against equipping NPC with TFA weapons for the time being. Take it to TFA base developers and report to them about this bug.
May you elaborate?