Garry's Mod

Garry's Mod

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Fallout 4 Power Armor V2.0 [FPA 2]
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Content Type: Addon
Addon Type: Entity
Addon Tags: Roleplay, Realism
File Size
Posted
Updated
243.734 MB
16 Nov, 2015 @ 9:06am
8 May, 2024 @ 7:51pm
29 Change Notes ( view )

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Fallout 4 Power Armor V2.0 [FPA 2]

Description
Compatible with most (if not all) Custom SWEP packs on the Steam Workshop. Also Compatible with Modern Warfare Base (MW Base) + TFA Base + ARC9 Weapons + Most ArcCW SWEPS

Although I've made a great effort to make this compatible with as many SWEP packs as possible please let me know if I've missed any - PLEASE list your SWEP pack if it has an incorrect looking World Model - Thank you.

*****************
IMPORTANT NOTE: Default Half Life 2 Weapons (including the physics gun) will not be positioned properly on the hands when in Power Armor. This is because the Default HL2 Weapons are hard-coded in C (and not LUA) hence they do not have a World Model Draw Call Override. Every other SWEP pack on the Workshop should be compatible with this Addon.
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Since posting V1.0 nearly 10 years ago, I’ve learnt a lot - and V2.0 was coded from scratch not using even a single model, sound, line of code or UI from V1.0. This is due to the fact that the previous version relied heavily on serverside entities which is terrible for performance. I’ve completely rewritten the system to handle rendering armor pieces and animations completely on the client - with only networking a couple of 5-bit integers and a single entity at a time serverside, only when that data is required. This should put almost no load on the server at any given time, meaning V2.0 not only looks a lot better but runs 100x better too.
** ** ** ** ** ** ** **

** ** ** ** ** ** ** **
DAMAGE THRESHOLD DEFAULT VALUES
** ** ** ** ** ** ** **
Damage Threshold is the number of damage subtracted from the initial damage. When DT is greather than the intial damage, the final damage number is capped to 10-30% of the initial value depending on what Armor Piece is worn at the time.

Raider = 15
T-45d = 24
T-51b = 40
T-65 = 50
Midwestern = 55
X-01 = 60

** ** ** **
|| Read Frequently Asked Questions before posting please! ||
**********************

**READ**
Frequently Asked Questions
Q: How do I exit Armor??
A: Either press G by default or "FPA_ExitPA"
--
Q: How do I spawn the armor?
A: You must first spawn a PA Station via Entities > Fallout 4 Power Armor > PA Station. Then Spawn in the frame.
--
Q: How do I enable/disable third person?
A: FPA_ThirdPerson <num> in console, where (1 = on, 0 = off)
--
Q: How do I customise the armor?
A: By spawning the Armor Station and pressing E when a PA Frame is next to it

Help and Commands:
FPA_ThirdPerson <number> (0 -Disable) (1 -Enable) (Enables or Disabled Third Person)
FPA_ShowHUD <number> (0 -Disable) (1 -Enable)
FPA_ExitPA (Alternative to exiting via the G key)


FPA_SetArmorMinDamage <armor type> <number>
-Set the capped damage (as a %) when armor DT is greater than the received damage. This value should be between 0-50%. A value of 30 caps the damage at 30% of the initial damage received.

FPA_SetArmorDT <armor type> <number>
-Set the Damage Threshold value for this armor type. DT is the damage subtracted from the initial damage. A DT of 40 subtracts 40 Dmg from the initial value.


Features:
-Makes you appear larger
-Gives you Damage Threshold
-Slows you down
-Custom Footstep sounds
-Insane Jump Power
-Armor Customisation

To Spawn press 'Q' and go to 'Entities' and then Power Armor, Spawn the Armor Stand and press Done

** ** ** ** **
Credits
** ** ** ** **
-Extra (Coding)
-Bizz (Porting Models/Animations)

If you enjoy this Addon and would like to see updates consider supporting me

Buy me a coffee!

[www.paypal.com]
Popular Discussions View All (19)
160
6 Nov @ 1:28pm
PINNED: [UNOFFICAL!] Idea thread!
Minchi
76
15 Oct @ 4:57pm
PINNED: ERROR Thread
Extra
11
28 May @ 12:35pm
Compatible Weapon Packs
tachankin
1,198 Comments
Vaccus 3 hours ago 
Anywhere where can find the keybinds??
Gordon Bedavaadam 16 Nov @ 10:20am 
how to make the power armor not slow me down?
HECU Grunt 13 Nov @ 10:30am 
"People of GM_Construct, we are, the brotherhood of steel."
Metro_Cop 7 Nov @ 6:10pm 
Can you add the X-02
Extra  [author] 6 Nov @ 1:33pm 
The issue with re-compiling the model is there are too many animations on it and Crowbar has a built in arbitrary limit to the number of animations per QC file. So I'll have to figure out how to get around this limitation like Bizz initially did
Extra  [author] 6 Nov @ 1:31pm 
I'm working on updating the model to include a weapon attachment like all Half-Life 2 ones already have to remove attaching world models by code. Every model has a different origin when exported from modelling software into Garry's mod. This is why its impossible to simple guess orientation per weapon when positioning the model using lua.

Now the issue is actually re-compiling the model with all of the animations on it. Bizz compiled them initially and he refuses to respond to any messages leaving me to figure out an area that was never my expertise to begin with.
BisMrazastus 4 Nov @ 8:56am 
In third person bullets are missing the crosshair and melee weapons look weird (arc9 melee weapons and guns, tfa melees and guns, far cry 5 melee weapons were used)
regunkyle 31 Oct @ 5:56am 
all HL2 CUSDE weapons and 308 Base Fixed weapons have weird or straight up broken viewmodels when in the power armor.
goofy boi_sb 20 Oct @ 10:55am 
if possible for the enter/ exit animations you should try to fully recreate the actual fallout animations as they are both cleaner and simpler than the current ones
Sirpoglet 1 Oct @ 5:21pm 
APA mark 1 i beg, XO1 and APA arent the same :(