•After a year (actually, months) of inactivity, I’m back with my first mod of the year, or rather, the first ones because I’m releasing 2/3 (one is unfinished, so I don’t think it will be out yet) together
G&R: Firearms & Melee is a mod where I will be adding all the weapons I create. If I make a mod for the U.S. Army, their weapons and accessories will be included here. If I make insurgents (which I already did), many of their weapons will also be here (with more coming in future updates). I even take advantage of this mod to create variants—even if they are not commonly used—since I can modify the base weapon to make them.
This is by far the mod with the best coding and the most effort (excluding some high-quality sprites like the ones I’ve made in the GC series, for example).
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It features mechanics such as:
• Fire selectors
• Attachable and detachable stocks
• Deployable and detachable bipods
• Attachable and detachable bayonets
• ENERGA rifle grenades (made in PPG for the first time by me), which can be activated and deactivated in most of their variants
• Removable and insertable magazines, which can also be displayed empty or loaded with different textures for the bullets
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And that’s not even mentioning the basics:
• All weapons are animated
• They include backgrounds
• They are set in a useful layer (which you shouldn’t change)
• Barrels and bullet ejection positions are properly adjusted
• The weights of the weapons are carefully detailed, including attachments, with each component having a realistic weight
• Innovative weapons, new mechanics, and features that I haven’t even listed—you’ll discover them when playing!
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Finally (though there’s still more to explore in-game), sound design:
• Magazines, casings, stocks, bipods, and bayonets all have sound effects when attached/detached
Gunshots are loud and high-quality
• Everything in the photos is mine
• Weapons have switchable firing modes, including safeties, replicating their real-life counterparts as accurately as possible.
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• Stocks are foldable and unfoldable, with collision changes reflecting their state. However, the outline may appear incorrect due to a visual bug in the game.
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• Magazines can be removed and inserted. By default, I have set it so that when a magazine is attached, its collisions are automatically disabled to prevent issues like clipping with other attachments if the weapon has multiple. However, if you prefer, you can manually enable collisions after attaching the magazine and adjust its use as needed
Attachments are simple when it comes to scopes, as they have no mechanics beyond being mounted on the weapon. However, flashlights and lasers can be toggled on and off.
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Some attachments, like bayonets (the versions integrated with weapons) and ENERGA rifle grenades, have specific mechanics. For example:
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• Bayonets can be folded and unfolded through the context menu. They can be in melee mode for stabbing or stored mode when not in use.
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• ENERGA rifle grenades usually come as a barrel attachment that modifies the weapon’s original barrel to fire the grenade. To attach a grenade, you must activate it through the context menu. The same applies to deactivating it. The grenade is launched when firing the weapon, replicating real-life functionality.
Magazines have simple mechanics and visual changes, just like bullets. Through the context menu, magazines can be toggled between loaded and unloaded appearances.
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Casings work similarly but have three visual variants:
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• Loaded (default spawn state)
• Empty casing (without the bullet)
• Fired casing (with gunpowder residue, simulating a spent round)
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The cycle then repeats when toggled again
Requires:
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