Garry's Mod

Garry's Mod

[CWC Base] Cturiselection: a CW2.0 Base Redux (Relaunch in description)
 This topic has been pinned, so it's probably important
CturiX  [developer] 27 Jun, 2017 @ 1:15am
Board of Suggestions
Feel free to chime in any suggestions regarding:
  • The base itself
  • The weapons
  • Tweaking the stats
  • Attachments
  • Sounds
Or if you find a nice model from a source, say Game Banana, i'll be able to take it~ So long as i know the source.

If its a weapon, I do have rather strict conditions for them.
  • Smooth animations
  • Two reload animations: Chambering and no chambering
  • CSS Hands
  • No Attachments on the model itself
    if you know how to edit models, i will bury you in thanks, seriously.
Suggestions' Conclusions

ADS Speeds (suggested by Draco)
After a bit of help from whom suggested, I have found a way to create a new ADSSpeed stat, which, at the moment, changes the movement of the viewmodel, making it a little easier to react quicker and fire sooner with weapons set with a higher ads speed.

Extra Sights
One issue with a ton of sights is clutter, and having a couple dozen sights may work for customization, its only sights. I'm wanting to look at more attachments than just sights.
That being said, i will eventually replace the existing sights for CWC weapons with ones from Rage's sight pack, and maybe put it into the base so you don't need to download their pack. Maybe...im rather tight on file size limits at the moment.

C_Hands
I've given it a shot with some help with Khris, but the hands...they're massive in comparison to css hands. It looks pretty dumb, but one step at a time i guess. Im skeptical using C_Hands as a plugin or lua script, such as knifekitty's one or other sweps that use C_Hand riggers, because they break the animations, and it just looks like your character's suffering a hernia when reloading.

Dual Wielding
Im not fully confident about this one. There would take a lot of effort making two models into view. Ill look at how Spy's addon does it. If anyone wants to help with this, id appreciate that.

Physical Bullets
Have finally been re-activated. I dont know svars though, so idk how to turn it on and off..this also nullifies bullet penetration.. ill try working around this!
Last edited by CturiX; 21 May, 2019 @ 12:46am
< >
Showing 1-15 of 199 comments
ground control support
http://gamebanana.com/skins/112837 possible on sarqune's gangsta animations with the wood grips. dunno if they have chamering and none chambering animtions. but i would expect quality from doktor haus.
CturiX  [developer] 27 Jun, 2017 @ 2:38pm 
Unfortunately they do not have "full" non-chambering animations. but holding handguns sideways like that would be interesting, no doubt. I'll see if i can angle the handling with Woostyle just a little with some sweps.
like in ground controls ghetto drug bust
gangster hold style
from ground control
RYNN! 27 Jun, 2017 @ 8:13pm 
Now I feel like this has been missing from CW 2.0

Being able to change the speed of ADS.

So with big, heavier weapons, you aim slower with them. And with lightweight weapons. You aim down sights faster.
gun jam mechanic
CturiX  [developer] 27 Jun, 2017 @ 10:39pm 
say, i really like that idea, Draco, ill see if i can make it universal in the base~
CW2.0 Cases support
thats made by white snow
Deatho  [developer] 28 Jun, 2017 @ 12:49pm 
M203 Pistols Why not a M4A1?
grigggs 29 Jun, 2017 @ 7:20pm 
The possibility to change the subsound diffrences between subsonic and normal ammunition within the code for individual weapons would be nice to add. Basically, normal rounds will always play the echo subsound, supressed or not, and subsonic rounds won't play the echo subsound, and weapons which do not specify will be able to change subsounds based on the attachments, which should keep already made weapons still usable without spewing out errors.
my suggested weapons steyr TMP XM25 and XM29 OICW AICW DP12
CturiX  [developer] 29 Jun, 2017 @ 7:34pm 
@nolife i was thinking of subsonic rounds, i was never sure, but i can do it since you asked, ill get to work on that~ First i need to deal with suppressor noises which are still loud as hell and eventually will make a generic distant fire sound in the mix as welll~
< >
Showing 1-15 of 199 comments
Per page: 1530 50