Garry's Mod

Garry's Mod

3,399 ratings
TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]
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Content Type: Addon
Addon Type: Weapon
Addon Tags: Comic, Fun
File Size
Posted
Updated
733.958 MB
28 Jun, 2016 @ 11:22am
23 May @ 8:50pm
95 Change Notes ( view )

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TFA Counter-Strike: Online / Counter-Strike Nexon: Zombie SWEPs [Part 1]

Description
Hello there, our team presents to you...
Counter-Strike: Online SWEPs
600+ weapons across all four parts with c_hands.
Find the guns under TFA CS:O.
CS:O2 guns can be found here.

Some weapons can be silenced or changed into their B-Mode. Hold E and left-click!
Some weapons have launchers / alt ammo. Hit suit zoom! Bind it under options.
You can change the behavior and damage of a few weapons with console commands. They all start with sv_tfa_cso, and can be easily modified in the spawn menu: Q>Utilities>TFA Base Settings>CS:O

All guns have bumpmaps, spawnicons, and killicons. Bumpmaps increase visual quality, and spawnicons show you what you'll spawn. Killicons show what gun was used to kill an NPC or player.

Credits:
Nexon for making the original guns. Get the game these guns came from here.
TFA for providing the QCI used to give most of these guns c_hands. Without him, this project never would've started.
Takimara for help with porting the majority of guns, coding and effects.
Global for porting, coding, effects, and advice / handling the workshop side of things.
★Bullet★ for porting, coding, and effects. He also brought over many incompatible weapons to c_hands.
Meiryi for advanced coding, effects, and creating a framework for many unique weapons to use. They're responsible for many weapons having advanced features, such as the Dual Swords.
L_Con for coding Cousteau, submitted via a merge request. Thanks!
Zaurzo for coding Cousteau, submitted via a merge request. Thanks!
YuRaNnNzZZ for categorizing every weapon and some coding.
DBot for coding the HUD icon system every weapon uses.
SweptThrone for bugfixes via merge requests. Thanks!
WackoD for coding.

Our GitLab[gitlab.com]
Here is where many in-development weapons are, as well as any source files used to compile all of them. If you see something you want to improve, please submit a merge request!
Popular Discussions View All (7)
8
7 Dec, 2024 @ 3:53pm
Model usage for my addon
Aaron
19
27 Jul, 2022 @ 6:51am
What to expect next?
Ruko
4
10 Aug, 2022 @ 8:15am
Introduction
Takimara
1,899 Comments
deded6750 19 Jul @ 8:52am 
its an awesome weapon pack, thats why
vina 18 Jul @ 8:40am 
It's crazy that this thing is still beign updated
Global  [author] 15 Jul @ 4:29pm 
It's called ZScenario, a gamemode by Meiryi.
You can join it via this IP:
193.243.190.18:27025
Brother Chaplain Tempusius 15 Jul @ 3:47pm 
Not sure what that gamemode is, but i welcome it.
Global  [author] 15 Jul @ 3:36pm 
@ninja yes, it was part of a huge recode to support a gamemode
Brother Chaplain Tempusius 15 Jul @ 3:28pm 
I really like that one of the melee weapons actually has a parry, makes melee combat with it much more fun. Now if only there's another melee weapon that turns into a shield, 2 weapons for the price of one.
Malter aspect 13 Jul @ 11:52pm 
the m3 big shark does have her special attack?
ninja "fornite" blevins 13 Jul @ 9:31am 
ah, bummer

is there a reason for the change?
Global  [author] 13 Jul @ 9:28am 
No, this is due to how explosions were changed.
They don't apply damage force anymore, and there's currently no plans to change this - sorry!
ninja "fornite" blevins 13 Jul @ 2:37am 
a fairly minor but inconveniant issue i noticed:

explosive weapons, although they still do damage, the explosions themselves seem to have no blast force (for example, explosives wont knock back props as they normally would)

i noticed this started happening ever since the latest update. Is there a possible fix being planned?