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arc9-cod2019's Introduction

[ARC9] Call of Duty: Modern Warfare

Weapon pack from Call of Duty: Modern Warfare (2019) with only their vanilla base blueprints (but there's a few exceptions). There might be a lot of changes here and there in order to keep a proper balance on the weapons so they don't end up being extremely OP and have a better feeling of using them all.

If you want to make any improvements or better changes for this, feel free to make a PR (Pull Request).

๐Ÿ”ฝ Required Items

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arc9-cod2019's People

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arc9-cod2019's Issues

NPCs are broken

Shots fired by NPCs using COD2019 guns don't register or deal any damage, unless you're very close to them.
Also, NPCs that spawn with SMGs don't get COD2019 guns even if I enable NPC weapons.

Origin 12

When using the bipod on the origin 12, the view model of the character holds it incorrectly. Only happens on the bipod and not bipod foregrip.

Camos don't work on most guns

Almost every gun doesn't properly support camos. They have a camo slot but equipping one doesn't change anything. They do work on the SCAR-H but not any of the other guns.

Dragunov Extended Magazine Issue

There's a bug with the extended mag attatchments for the Dragunov, both the 15 and 20 round mags don't seem to work, damn the 15 round one even decreases the ammount of bullets the mag can hold (goes from 10 to 5)

Launcher projectiles disappear when hitting LVS vehicles

Launcher projectiles get destroyed upon hitting an LVS entity.
No explosion or damage is caused.
Nothing related gets printed to console.

Affected SWEPs / Attachments are:

  • JOKR
  • MGL-32
  • PILA
  • RPG-7
  • Strela-P
  • Crossbow (Still causes damage)
  • M203 40mm Flash
  • M203 40mm High-explosive
  • M203 40mm Incendiary
  • M203 40mm Smokescreen

All of these were tested with only these addons enabled:

  • [LVS] - Framework
  • [LVS] - Helicopters
  • [LVS] - Cars
  • ARC9 Weapon Base
  • [ARC9] COD-MW2019
  • [ARC9] COD-MW2019: Shared Pack
propagandaanditsconsequences.mov

after 6.6. update, some issues are accured

(sorry for poor eng)
after latest update,

  1. crossbow bolts fired by NPCs goes random direction, but never goes forward.
  2. When every Hostile NPC targets me, unless I'm very close(around 3 or 4yd) to them, they can't hit me. bullets are always pass to my left side. I tried NPCs fighting each other, and their hit rate is the same as usual. but if their taget is me, they never hit me
  3. A bullet fired by another player/NPCs looks like to be fired out of midair to the left of the gun's muzzle(relative to the shooter). Muzzle flash is normal.
  4. The impact group is formed slightly oriented to the right. (I don't know how to say this word in English. Original text: Tanchak-gun, ํƒ„์ฐฉ๊ตฐ)
  5. When I throw a Molotov cocktail, it flies normally, but the graphics make it look like it's dropping at my feet.
  6. When throw any throwing weapons, the frame rate decreases.
  7. When trying to give a gun to a player from the spawn menu, there will be a few seconds of lag before the gun is give to me

Weapons hanging up empty

when your weapon is empty, there is a little mistake while you are reloading.Pay attention to the pistol sleeve when you are reloading(empty reloading),especially pistols.

Possible Ideas for future updates

New to GitHub so sorry if in wrong label or message is too long.

  • More attachment spots. Every rail should be allowed to have an attachment placed on it so we can place the laser above the handguard instead of the side or have a laser + light combo and more (Black Ops Classics and Modern Warfare Classics packs for example)

  • Bipods should be enabled by default, if not then have it as a separate attachment slot so we can also equip a foregrip (also pls add a bipod for the Grau's Nexus barrel and AK's RPK barrel and etc)

  • Force Sight attachment on more weapons

  • Allow for a foregrip and laser/light to both be attached under the same handguard if the rail has enough clearance for both

  • Riot Shield flashbang attachment (think of R6 Blitz shield)

  • Allow for the EFT AK dovetail optics to be attached to weapons that have said Dovetail side plate (also pls add the AN-94's sonic brake it's missing currently)

  • Add a rear 'foregrip' slot to the SA87 (could be cosmetic, also add its bipod pls)

  • Make the MP5's default barrel flashlight functional

  • Re-add the unused attachments (folded AK stock, 5.45 drum mag, compact barrel with Romanian grip, EBR-14's sling, Kar98K's sling, 50. GS's custom scope, etc)

  • Adjustable heat levels either through attachments or perks

  • Allow for more magazines of their respective calibers to be compatible with other weapons and vice versa (IE AN-94 mags on AK, Fennec mags on X16, Bruen's 60 round mag on all AR style rifles, etc etc)

  • Alternate iron sights (IE MP7's flipped down iron sights when equipping an optic, MP5 and Grau's alternate rear sight pictures, FR 5.56's iron sight covered by default sights, etc)

  • Alt Hold on more weapons

  • Give RPG-7 MWII's reload animations with propellant charge

NEW ISSUES

I did a simple test.I tested all the weapons, only found 1911 and mk2 carbine have that mistake I have mentioned.
Also,I found double pistols and fists' close combat look strange.

PILA and launchers

The pila CAN kill combine gunships if they hit them and explode just right, but often times, their homing rockets will bug out and zig-zag across the gunship harmlessly, doing no damage. They need better hit detection so that they explode when near a gunship instead of having to hit the gunship due to the lack of a hitbox for the NPC. The JOKR doesn't have that issue as much.

Also, where is the Pila's scope? It's just gone. The older GitHub versions still have it.

A little question

Been tinkering with this awesome pack recently and would like to know how I can properly use Darsu's EFT attachments with this pack. I've been successful so far with optics and minor stuff but when it came to the stocks they were facing sideways. Probably just my dumdum brain but if you know what I might be doing wrong I'd appreciate it.

Thank you and keep up the great work with this!

680 shotgun

The 680 shotgun with the sport barrel and "light EM" attachments will reload forever despite maxing out at 14 rounds. It is only this combination in the gun that causes the glitch.

Glock

X16 (glock) akimbo elites have a 3 round burst instead of the 6-round burst. This drives me nuts. It's a 3-round burst per gun, so 6 rounds for akimbo. The Akimbo berettas gets this right.

Bugs and Suggestions with smoke grenades

BUGS

Whenever I stand inside the smokescreen from a thrown smoke grenade with enemy NPCs around me, I got spammed with the following error message in the console window:

[[ARC9] COD-MW2019] lua/entities/arc9_cod2019_smoke/init.lua:75: bad argument #1 to 'AddEntityRelationship' (Entity expected, got nil)

  1. AddEntityRelationship - [C]:-1
  2. unknown - lua/entities/arc9_cod2019_smoke/init.lua:75

SUGGESTIONS

Once upon a time in the mod's development history, the smoke grenades actually blind enemy NPCs from seeing you whether you stand ahead or inside of the smokescreen. However, this feature caused unintended side effects such as physics props pushing away at high speeds and ARC9 grenade and launcher entities hit the smokescreen "wall." Nowadays, the smoke grenades only blind enemy NPCs when you're standing in the smokescreen. I would like to have the old smoke grenade feature back, this time without the unintended bugs, if that's even possible.

NPC smg problem

For unknown reason, when spawning NPCS (especially combine) with smg, somehow it doesn't replace to smg type weapons from cod2019, only smg from Half-Life 2 appears.

Update: Photo proof (note: arc9's NPC weapon replacer is enabled)
20231222143702_1

mistake

After the latest update, ARC9 begins to appear problems and I can't use mw2019 weapons.

M4

The m4's windowed magazine's rounds go down when near empty. It's supposed to disappear going up because the magazine feeds the ammo upwards into the gun. Just shoot the M4 using the default windowed mag and you'll see what I mean.

FR 5.56 aka FAMAS has inverse damage range curve

I'm not sure if this is intentional, how it functions in MW2019, or if it's a bug/oversight. All other firearms' damage curves do more damage when closer to a target while the FR 5.56 does more damage the further the target is away rather than closer.

The screenshot below is of the weapon's base stats without any additional attachments, mods, or perks added to it.

20240324000820_1

1911's mistake

Alt view will change when you shooting.And the photo shows another problem.
20230726104516_1

Broken HUD when using MW2019 weapons

I'm not sure if this a problem to do with the base of ARC9 or ARC9 MW2019, but it only happens when using weapons from this addon (Using the version on the steam workshop). My customisation HUD is completely gone for these guns, all for a few exceptions like the (Only being the Striker 45 and M19). I can provide pictures as well as the lua errors I get if needed.

Origin12 and VLK Rogue: 12-round mag SoH reload animation errors

When both the 12-round magazine and SoH perk are attached, it appears to reference the incorrect animations for both of the fast 12R mag reloads. Fast 12R reloads also reloads ammo as if there is a round already chambered.

Garrys.Mod.2024.06.02.-.17.11.37.11.mp4

This also happens when a 12-round magazine and SoH are equipped on the VLK Rogue as well, but only for the fast empty reload.

Garrys.Mod.2024.06.02.-.17.47.41.14.mp4

New bug about M19

Garrysmod.2023.08.18.-.09.27.56.01.1.mp4
Garrysmod.2023.08.18.-.09.28.12.02.1.mp4

check the video and you will find problem soon

R9-0 ammo count

Using the R9-0 with the extended tubes only gives it 23 rounds, though it should be 24 rounds as only one of the barrels has a round chambered in there

Where are the barrels and another attachmens?

In this latest update, the barrels and magazines of several weapons are missing, in addition, several special attachmens are now missing. Is it a mistake or part of the developmen?

Floating Magazines/Cartridges

A lot of the guns have magazines/cartridges floating around them. I assume this is just the product of a WIP weapon pack and I'm sure you're aware of it, but I just wanted to let y'all know.

image
image
image

RAAL's bug

Garrysmod.2023.08.22.-.17.42.26.02.3.mp4

Check the video.

P90

There's a little gap in the p90's FTAC IX 14.5 barrel option. The handguard model is supposed to but up directly to the gun sort of how real free floated handguards do irl. Yes, the model is supposed to clip into the gun. It makes it look like one continuous piece.

Launcher projectiles don't register their hits on Combine Gunships

As the title suggests, I have a problem with Launchers that their projectiles don't register their hits on Combine Gunships or to put it simply, they just go through like Combine Gunships don't even exist in the first place. Nearby explosions can still damage them though. Launcher projectiles from other ARC9 packs such as GSR don't have that problem.

ARC9.MW2019.Launchers.bug.mp4

Cannot install any attatchments. Maybe caused by incompatible ARC9 addons?

The moment i attempt to install an attatchment to any of the guns, it shows up for a split second and immediately dissapears. Bug itself and all my ARC9 addons in attatched video.

I've also noticed that some attatchments on other weapon packs don't work aswell. (e.g Poly Arms and Black Ops)

8mb.video-hBv-0IM894UO.mp4

Lag when firing minigun

The minigun lags my PC very hard when firing, dropping my fps to 5-10, unlike other guns in this pack. I think it's likely due to special bullet impact (SWEP.ImpactDecal = "FadingScorch") and explosions effects (SWEP.ExplosionEffect = "cod2019_muzzle_he2"), slowing down my GMod. Can you make an option to enable/disable these custom special effects for the minigun? It would help players with lower-end PCs like mine.

Receiver?

Is lack of receiver attachments is an issue?

issuse

Garrysmod.2023.10.28.-.12.01.57.01.1.mp4

ARC9 Molotov Viewmodel Problem

[I'm making this issue for a friend since he doesn't have github]

The Molotov cloth is a little buggy when moving around and doesn't properly collide with the glass body. Instead it glitches through it.

Gmod.Molotov.Bug.mp4

Animation Issue

When I equip any of the guns, the walking animation starts playing, even when not walking.

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