arc cw для гаррис мода

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[ArcCW] Arctic’s Customizable Weapons (Base Only)

«A weapon isn’t good or bad, depends on the person who uses it.”
— Jet Li

ArcCW is the product of 5 years of learning, dedication, and grit. It is only through those 5 years that I have been able to gather the unique skills needed to produce this addon. It has been in beta for quite a while on my Discord, and through that I’ve managed to also collect much needed feedback in more than 15 revisions. Finally, I believe it is ready for the public.

ArcCW’s features are many and sundry; like my other mods, the best way to find them is simply to experience it for yourself. It has been inspired mainly by Call of Duty: Modern Warfare (2019), but is not a direct attempt at imitating it. The customization is not as heavy as that of ACT3, but is still far and beyond any other weapon mod on the Workshop or otherwise.

— TTT support: Use «arccw_enable_customization 0; arccw_ttt_atts 1; arccw_ttt_replace 1» for players to only be able to use the auto-generated weapons they find on the ground.

— Aerosun is responsible for the art you see plastered over this page, and <ССЫЛКА УДАЛЕНА>you can also find a pack of the art assets and style guides used to make the addon page art for ArcCW here. You can use it to create generic ArcCW addon icons for your addon.

— 8Z went through the trouble of writing a lovely guide for you to read if you want to learn the basics of creating weapons on ArcCW.

Finally, I cannot thank enough the many, many people who have helped me to make this mod possible. I couldn’t have done it without you.

— How do I use backup sights?
Double-tap your use key to switch between sights.
— How do I use underbarrel weapons?
Double-tap your SUIT ZOOM key. (default B)
— How do I use firemodes?
Press your SUIT ZOOM key. (default B)
— How do I bash?
Hold your use key and primary attack simultaneously.
— How do I customize weapons?
Open your context menu (default C) and use your mouse.
— How do I change sight zoom?
Use your scroll wheel while aiming down sights.

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Подпишитесь, чтобы загрузить
[ArcCW] Arctic’s Customizable Weapons (Base Only)

«A weapon isn’t good or bad, depends on the person who uses it.”
— Jet Li

ArcCW is the product of 5 years of learning, dedication, and grit. It is only through those 5 years that I have been able to gather the unique skills needed to produce this addon. It has been in beta for quite a while on my Discord, and through that I’ve managed to also collect much needed feedback in more than 15 revisions. Finally, I believe it is ready for the public.

ArcCW’s features are many and sundry; like my other mods, the best way to find them is simply to experience it for yourself. It has been inspired mainly by Call of Duty: Modern Warfare (2019), but is not a direct attempt at imitating it. The customization is not as heavy as that of ACT3, but is still far and beyond any other weapon mod on the Workshop or otherwise.

— TTT support: Use «arccw_enable_customization 0; arccw_ttt_atts 1; arccw_ttt_replace 1» for players to only be able to use the auto-generated weapons they find on the ground.

— Aerosun is responsible for the art you see plastered over this page, and <ССЫЛКА УДАЛЕНА>you can also find a pack of the art assets and style guides used to make the addon page art for ArcCW here. You can use it to create generic ArcCW addon icons for your addon.

— 8Z went through the trouble of writing a lovely guide for you to read if you want to learn the basics of creating weapons on ArcCW.

Finally, I cannot thank enough the many, many people who have helped me to make this mod possible. I couldn’t have done it without you.

— How do I use backup sights?
Double-tap your use key to switch between sights.
— How do I use underbarrel weapons?
Double-tap your SUIT ZOOM key. (default B)
— How do I use firemodes?
Press your SUIT ZOOM key. (default B)
— How do I bash?
Hold your use key and primary attack simultaneously.
— How do I customize weapons?
Open your context menu (default C) and use your mouse.
— How do I change sight zoom?
Use your scroll wheel while aiming down sights.

Источник

Подпишитесь, чтобы загрузить
[ArcCW] Arctic’s Customizable Weapons (Base Only)

«A weapon isn’t good or bad, depends on the person who uses it.”
— Jet Li

ArcCW is the product of 5 years of learning, dedication, and grit. It is only through those 5 years that I have been able to gather the unique skills needed to produce this addon. It has been in beta for quite a while on my Discord, and through that I’ve managed to also collect much needed feedback in more than 15 revisions. Finally, I believe it is ready for the public.

ArcCW’s features are many and sundry; like my other mods, the best way to find them is simply to experience it for yourself. It has been inspired mainly by Call of Duty: Modern Warfare (2019), but is not a direct attempt at imitating it. The customization is not as heavy as that of ACT3, but is still far and beyond any other weapon mod on the Workshop or otherwise.

— TTT support: Use «arccw_enable_customization 0; arccw_ttt_atts 1; arccw_ttt_replace 1» for players to only be able to use the auto-generated weapons they find on the ground.

— Aerosun is responsible for the art you see plastered over this page, and <ССЫЛКА УДАЛЕНА>you can also find a pack of the art assets and style guides used to make the addon page art for ArcCW here. You can use it to create generic ArcCW addon icons for your addon.

— 8Z went through the trouble of writing a lovely guide for you to read if you want to learn the basics of creating weapons on ArcCW.

Finally, I cannot thank enough the many, many people who have helped me to make this mod possible. I couldn’t have done it without you.

— How do I use backup sights?
Double-tap your use key to switch between sights.
— How do I use underbarrel weapons?
Double-tap your SUIT ZOOM key. (default B)
— How do I use firemodes?
Press your SUIT ZOOM key. (default B)
— How do I bash?
Hold your use key and primary attack simultaneously.
— How do I customize weapons?
Open your context menu (default C) and use your mouse.
— How do I change sight zoom?
Use your scroll wheel while aiming down sights.

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Arc cw для гаррис мода

i made this collection to send to friends but you can look around if you want extra ArcCW weapons

MAKE SURE TO GET THE BASE ADDON HERE

«A weapon isn’t good or bad, depends on the person who uses it.”
— Jet Li

«I have a very strict gun control policy: if there’s a gun around, I want to be in control of it.”
— Clint Eastwood

Please stop using this addon. Get Gunsmith Offensive instead.

Join the OFFICIAL Discord server here: https://.

«Don’t worry, it’s unloaded!»

Alyx’s gun is finally in Gmod! I mean it was kinda already here as a prop but now as a weapon!

It carries 10 Rounds, which can be boosted to a total of 30 Max.

It deals a max of 37.5 DMG per s.

«Overwatch, UNIT has an unregistered rifle»

Just an AR-2, nothing else to fill out this section.

«We shot him in the legs.»

Adds a shield that may block a couple bullets or two, if you’re lucky.

The Extras pack is the first addition to the Arctic’s Customizable Weapons base, developed alongside the CS+ pack to take advantage of all the features of ArcCW. Most of these models are sourced from CSS or M9K, and hacked and animated by yours truly.

It fu cking hurts to shoot.

not the first unofficial release but oh well
curse you 8z

an overall better version of my old tfa mod

«Hey wait a minute, you just copy and pasted the description!»

`Real quick, I fuckin love this base. Hopefully this weapon does not violate any rules of sort.

«Birthdays. Proposals. These should be surprises. No one wants a grenade to the face.»
— Jager, Rainbow Six: Siege

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Six-shot deployable Man-Portable Active Protection System that can intercept grenades and rockets mid-air, destroying t.

Modern Warfare 2 weapons on ArcCW with all their features

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Arc cw для гаррис мода

Arctic’s Customizable Weapons is a new weapon base with focus on strong customization and high performance. It is new and actively being supported by a team of talented content creators (such as me!), and if you’re looking to start your own modding journey this is the best choice.

https://steamcommunity.com/sharedfiles/filedetails/?id=2131161276
I am the creator of the ArcCW Extras pack, and through developing for this base learned a whole suite of new skills. Now, I wish to share it to you so that you can do the same.

Instead of manually defining the position of every single attachment on every gun, you define one (two for sliding) spot on a gun, and every attachment simply goes onto that spot.

Underbarrel attachments, like foregrips and underbarrel weapons, are also easy to make and use. The LHIK system rigs the left hand to animations on the attachment, so any gun can have any foregrip and UBGL, and it will all blend in perfectly with reload animations.

The AttachmentElements system allows for easily changing the name, bodygroup, skin and position definitions of a weapon with ease. If that’s not enough, you can write hooks to dynamically change every variable and aspect of the weapon.

Attachments have gameplay consequences too, which makes this choice meaningful. A short-barrel weapon with no stock will handle fast but have lots of recoil, while foregrips and stock options allows for stable shooting. The possibilities are much more varied than the single-digit amount of attachment options you see on most TFA and CW2 weapons.

The attachment system is also the best of all worlds. In TFA, all attachments are always free, in CW2 you pick up one attachment to unlock it. With ArcCW, you have an inventory system where one attachment goes on one gun, but you also can switch to the other two modes on the fly. It is incredibly easy to code external systems to unlock or otherwise grant attachments, too.

These seemingly trivial but innovative systems allow every gun to support hundreds of attachments with minimal effort. With this many attachments, players are given an unprecedented amount of freedom to adjust their gun to their liking.

Lastly and most importantly, ArcCW is alive and being actively developed and maintained by Arctic and other contributors. Bugs are being fixed and new features are being pushed on a daily basis. We encourage you to join the discord server to keep in touch with development and other modders creating content.

A worker is nothing without their tools. Depending on what you want to do, you need some, or all of the following software.

For the sake of this guide, I will not cover stuff related to Lua scripting and the process of creating a Workshop addon. Please refer to the GMod wiki for these commonly dealt witih topics.

Lua is plaintext, which means technically you can write it with as little as Notepad. However, a good text editor can drastically improve your coding efficiency, catch syntax errors, and help you develop good coding practices with linting.

To install VSCode, head to the website to download and run the installer. Once done, you will want to install the plugins. Do this by clicking the Extensions tab (it looks like 4 boxes) on the left, and search for «glua». You want two addons, glua and vscode-glualint.
The other plugins are untested, so use at your own discretion.

glua should work out of the box, but you will have to manually download the linter exe file, place it somewhere, and set a PATH variable to the folder containing the exe. In my case, I put it in D:/_GMod (It is a good idea to dedicate a folder to your custom stuff!).

If you’re still confused, look up «Setting up PATH variable» on google.

Crowbar is a single executable file (recommended to place in a dedicated gmod folder, same with the linter). It should automatically configure itself; if not, go to the «Set Up Games» tab and set the directories.

Blender is a free modelling and animation tool. If you are looking to modify models and animations, this is your best bet.

Download Blender here. [www.blender.org] After that, download Blender Source Tools here and follow the instructions on that page.

I will assume you have at least a tiny bit of familiarity with Blender. If you can’t catch up, try watching a few tutorials for it.

The base has lots of documentation for each and every variable, and the CS+ pack is a great template to kickstart your weapon. Unpack these with Crowbar and put it somewhere in your working folder.

You can either use https://steamworkshopdownloader.io/, or find the addon at Steam\steamapps\workshop\content\4000\2131058270\temp.gma. Replace the number with 2131057232 for the base.

The two most useful files in the base is lua/weapons/arccw_base/shared.lua and lua/arccw/shared/attachments/default.lua. They contain all the variables used by the base and are well documented.

Start by copying a weapon lua file that is most similar to the gun you have. I am using the M1911 as an example, so I went with the USP. Put it in GarrysMod\garrysmod\addons\[Addon Name]\lua\weapons.

Please don’t name the addon or file something stupid! By convention, you should use the [ArcCW] or ArcCW prefix on addons, and arccw_ on weapons. In my case, since the weapon is part of a pack, I will name it «arccw_dod_m1911».

I repeat, do not simply copy all the snippets below! Copy an existing weapon file and edit that! I am omitting variables here!

So far so good, but what’s coming up is the meat of the file.

It is possible to set DamageMin larger than Damage, recommended for long range rifles and snipers. When this happens, attachments that increase range will decrease it and vice versa.

One meter is approximately 39.3 Hammer Units.

If your gun can’t hold an extra round in its chamber (revolvers, open bolt weapons), set ChamberSize to 0.

ExtendedClipSize and ReducedClipSize is used by ammo type attachments. Attachments that reduce clip size are usually stronger, so balance accordingly.

Firemodes is fairly interesting. For simple setup, 0 is safety, 1 is semi, 2 is automatic, and a negative number is burst count (-3 means a 3-burst). You can even include stat multipliers in here (more on that later).

It is most likely at this point that you still have no animations on the weapon. This is because ArcCW needs an animation list defined for each action.

The SWEP.Animations table holds all animations. Each entry in this table is an «animation» the base recognizes, but the actual data containing the animation is in a model sequence. Multiple animations can use the same sequence with different settings.

To get a list of viewmodel sequences you can use, type arccw_listvmanims into console. This will give you a list of strings, each being the name for a sequence. Generally you can tell what each one does.

Scroll to the very bottom and find SWEP.Animations. This is the table all animations go in. An animation definition would look like this (this one is for the ak47):

The string key should be one of the names provided to you by the base. The only necessary ones are Source, the string you see in the console, and Time, the duration of the animation.

If you’re working on a pistol, make sure to use _empty animations to make the slide lock back properly. For manual action guns, remember to add «cycle», and for single-shell loading guns, «sgreload_start», «sgreload_insert», and «sgreload_finish».

At this point, you should be able to use the gun normally, but the ironsights may be off. Let us fix that right now.

Spawn SCK, right click, and set the model.

Go to the Ironsights tab, then drag the viewmodel and adjust angles until it points at the center of the screen. Finally, click «Print ironsights code to console».

Be careful! SCK gives both in Vector, but IronSightStruct takes a Vector and a Angle! The values are the same however, so just put the values in.

What if you want to do a gun that has its own sight, you ask? The best solution is to make an attachment out of that sight! This will be covered in a later scenario. If you don’t want to do that for whatever reason, check the base shared file for variables you can use.

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As for holdtypes, the GMod Wiki has a list of holdtypes you can use.

You can also set SWEP.CustomizePos and SWEP.CustomizeAng if they are not positioned well, in the same format as above.

The process is similar with those weapon bases though. Take out SCK, go to View Models, create an element, and set its model to any attachment in the category.

Set its bone, position and angle, Print to Console, then use the relevant values in the table (the other aren’t necessary). Remember to rename pos and ang to vpos and vang in Offset!

Repeat the same process for worldmodels. You can use «Import Viewmodels» to quickly get the model you’ve set up earlier, but the position won’t be correct.

Some weapons like the AK47 needs an extra mount for optics and things. You can accomplish this with AttachmentElements. This is also where you define bodygroups for attachments like extended magazines. The syntax in each VMElement/WMElement is identical to attachments.

Slidable attachments are even easier. Just define SlideAmount, which takes two vectors for viewmodel and two for worldmodel. Note that it overwrites Offset’s position but uses its angles.

There’s a few extras things you can do with attachment slots.

Note that this requires each bullet and case to have its own bone. If there is none, you can probably hack it in (as will be explained in a later scenario).

Presentation is everything when it comes to good addons. Having entity icons makes it easy to tell your weapon apart at a glance, while killicons enhance the experience of seeing people get killed by your gun.

Going by the CS+ pack conventions, spawn icons is just the weapon in the customize menu. Walk into the whiteroom in gm_construct, color it a distinct color (like green), take out the gun and press F5 to screenshot. If any of the HUD elements is blocking your gun, set cl_drawhud 0 and arccw_atts_inspectonly 1.

Here is my Galil 7.62. You don’t have to remove the HUD unless it is obstructing the gun.

Next, open your image editor of choice and remove the white (and UI elements). I use Photoshop, and Magic Eraser is probably the easiest option here.

Lastly, create a new file with size 256×256 (or 512×512), copy your weapon over, and adjust its position. Remember that the bottom bit is blocked by the weapon name, and there is a frame to the sides! Don’t place the gun too low or too close to the edges.

This one is slightly more complicated, but the process is similar. Take a screenshot of the side of your weapon pointing right. Put that screenshot in an image editor and remove the background.

Open VTFEdit and import your file with default settings (Normal format DXT1, Alpha format DXT5). Save it in the same directory, but name it the class name of your weapon.

Sometimes the model isn’t going to work out of the box. This might be because it is a CSS replacer and has the same model as another weapon, or that there’s a scope on the gun you want gone.

For convention’s sake, we recommend the path weapons\arccw\c_weapon_name.mdl (v_ for models with no c-hand support), and material directory weapons\arccw\weapon_name\.

Unfortunately, CSS hands do not abide by the c-hand system, and you will not be able to use LHIK attachments (foregrips, ubgls) with this weapon. Converting is difficult, but will be covered in a later scenario.

Run the console command r_flushlod to refresh a model after compiling. This works if the model is already loaded by the game; otherwise use console command reload to load it.

This example already has unique soundscripts, but CSS weapons might not. By convention, you should change the part of the string before the period to something like «ArcCW_Vector», and the second half to the sound name.

After that, you need to actually define the soundscripts. You can do so in Lua like this:

Sometimes a model needs a bit of touch-up to work. If you have Blender, this is within the realm of possibility!

Here’s our Vector, but it’s not ready yet.

Blender has different «modes» that determines what it does currently. The default is Object mode, where you can drag objects around and stuff, but we want to edit vertices.
Click on the imported object to select it (make sure it has a white box surrounding the triangle icon), and switch to Edit Mode on the top left.

You should be seeing all the vertices and edges on the weapon now. If not, double check your mode and selected object.

Sometimes the bones come out with no parenting, and sometimes you want to remove the CSS hand bones. It’s quite simple! Go back to Object mode, select the skeleton and go into Edit mode again.

To edit a bone, click on it in the right tab and go to Bone Properties in the lower right. You can change the position (There’s a head and tail, but you should just move them around together as BST treats them as one point), as well as adding a parent to it. Here we choose to parent the trigger to the body.

Some weapons are missing bones for things that should be moving. You can add a new bone and assign the relevant vertices to them. For the sake of example, let’s add a bone for the firemode selector.

We’re not done yet however, as the model hasn’t specified which vertices should move alongside this bone. This is done using Vertex Groups.

Go back to Edit mode on the object, and select the relevant vertices. Go to Object Data Properties, and create a new Vertex Group with name identical to the bone. Click Assign, making sure weight is at one.

You may have noticed at this point that the model is flipped. That is because CSS flips its viewmodels by default (whyyyyy), so we will have to flip it manually.

There are some special considerations you need to make for worldmodels, but the principles are similar. The best practice is to have one Hand bone to bonemerge to. Use an existing CSS worldmodel for the hand position, then import your weapon onto it.

If you’ve added new faces or stretched existing ones, you may realize that they are missing textures or have stretched textures. To fix this, we will have to get into UV mapping.

Open your file in Blender, and go to the UV Editing tab on the top. If you don’t have one, you can add it as a preset. Click the top bar’s folder button and look for the png file.

You should see the UV on the left, but not have any textures on the right still. To fix that, you need to assign the same image to the material. Find the material, click Use Nodes, then click on the little dot to the right of Base Color and select Image Texture. Click the image icon and look for the texture you just imported.

If it’s applied and you don’t see the textures, select Viewport Shading on the top right (it’s the third sphere-like button).

Next, go into Edit mode on the object which has the faces you want to edit. Select Face Select next to the Edit mode button, and select the faces you want to edit. You should see the UV file on the left showing the faces.

Because of ArcCW’s universal approach to attachments, making one attachment will make it available to every weapon. This makes new attachments much more exciting in terms of opportunity, which is also why you should learn to make one!

We will start with a model-less attachment, like a grip.

You can write your own pro/con text here, but AutoStats can generate most stat-based changes. They should be a table of strings, each entry taking up one line.

The slot determines which slot this attachment belongs to. This can either be a string, or a table of strings (if it can go in multiple slots).

Most variables you want to change can be found listed at ArcCW_Base/lua/arccw/shared/attachments/default.lua. Generally they are in the format of Override_Variable or Mult_Variable. There are also hooks, which are lua functions used for advanced functionality.

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att.ActivateElements can be used to activate AttachmentElements in a weapon. If there is none, it will do nothing. This is used by ammo types that extend or reduce magazine size, remove integrated foregrips etc.

Simple, right? Here are some more example behaviors to get your creative spark going.

Once you’ve gotten comfortable with compiling and decompiling models, you can get into making new modelled attachments for guns.

These are the simplest type of attachments, model-wise. All it needs is one model, no bones or advanced configuration needed.

Next, paste your own model (remember to remove any extra skeletons if you pasted it from somewhere else). Align it to be the same place as the original attachment.

Foregrips utilize LHIK (Left Hand Inverse Kinematics), a fancy way of saying the attachment has its own bones used to bonemerge the left hand with. This is to say, the model has baked in bones for the hands.

Import a Foregrip as well as its animations. You should also import a hand model to see the animations clearly (but don’t include it in the model!).

You can place your own foregrip where the existing one is, or change the animations to hold it better. That’s pretty much it!

In the attachment file, you will need to set the following to enable LHIK:

While seemingly very complex, they use the same LHIK system as foregrips, just with some extra animations and code behavior. If you want to create one, follow the existing examples.

These are a bit trickier. Each optic consists of two models, the scope itself and the holosight picture. The HSP should be a cut-out piece of surface to see through with, and be present in both models.

There are some extra variables associated with optics as well, which should be self-explanatory:

You should keep the origins of all objects at the global origin (0, 0, 0) at all times.

For attachment icons, you can go into Isometric mode in Blender, set Shading to Flat (click dropdown next to the spheres in top right of view), then take a screenshot. Remove the background, color it white and add black outer glow.

Yes yes, there’s no way around it. If you want c-hands for CSS weapons, you will have to reanimate it by hand. On the bright side, a lot of these animations are not that pretty and also made by hobbyists like us, so there’s no real loss.

If you wish to port content from a different game, look around to see if such a thing exists. Select communities may be incredibly guarding of their secrets, but our discord still has a small selection that you may be able to make use of.

Select the two arm objects, go to the Modifier tab, and set the Armature object to the new skeleton. This rigs the vertices back up.

At this point, you should be able to start animating. Go to the Animation tab, turn on Auto Keying (it is the «record» button at the bottom), and switch to Action Editor (button on the left).

For the rig, you generally only need to move the clavicle, hand, and fingers. The poles determine the rotation of the forearm and can sometimes come in handy.

You should probably drag the clavicles back, the right clavicle being further back than the left. Make sure they are not visible in-game, they are quite immersion breaking.

Go into Pose Mode and select a hand bone. Go to Bone Constraints, and add a «Child Of» constraint. Set its object to the skeleton and the bone to the weapon bone. Click «Set Inverse».

You ideally need a keyframe for every bone constraint on every action, so that BST does not get confused over where the hand should be. Hover over the «Influence» bar and press i. This sets a keyframe for it. Generally, you need a constraint for each hand on the gun, the left hand on the mag (for reloading), and the mag on the gun if it is not parented.

Once you have a decent looking idle position in, you should compile it, create a weapon file for it, go in-game and see if it looks good.

Shooting is the simplest of animations to do, but there are a few things to take note of.

If your gun has a particularly strong recoil (like the Raging Bull), spend the first frame in a lower angle and jolt it upwards on the second frame.

Remember to move the trigger and trigger finger, as well as the bolt, dust cover or cylinder if necessary. If you’re not sure whether it should move or not, look for a video of the gun on Youtube or refer to the original animation. These should revert to neutral about 1/3 of the way in.

You likely need a ironsight shooting animation. Duplicate the shooting animation but remove (or minimize) movement on the gun itself.

If your gun has a locking slide or bolt (like most pistols), you need an empty fire animation. Duplicate the shooting animation but remove the recovery on the locking slide/bolt.

Reloading is usually the most complicated part of the animation. For most weapons it should be 2-3 seconds for a tactical (partial) reload and 3-4 seconds for a dry reload. You want to balance the time spent during each portion of the animation (mag out, mag in, bolt/slide) so that none of them look too fast.

Before you begin however, it is a good idea to understand the physical mechanics behind your weapon, and the steps that need to happen to reload it in real life. There are some easily missed stuff like pressing the mag release, releasing the slide lock, or pulling the handle instead of the forward assist(!). If you don’t understand it, there’s usually plenty of videos with white middle-aged men shooting these guns.

During this process, you will also need to plan out how to keyframe your Child Of Bone Constraints. Because your left hand will likely leave the weapon, keeping the constraint will make its movement look unnatural and «glued» to the weapon. You can either fade the strength out over time, or use an instant snap, good for sudden movements. Depending on the weapon, you may also need to adjust the constraint for the magazine or even the right hand.

When the animation is about 50-80% of the way done, you should start compiling it and viewing them in-game. This is important so you catch mistakes like mag not lowering outside of the view, or arms blocking the view. At the same time, you should setup soundscripts. Depending on where you sourced the weapon, it might already have them; otherwise set them up like the following:

Continue refining your animation. If you created the full dry reload, you should duplicate it and cut it short for the tactical reload and vice versa. It might also be necessary to have different reload animations for extended or reduced magazines, which can accomplished with the following code:

Here’s a lighting round of tips for other animations you may need for your weapons.

Cycling
Because cycle animations are immediately played after firing, it cannot be snapped to. Make sure snap is off, then set fadein to a large number like 200. Make sure to also have a slower windup to allow the fade to work well.

Bashing
Bash animations should be extremely short (0.5s), and so you have very little time to windup. The hit should connect about 0.2 seconds in, the rest of the time spent winding down.

Readying
You can definitely cheap out on this by not doing it at all, but it’s quite simple to just copy and paste over the bolting/cycling animation and blend it in a bit.

If you are a Lua developer looking to integrate ArcCW into your addons, here is some information that may be of help.

Returns true if the given slot on the weapon can accept the attachment of that name.
Inputs: Table/String slot, Entity wep, String att
Outputs: True if acceptable, False if not

Adds an attachment to the player’s inventory. Needs to be called both serverside and clientside.
Inputs: Player ply, String att, Integer amt = 1

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