Garry's Mod

Garry's Mod

11,315 ratings
TFA Base
10
10
20
4
6
6
5
4
6
5
4
4
2
3
3
3
3
   
Award
Favorite
Favorited
Unfavorite
Content Type: Addon
Addon Type: Weapon
Addon Tags: Fun, Realism
File Size
Posted
Updated
43.396 MB
24 Jul, 2022 @ 5:09pm
13 Apr @ 4:16am
35 Change Notes ( view )

Subscribe to download
TFA Base

Description
(all links dubbed in changelog tab above)

For users:
-A rich, thoroughly tested feature set including:
  • Holographic HUD, reminiscent of FA:S2
  • Viewbob, with tweakable sensitivity.
  • Ironsights, nearwall, sprinting, holstering, and many more weapon dynamics.
  • Movespeed is changed if you're holding a TFA Base weapon, varying with each weapon and your current actions.
  • Dynamic crosshair and accuracy. Quickscoping is no longer an option, as your accuracy will actually decrease until you're fully sighted in. The crosshair is programmed with smooth animations, and will fade rather than disappearing when you sight in.
  • Dynamic spread, like in CS:GO, means that spraying is no longer an option except in close quarters or with well controlled guns.
  • Advanced animations using quadratic interpolation. Animations like sighting in or lifting up your gun when you're cose to a wall are no longer robotic, and ease in and out like real human motion.
  • Idle and breathing animations.
  • Holstering animations. This adds a tactical decision to getting out a big gun.
  • Your computer, your choices. Each individual user can configure things like the crosshair, ironsights toggle or hold, and others. You aren't forced to play like everyone else.
  • Custom impact effects add a beautiful, realistic touch to gunfights.
  • Dynamic holdtypes for running and ironsights. In thirdperson, your character will put your weapon down when you sprint, and raise it to their face when you aim!
  • Smoke trails and muzzleflashes, properly networked and predicted.
  • Working muzzle flashes when scoped in.
  • Silencers, complete with animations and proper prediction. These decrease the size of your muzzle flash and play a quiter sound.
  • Selective fire, toggleable using E+R.
  • Safety mode is toggleable using Shift+E+R
  • Interrupt reloading on shotgun-style reloads
  • Inspection/customization screen to see your weapon's stats and add/remove attachments. Accessible with context menu key (C) by default, hold E or rebind (Q -> Utilities -> Keybinds) to access context menu buttons (like player model selection)
  • c_hands support

For developers:
  • Competent templates, allowing to quickstart your weapon creation
  • Default animation values are compatible with most HL2/CS:S reskins/compiles
  • Huge amount of hooks, allowing to change how the weapons behave
  • Easily supports 3D scopes with just one .qc edit (a simple $attachment on the lens)

Comparison:


Credits:
The Forgotten Architect: Laying the foundations
YuRaNnNzZZ and DBot: Maintaining, improvements and fixes
Juckey: Gun Walking Animation Code
Kris: Nearly-empty click and melee bashing sounds
Valve: Shell models/textures
Melee impact effect code: code_gs
Ammo boxes: Gamebanana ( if you know the author, please contact me )
Muzzle flash textures: Nemole/Scotch
Scope Textures: Generic Default
Pocket Fix: Inconceivable!
New World Interactive: Smoke particles/textures
The Inter Project Authors: Inter font[github.com] that is included with the base
Popular Discussions View All (12)
2
4 Jun @ 12:29pm
Weird fire mode bug?
NNinja1255
1
14 May @ 12:01pm
Aim down sights is very inaccurate.
Hatshepherd
2
4 Mar @ 10:24am
Firing guns pushing backwards
Fimpen
441 Comments
J4XJ3T 13 Jun @ 6:17pm 
hey Mod author i want to let you know that i was play this mod with a submod on a server i setup for me an my friends and when i fire the first shot of a gun it crash my game
ribcage 12 Jun @ 1:49pm 
thats what i thought too but then again even on clean install it happens with nothing else but the base and some weapons for the base ill have to look if i dont have some loose or hidden files somewhere in gmod
YuRaNnNzZZ  [author] 12 Jun @ 12:47pm 
something that interferes with viewmodel (sharpeye, life mod?)
ribcage 12 Jun @ 12:28pm 
does someone know what breaks weapons bases in the sense that aiming basicallz just zooms in a little its pissing me the fuck off literally reinstalled gmod 50 fucking times only played with different base every damm time i reinstalled gmod and this shit still happens
YuRaNnNzZZ  [author] 12 Jun @ 4:46am 
q - utilities - inspect gui - save/restore attachment selection
Moobgoblin 12 Jun @ 4:34am 
My Weapon configs aren't saving anymore. i can't find the option for it either. any idea why?
Lieutenant Kara Thrace 8 Jun @ 3:24pm 
I have fixed my error!
This was it: my "sounds" lua file had different names than the one's in the model's .qc file.

Instead of having:

sound.Add({
name = "rhino_draw",
channel = CHAN_STATIC,
volume = 1.0,
soundlevel = SNDLVL_NORM,
sound = "weapons/rhino/Draw.wav",
})

-- I changed to: ----

sound.Add({
name = "rhino.deploy",
channel = CHAN_STATIC,
volume = 1.0,
soundlevel = SNDLVL_NORM,
sound = "weapons/rhino/Draw.wav",
})

So now it works fine. The addon is 80% ready now.

Now, I need to learn how to make a RT Scope for it. Modelling is not a problem to me, I just need to discover how to code it. My model has a "screen" instead of ironsights (think of the halo rifles), and I would like to modify it to be a RT Scope, in my swep. Will I have to make it a custom TFA attachment (one that somehow is always selected by default)?
Lieutenant Kara Thrace 8 Jun @ 2:16pm 
Yes, they're at the right folder, inside my gmod addons (u97_rino_addon\sound\weapons\rhino\)
YuRaNnNzZZ  [author] 8 Jun @ 2:12pm 
assuming no errors in the code it should play just fine
did you place the sounds in the right folder?
Lieutenant Kara Thrace 8 Jun @ 2:08pm 
Correction: I copied this structure of having a separate "sounds" file from a previous addon