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Dissolve effects (i.e. from the Vapor or the Seraphim) should happen on every kill, unless the target is too heavy or doesn't turn into a ragdoll upon kill.
Non-lethal elemental effects / status effects however, have a chance to apply and this chance cannot be adjusted without code changes, sorry.
You would unfortunately have to spawn the gun as a whole.
You can use sfw_debug_preventautoequip console command to disable picking up weapons unless you hold E. Make sure to disable it when you no longer need it.
Unfortunately, due to how the weapon models are assembled, you can't really spawn them for convenient posing.
You can spawn the weapon in its dropped state, but that obviously bears the risk of picking it up by accident. You may also find the weapon's parts in the addon's models category.
But the complete models, with one exception, aren't spawnable.
No weapons have been outright removed. Hidden weapons have, as implied, always been hidden. The only thing that's changed drastically in a while are the spawn icons.
2. It only happens when I fire certain weapons in the scifi mod exclusively
3. I think there's an addon conflict since it doesn't persist with it being the only one active but it's weird since I don't have any viewmodel addons. I will check my addon list to find the addon causing the issue
1st, do you get any lua errors or warnings? Check the developer console as well.
2nd, can you verify if my addon is to blame by disabling it and testing if the issue persists?
3rd, can you confirm a potential addon conflict by running *only* my weapon pack enabled?
The more info you can provide the better. Unfortunately, all I can say right now is that the version I uploaded works on my test machines and that you're the first in years to report missing viewmodels which suggests that it's something on your end.
Generally speaking, addon conflicts make up the overwhelming majority of bug reports. That doesn't need to be caused by overly careless coding, just that it's hard to account for the implementations of almost half a million mods and the things they do, not to mention addons that just copy-paste outdated code from this pack.
Please test as described above, otherwise I likely won't be able to help you.
No plans to create a tool or anything of the sort. Closest thing you can use at the moment is the custom weapon if you don't want to deal with ammo and alike, but I understand that that's not exactly what you're after.
I understand your frustrations, but can't make you install the mod and I obviously have no interest in doing so either.
If it's packaged into another mod, then it'll be shipped that way. Check the addons tab in Gmod's main menu and remove my addon there, if present.
You could also try using the "whereis" console command to track down this mod's files and see which package ships them, i.e. whereis lua/base/scifi_base.lua .
If it's part of a server collection that you're subscribed to, consider looking there.
If you cannot unsubscribe through steam here, that's a steam issue.
Steam workshop content for gmod is stored in /steam/steamapps/workshop/content/4000/ .
My addon's workshop ID is 420970650. Look for a subfolder with that ID and delete it, if present.
Either way, it's nothing I have my hands in.
Both of those are among the pinnacle of shooters, so if I managed to get somewhat close to that for even a moment, I'll consider that a compliment.
There's a lot of work that went into my custom base. Could these weapons be built on top of another weapon base instead? Absolutely. But I'll be honest with you, the effort isn't worth it for me.
Particles have a hierarchical structure (1 parent, any number of children or sub-children).
In this case, ngen_missile_smoke has two child particles, ngen_missile_glow and ngen_core_glow.
If you look at the particle in the editor (or spawn it in the world), you will find that a "burn" effect is already included.
I'm sorry if I'm overloading you with questions, but thank you.
In code, you cache the particle config (the pcf) and then call to spawn the definition, so the actual smoke effect.
For more details see: https://wiki.facepunch.com/gmod/Global.ParticleEffect .
To copy the things you need from my addon, try the following:
Launch Gmod in tools mode.
In the top right, you have your classic File, Edit, etc submenus. Click File > Open and open the particle config.
Navigate to where you extracted my addon to. Let's call that directory /scifi/. The asset is in question is /scifi/particles/ngen.pcf.
In there, find the definition "ngen_missile_smoke". Click to select, then simply copy as you would anything else (ctrl+c).
Next, click File > New to create a new particle config. Paste the copied definition (ctrl+v). It will auto-copy any referenced child particles.
Then save the particle file in your own project i.e. /my_addon/particles/.
I understand what your goal is, but I'm not quite sure how else to explain it.
Basically my goal is to place the tracer/trail of the missile projectile onto my projectile, that's all. I just can't find the pathing.
You can use any of my assets for free, as long as you use them in a non-profit context and credit me where applicable.
As to where you find the specific asset: The entity is in "/lua/entities/mtm_missile/shared.lua"
The particle specifically is "ngen_missile_smoke" from the "/particles/ngen_fx.pcf" particle config.
You can find referenced materials via the particle editor. If you have never worked with particles before, I do have a guide published that details the very basics of the editor. While it's fairly outdated, it should tell you enough to handle the effect and isolate it.
I would also urge you to rename any assets you copy unless you want to list my addon as a prerequisite for yours to avoid conflicts.
@ gunnydays :
I'm glad you like it.
Could you specify "loadout issue" in the bug reports thread if you haven't done so already?
While I'm aware of many issues plaguing this addon, I unfortunately don't have a timeline for pending fixes and honestly can't guarantee I'll fix them at all due to the amount of effort (i.e. re-coding significant parts of the weapon base in some cases) or time required.
I know this sucks to hear, but that's just the reality of it.
@ Znoz games :
The Blizzard SMG and Cryon grenade apply ice status through dealing damage.
Note, that the Cryon is special as it freezes instantaneously and doesn't slow down first as ice status builds up.
When used against other players, PVP must be enabled (see sbox_playershurtplayers console command).
@ GOTSR :
I've changed it a while back based on getting negative feedback for the original thumbnails. Maybe I went a bit too much in the other direction...
Though at this time, I don't plan to change them again.
Yes, by default you can register a total of 2048 particle systems to the game at any given time. If I recall correctly, there were talks about increasing this cap in an update to Gmod, which may already be in effect on the x64 branch of the game, but I'm not sure if that ever made it in.
To my knowledge, you cannot "unregister" particles at runtime, a restart is required.
This addon is quite heavy with particle effects and registers around 560-580 individual effects.
Unfortunately, unless switching to x64 is an option, the only thing left is to disable addons shipping a lot of individual effects until you need them.
It's likely that you either got it from a collection or - more likely - that another addon shipped the files.
You can open the console and use the "whereis" command to track down a conflicting file.
So for example "whereis lua/base/scifi_base.lua" should dump the location of that file in console.
Unless it's pointing directly to my addon, it's from somewhere else.
Finally, I can't make you download an addon. And I have no reason to either.
If you're not subscribed on steam either, I can only stress to try and track down the addon shipping conflicting content.
what the fuck.