GithubHelp home page GithubHelp logo

kerncore91 / -sc-insurgency-weapons-project Goto Github PK

View Code? Open in Web Editor NEW
33.0 6.0 4.0 68.09 MB

Custom weapons pack for Sven Co-op.

License: Other

AngelScript 100.00%
sven svencoop weapons insurgency ins2 custom-weapons sc-insurgency insurgency-weapons angelscript

-sc-insurgency-weapons-project's Introduction

Insurgency Weapons Project

Custom weapons project for Sven Co-op

This project is brought to you by the following super dedicated team members: Norman The Loli Pirate, D.N.I.O. 071, R4to0, D.G.F. and me (KernCore). This project started in mid November of 2017 and the first part of it was released on the Sven Co-op Forums (2020/01/19).

DO NOT RUN THIS PLUGIN ALONG WITH ANOTHER WEAPON PLUGIN, NO SUPPORT IS GUARANTEED BETWEEN THEM

Download Links

Total Size Compressed: 102 MB

(.7z) Dropbox
(.7z) HLDM-BR.NET
(.7z) Mega
(.7z) Boderman.net
(.7z) GitHub

The Weapons

PRIMARY

Assault Rifles

  • AK-12 (weapon_ins2ak12)
  • AK-74M (weapon_ins2ak74)
  • AS VAL (weapon_ins2asval)
  • FN F2000 (weapon_ins2f2000)
  • Galil ARM (weapon_ins2galil)
  • StG-44 (weapon_ins2stg44)
  • AKM + GP-25 (weapon_ins2akm)
  • L85A2 + L123A2 (weapon_ins2l85a2)
  • M16A4 + M203 (weapon_ins2m16a4)
  • M16A1 + M203 (weapon_ins2m16a1)
  • OTs-14 Groza 4 + GP-30 (weapon_ins2groza)
  • AN-94N + PK-AS Scope (weapon_ins2an94)

Battle Rifles

  • FG-42 (weapon_ins2fg42)
  • FN FAL (weapon_ins2fnfal)
  • H&K G3A3 (weapon_ins2g3a3)
  • M14 EBR (weapon_ins2m14ebr)
  • FN SCAR-H (weapon_ins2scarh)

Carbines

  • AKS-74u (weapon_ins2aks74u)
  • C96 Carbine (weapon_ins2c96carb)
  • M1A1 Carbine (weapon_ins2m1a1para)
  • M4A1 (weapon_ins2m4a1)
  • MK. 18 MOD 1 (weapon_ins2mk18)
  • SKS-D (weapon_ins2sks)
  • H&K G36C (weapon_ins2g36c)

Rifles

  • Karabiner 98 Kurz + Schießbecher (weapon_ins2kar98k)
  • Lee-Enfield No.IV Mk.I (weapon_ins2enfield)
  • M1 Garand (weapon_ins2garand)
  • SVT-40 (weapon_ins2svt40)

Shotguns

  • Benelli M1014 (weapon_ins2m1014)
  • Coach gun (IZH-43) (weapon_ins2coach)
  • Ithaca M37 (weapon_ins2ithaca)
  • Mossberg 590 (weapon_ins2m590)
  • Saiga 12k (weapon_ins2saiga12)

Sniper Rifles

  • Dragunov SVD + PSO-1 Scope (weapon_ins2dragunov)
  • Gewehr 43 + ZF4 Scope (weapon_ins2g43)
  • M40A1 + Leupold Scope (weapon_ins2m40a1)
  • Mosin Nagant M91/30 + PU Scope (weapon_ins2mosin)
  • M21 + Redfield ART 1 Scope (weapon_ins2m21)

Machine Guns

  • FN M249 (weapon_ins2m249)
  • Lewis Model 1915 MK.I (weapon_ins2lewis)
  • M60 (weapon_ins2m60)
  • MG-42 (weapon_ins2mg42)
  • RPK (weapon_ins2rpk)
  • PKM (weapon_ins2pkm)
  • MG-34 (weapon_ins2mg34)

Sub Machine Guns

  • H&K MP5k (weapon_ins2mp5k)
  • H&K MP7 (weapon_ins2mp7)
  • H&K UMP-45 (weapon_ins2ump45)
  • Bergmann MP-18,I (weapon_ins2mp18)
  • MP-40 (weapon_ins2mp40)
  • PPSh-41 (weapon_ins2ppsh41)
  • Sterling L2A3 (weapon_ins2l2a3)
  • Thompson M1928 (weapon_ins2m1928)
  • H&K MP5SD2 (weapon_ins2mp5sd)
  • M3 Grease Gun (weapon_ins2greasegun)

Launchers

  • M79 (weapon_ins2m79)
  • Panzerschreck (weapon_ins2pzschreck)
  • RPG-7 (weapon_ins2rpg7)

Special Purpose

  • M2A1-2 Flamethrower (weapon_ins2m2)

SECONDARY

Melees

  • Brass knuckles (weapon_ins2knuckles)
  • KA-BAR (weapon_ins2kabar)
  • Kukri (weapon_ins2kukri)

Pistols

  • Beretta M9 (weapon_ins2beretta)
  • C96 Pistol (weapon_ins2c96)
  • Colt M1911 (weapon_ins2m1911)
  • Desert Eagle (weapon_ins2deagle)
  • Glock 17 (weapon_ins2glock17)
  • H&K USP Match (weapon_ins2usp)
  • Makarov PM (weapon_ins2makarov)
  • H&K VP-70M (weapon_ins2vp70)

Revolvers

  • Colt Python (weapon_ins2python)
  • Smith & Wesson Model 29 (weapon_ins2m29)
  • Webley Mk.VI (weapon_ins2webley)

EQUIPMENT

Grenades

  • M24 Stielhandgranate (weapon_ins2stick)
  • MK2 Grenade (weapon_ins2mk2)
  • RGO Grenade (weapon_ins2rgo)

Disposable Launchers

  • Panzerfaust (weapon_ins2pzfaust)
  • M72 LAW (weapon_ins2law)
  • M136 AT4 (weapon_ins2at4)

Gameplay Video

Video: by SV BOY.

Video: by AlphaLeader772. (Outdated)

Screenshots

Installation Guide

  1. Registering the weapons as plugins (Good for server operators, and most people):

    1. Download the pack from one of the download links
    2. Extract it's contents inside Steam\steamapps\common\Sven Co-op\svencoop_addon\
    3. Open up default_plugins.txt located in Steam\steamapps\common\Sven Co-op\svencoop\
    4. Add these lines to the file:
    "plugin"
    {
    	"name"          "Insurgency Mod"
    	"script"        "../maps/ins2/ins2_register"
    	"concommandns"     "ins2"
    }
    
    1. Load any map of your preference;
    2. Type in chat \buy or type in console give name of the weapon and enjoy.
  2. Registering the weapons as map_scripts (Good for map makers):

    1. Download the pack from one of the download links below
    2. Extract it's contents inside Steam\steamapps\common\Sven Co-op\svencoop_addon\
    3. Open up any map .cfg (i.e: svencoop1.cfg) and add this line to it:
    map_script ins2/ins2_register
    
    1. Load up the map you chose;
    2. Type in chat \buy or type in console give name of the weapon and enjoy.

If you're still having issues setting up the addon, this wiki page might help you set it up.

Additional Content

Buy Menu

This project includes a heavily modified Buy Menu originally made by Solokiller in 2016, and heavily modified specifically for this project. Here are the following commands that can be used in the Buy Menu:

// Opening the Buy menu in the chat:
	buy
	/buy
	!buy
	.buy
	\buy
	#buy

// Opening the Buy menu in the console:
	.buy

// Buying a specific weapon/ammo (without the weapon_ins2 prefix) without the menu:
<menu opening command here> <entity identifier here> <weapon name here> ie:
	!buy w l2a3 (will directly buy a Sterling for you)
or
	/buy a l2a3 (will directly buy ammo for the Sterling for you)

// Buying ammo for the current equipped weapon:
<menu opening command here> ammo ie:
	!buy ammo
or
	/buy ammo

Server commands (in case you registered the weapons as a plugin):

as_command ins2.bm_maxmoney <value>
as_command ins2.bm_moneyperscore <value>
as_command ins2.bm_startmoney <value>

Replacement Map Scripts

This project also includes replacement map scripts made for specific maps and map series, which will allow you to replace the default weapons and ammo that are spawned by the map with the Insurgency Weapons included in this release. The maps that currently support this optional feature are:

  • auspices
  • sc_toysoldiers
  • sc_egypt2
  • sc_persia
  • suspension
  • Restriction Series
  • Afrikakorps Series
  • Under the Black Moon Series
  • Royals Series

If you want to know how to add these scripts, take a look at their scripts in the folder: scripts/maps/ins2/maps and add their specific map_script command in the map's .cfg file.

Optimized World Models

The world models offered in this project are heavily optimized to help increase player performance, both polygon-wise and texture-wise while also keeping visual fidelity with the View Models.

Extras

This pack includes a .fgd file in case you would like to use the weapons in your map. Check out this guide on how to prepare your map script and resources for servers and players.

This pack also includes a test map called: sc_insurgency. Use it to try the new weapons out.

Notes

Some weapons include a mode to change the firerate on them, you'll notice a sprite appear on your screen telling you the weapon's fire mode (Semi auto, Burst Fire, Full Auto), use E + R (or whatever key your +use and +reload is bound to) to change them;

Some other weapons also include Tertiary Attack functions (Like deploying the bipod, or changing to the GL mode). To use these modes simply press the Mouse3 button (or whatever key you bound +alt1).

Many models feature textures above 512x512 resolution, including the weapon sprites, so gl_max_size 1024 is required to see the weapon textures without loss of quality.

Usage of this pack without more than 2 GB RAM, outside of servers, is likely to crash you.

The RGO Grenade has an internal impact timer of 1.5 seconds, which means that if it has impacted on any surface during that time, it will not explode on impact.

Credits

You are authorized to use any assets in this pack as you see fit, as long as you credit us and whoever contributed to the making of this pack. There's a very long list of people/teams in the file: ins2_credits.txt, this file specifies the authors of every single asset that is being used in the making of this project.

You are authorized to use any assets in this pack as you see fit, as long as:

  • The content you're making doesn't break any of the EULAs listed below:
  • You credit anyone who contributed assets for this pack;
  • You do not earn money from any of New World Interactive assets, Focus Home Interactive or this mod's assets.

You are not permitted to:

  • Re-pack it without the project author's consent;
  • Use any assets included in this project without crediting who made them;
  • Earn money from this pack or any other assets used;
  • Upload it somewhere else without credits.

Updates

Update 1.6:

  • Added the H&K VP-70M
  • Added the H&K MP5SD2
  • Added the H&K G36C
  • Added the M21
  • Added the PKM
  • Added the MG-34
  • Added the FN SCAR-H
  • Added the SVT-40
  • Added the M3 Grease Gun
  • Added the RGO Grenade
  • Added the M16A1 + M203
  • Added the OTs-14 Groza 4 + GP-30
  • Added the AN-94
  • Added a map script for the following series: Under the Black Moon, Royals
  • Changed weapon names and prices in the Buy Menu
  • Disposable Launchers now have their own category in the Equipment Menu
  • Fixed the BuyMenu taking away your money after attempting to buy a weapon you dropped
  • Fixed macro abuse on the M16A4 (Thanks SV BOY)
  • Added category for the Equipment Menu:
    • Time-Fused Grenades
    • Impact Grenades
    • Disposable Launchers
  • Removed 'gp25.mdl' in favor of the new grenade model 'vog25.mdl'
  • Updated AKM viewmodel to support new grenade model
  • Updated FGD file:
    • Displays the new AKM grenade model
    • Rearranged the list of weapons per category, much like the buy menu
    • New weapons and their ammo entities are listed separately, for easier identification
  • Test map updated with a sligthly new layout (the weapon room will tank your FPS, sorry in advance!)
  • Removed unused skybox files and its lines inside the map's .res file

Update 1.5:

  • Added the M2A1-2 Flamethrower
  • Added the M40A1 Sniper Rifle
  • Added the Karabiner 98K Rifle with the Schiessbecher Grenade Launcher
  • Added the M1A1 Paratrooper Carbine
  • Added a map script for the following series: AfrikaKorps
  • Changed the 7.62x33mm bullet model (.30 Carbine)
  • Changed the M14 EBR viewmodel's aimpoint texture, now it uses a simple red dot sight
  • Applied minor tweaks to the Ithaca viewmodel reload_start_empty and reload_insert animations
  • Enfield's staged reload will now always put 1 bullet when empty
  • Fix Potential Crash with schedulers on the Enfield
  • Fixed a bug that allowed players to run at full speed while using Iron Sights after Undeploying bipods
  • Included first version of .FGD file containing entities for the main 66 weapons
  • Increased damage output on the Mosin Nagant
  • Ithaca can now be deployed when fully empty
  • Minor clean up to the C96 Carbine code
  • Removed DMG_NEVERGIB bit from the sniper rifles
  • Tweaked animations on the Glock 17 viewmodel
  • Revised credits for the SVD Dragunov
  • Model mags.mdl has been updated to add the M1A1 Carbine magazine bodygroup (model will receive no further updates from now on)
  • Very minor update for the test map: fixed position of some items and tweaked clip brushes at the top

Update 1.4:

  • Added the Lewis Model 1915 MK.I
  • Added the MK. 18 Mod 1
  • Applied minor tweaks to the AK-74 and AKS-74u viewmodel reload animations
  • Applied minor tweaks to the Galil viewmodel reload_empty and draw_first animations
  • Changed main 1024x1024 sprite to support the updated MK. 18 model
  • Fixed issue that prevented disposable launchers from being dropped once the player respawned
  • Tweaked AKM viewmodel's animations slightly
  • Tweaked SKS viewmodel's animations slightly
  • Fix player's speed not being affected when using bipods
  • Model mags.mdl has been modified to support low poly versions of the Lewis and MK. 18

Update 1.3:

  • Added the FN F2000
  • Added the Makarov PM
  • Added the Saiga 12k
  • Added the FG-42
  • Added the Mosin Nagant
  • Added the PPSh-41
  • Added the STG-44
  • Added the Colt Python
  • Added the Dragunov SVD
  • Added the Colt M1911
  • Added the Smith & Wesson Model 29
  • Added a map script for the following series: Restriction
  • Added Python's and Saiga's ammo model as a "mags.mdl" bodygroup (Changing already existing models require server restart if it's on)
  • Added SPEED variable for GLs in ARs
  • Changed the 9x18mm bullet model
  • Changed the 7.62x54mm bullet model
  • Changed the 7.62x25mm Tokarev bullet model
  • Changed the 7.92x33mm Kurz bullet model
  • Disposable Launchers start with more ammo now
  • Fixed AK-12 viewmodel's receiver texture and UV map, updated world models
  • Fixed two instances where you could cook the grenades and give them to other players to explode them
  • Fixed an instance where you could hold an already cooked grenade indefinitely
  • Changed Makarov folder from makarov to pm
  • Changed Saiga folder from saiga12 to saiga
  • Modified sounds from the already existing folders of the F2000, Mosin Nagant and M1911
  • Removed hit.ogg and magrel.ogg sounds from the M1911
  • Tweaked Kukri viewmodel's animations slightly

Update 1.2:

  • Added the AS VAL
  • Added the M14 EBR
  • Added the MP7
  • Added the Galil
  • Added the MG-42
  • Added the Thompson M1928
  • Added the AK-12
  • Added map scripts for the following maps: sc_persia, suspension
  • Added support for WEAPON_NOCLIP
  • Changed the 4.6x30mm bullet model
  • Changed the 7.92x57mm bullet model
  • Fixed minor reload issue with staged reload weapons
  • Increased damage output on several weapons
  • Updated G43 models
  • Updated FN FAL viewmodel
  • Updated all weapon scripts to offer better support for default ammo
  • Updated Credits file
  • Viewmodels recompiled to preserve arm bones
  • Very minor update for the test map: fixed position of some items

Update 1.1:

  • Fixed guide rod on the Beretta M9
  • Fixed a sound not being precached in the M79
  • Added the Sterling L2A3

-sc-insurgency-weapons-project's People

Contributors

dnio071 avatar kerncore91 avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar

-sc-insurgency-weapons-project's Issues

Linux Dedicated Server - Failed to add plugin 'Insurgency Mod'!

As stated in title, AngelScript plugin fails to load for an unknown reason on my Debian 9 VPS when added to "default_plugins.txt".

However, the weapons and menus work absolutely fine when added to a map .cfg file manually using:
map_script ins2/ins2_register

Other AngelScript plugins load without issue, but plugin 'Insurgency Mod' fails to compile. I have also tried running just "Insurgency Mod" with all other plugins removed, but the issue still persists.

It also seems to work properly on my local machine when running a listen server, although this may have something to do with me using the Proton/WINE version of Sven Co-op. I ran into these exact same issues with the CS1.6 weapons mod as well.

Any help would be greatly appreciated!


as_reloadplugins results:

as_reloadplugins
Angelscript: Reloading plugins
Angelscript: Removed 1 plugin(s)
Angelscript: Loading plugin lists
Angelscript: Loading plugin list 'default_plugins.txt'
Angelscript: Loading plugins from file 'default_plugins.txt'
Angelscript: Plugin list 'default_plugins.txt' - 3 plugin(s) listed
ERROR: Angelscript: Failed to add plugin 'Insurgency Mod'!
Angelscript: Included script 'StringUtils'
Angelscript: Included script '../../Cfg'
Angelscript: Beginning plugin 'PlayerManagement' compilation
Angelscript: Starting compilation: 3 scripts
Angelscript: Plugin script compilation succeeded
Angelscript: Registering hook: module 'PlayerManagement', hook 'ClientSay', function 'PlayerManagement::ClientSay'
PlayerManagement: config file scripts/plugins/admin/Config/PlayerManagement.cfg loaded
Angelscript: Adding console command 'plrmgr.admin_slap'
Angelscript: Adding console command 'plrmgr.admin_slay'
Angelscript: Adding console command 'plrmgr.admin_kick'
Angelscript: Adding console command 'plrmgr.admin_ban'
Angelscript: Adding console command 'plrmgr.admin_teleport'
Angelscript: Adding console command 'plrmgr.admin_teleportto'
Angelscript: Adding console command 'plrmgr.admin_sethealth'
Angelscript: Adding console command 'plrmgr.admin_setarmor'
Angelscript: Beginning plugin 'Speedometer' compilation
Angelscript: Starting compilation: 1 scripts
Angelscript: Plugin script compilation succeeded
Angelscript: Registering hook: module 'Speedometer', hook 'ClientSay', function '::ClientSay'
Angelscript: 3 plugin(s) total
Angelscript: 2 plugin(s) successfully compiled
Angelscript: 1 plugin(s) failed compilation

When attempting as_reloadplugin "Insurgency Mod"

as_reloadplugin 'Insurgency Mod'
Angelscript: as_reloadplugin usage:
"as_reloadplugin <plugin name>" to reload a plugin
as_reloadplugin "Insurgency Mod"
WARNING: Angelscript: No such plugin 'Insurgency Mod', cannot remove
WARNING: Angelscript: No such plugin 'Insurgency Mod', cannot reload
Reloading plugin list file to locate plugin data
Angelscript: Loading plugin lists
Angelscript: Loading plugin list 'default_plugins.txt'
Angelscript: Loading plugins from file 'default_plugins.txt'
ERROR: Angelscript: Failed to add plugin 'Insurgency Mod'!

Contents of the server's default_plugins.txt:

//========================================
//
//	This file lists all plugins that are loaded by the game
//	Plugins use Angelscript
//
//========================================
"plugins"
{
	"plugin"
	{
		"name"          "Insurgency Mod"
		"script"        "../maps/ins2/ins2_register"
		"concommandns"     "ins2"
	}
	
	"plugin"
	{
		"name" "PlayerManagement"
		"script" "admin/PlayerManagement"
		"concommandns" "plrmgr"
	}
	
	"plugin"
	{
		"name" "Speedometer"
		"script" "SpeedoMeter"
	}

//	"plugin"
//	{
//		"name" "EntityManager"
//		"script" "EntityManager"
//		"concommandns" "entmngr"
//	}
//
//	"plugin"
//	{
//		"name" "Teleport"
//		"script" "Teleport"
//	}
//
//	"plugin"
//	{
//		"name" "Vox"
//		"script" "Vox"
//	}

}

at4 have draw_empty missing for 1.4

ERROR: Angelscript: g:/steamlibrary/steamapps/common/sven co-op/svencoop_addon/scripts/maps/ins2/explo/weapon_ins2at4.as (151, 65) : No matching symbol 'DRAW_EMPTY'

Can I ask question about importing Insurgency: Sandstorm animations?

Hello and sorry to bother you this way, I want to port animation from Ins: Sandstorm by myself using Gildor Umodel, some animations are imported correctly, Idle, Reload ones, but some like Draw, Holster, Shoot and switching to GL mode are imported this way: https://imgur.com/a/14VZ4qn

Interesting, how you ported these animations correctly? I asked Gildor himself, author of Umodel tool, he said that these are additive animations and right now they are unsupported, and he said what he for few months will be busy and unable to work on Umodel, since your pack have these animations, I decided ask how you dealt with them.

I have idea, load in 3d editor idle animation, and when load somehow on top of that animation one of these additive animations, but I don't know how to perform that in 3DS Max or Blender.

crashing

once i installed the mod sven now wont load up and says "couldnt find decals.wad in default game search path"

About Blue Shift and Opposing Force...

Had to bind P for the exec file, but whenever it's done, it doesn't fill the ammunition count. This happens while playing both BS and OF, same goes for some other sven maps. Is this normal? If not, how can I fix this?
Thanks. :)

Issue with the weapons.

The weapons works perfectly, however am having some trouble re-compiling them after I done some viewmodel origin edits .
You see I have this strange issue, somehow I am able to compile some weapons with no issues. But other weapons I encounter an error saying: Texture too large.
I used 3 different compilers but still the same error .
asdwefwefwefwef
ewfwefwefwef

Feature request, save money between map / level changes.

If you could save the data for the current money for the players in the level change data.
So if you are playing Half Life campaign or any of these, on each level change you lose your money, but you can keep your weapons.
As such when playing the campaign, you are always reset to the base cash value you have set, if you haven't changed the default config it is 0.
Some maps are very short between the loadings and not optimized as the default Half Life campaign and this creates issues with accessing the nicer stuff before you get to an unmarked loading point.

[Feature Request] Save your Money even if the server closes.

I was thinking to have a new feature where if the server it's closed and then it's opened again, you will keep the money you were having before the server it's closed.
I have a Sven Co-op server but i use the Dedicated server program, i can't keep it opened all the time meaning that when i have to go to bed, i have to shut it down.
This could be also useful if a Sven Co-op server somehow crashes and you need to re-open it and you lost all of the money you saved.

HUD sprites show up as player arms

Sometimes after changing maps the weapon HUD icons show up as the player's arms and sometimes they're just blank. Any ideas on how to fix?

(AWESOME WORK BTW APPRECIATE IT)
image
image
image
image
image

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.