I'm gunna upload my evolving gun.
It's still WIP, but I don't think I'm going to work on it again.
It was interesting in concept, buuuuut i'm bored of it.
It works, to a fairly acceptable degree, but it's still flawed, an interesting toy to pull out now and then though.
I hope you guys enjoy messing around with it.
It stores all your data via Pdata when you holster/draw it, so it should work in multiplayer and it'll permanently save your progress on each server, but since it's just some slight number changes there's not much to worry about.
If you wall yourself into a loadout you don't enjoy, holding reload and pressing use will result in your stats being reset.
There's no clip, I was going to have clip as a variable, but I couldn't find an effective way to change it.
Anyone is welcome to use it, modify it, release it, improve it, host it or whatever they want.
The only thing I want is credit for the original code.
[url]http://toybox.garrysmod.com/ingame/?view=271[/url]
(It's the cloudscript link, you can spawn it ingame without downloading!)
Enjoy :)
( I made a thread here because it got lost off the What are you working on thread )
what does it do?
Evolve.
[QUOTE=loled;21028896]Evolve.[/QUOTE]
And that means?
As you use it in certain situations it will change it's characteristics (as indicated in the bars in the lower left corner of the screen)
Holstering and pulling the weapon out again will update the characteristics (this is to prevent bugs caused by completely dynamic evolution)
So what characteristics change? Damage?
[editline]12:37PM[/editline]
Just dled it:
weapons/evolve_gun/shared.lua:608: attempt to perform arithmetic on local 'basecone' (a nil value)
Every shot says I leveled up the gun, but characteristics do not change. How do I change them (oh yeah, I think that error makes the gun perfect accuracy)
I'm not sure, I looked at 608 and it doesn't seem to be broken.
[QUOTE=Empty_Shadow;21031149]I'm not sure, I looked at 608 and it doesn't seem to be broken.[/QUOTE]
Whatever, its fixed now. I still don't get how the gun changes though. I can't really kill anything with it, and the scope has a negative zoom... Leveling it up doesn't change anything.
I looked at the code for the gun,
It appears to perform several checks on whatever it is that you are firing against.
If firing against a zombie, it does different characteristics than firing against a manhack for instance.
How it evolves, I think it takes into consideration whatever it is you are fighting, and increments characteristics for each enemy that you are facing.
Eg - Fighting Manhacks - maybe increase accuracy, because they are hard to target little feckers.
So, each shot agains a man hack might increase accuracy by 1 point.
So, say you get +20 Accuracy, this attribute gets carried over, even after fighting the manhacks, and then you can get other attributes by fighting other enemy types.
So, after killing a few zombies, manhacks or players, you could end up with your gun having
+15 accuracy,
+10 Reload speed
-30 Recoil
+20 Range
or something like that.
Pretty much a SWEP with an experience system, right?
Video Would be awesome, also some more Info would be great, i'm still confuced about the evolving part
[QUOTE=Baaleos;21036374]I looked at the code for the gun,
It appears to perform several checks on whatever it is that you are firing against.
If firing against a zombie, it does different characteristics than firing against a manhack for instance.
How it evolves, I think it takes into consideration whatever it is you are fighting, and increments characteristics for each enemy that you are facing.
Eg - Fighting Manhacks - maybe increase accuracy, because they are hard to target little feckers.
So, each shot agains a man hack might increase accuracy by 1 point.
So, say you get +20 Accuracy, this attribute gets carried over, even after fighting the manhacks, and then you can get other attributes by fighting other enemy types.
So, after killing a few zombies, manhacks or players, you could end up with your gun having
+15 accuracy,
+10 Reload speed
-30 Recoil
+20 Range
or something like that.[/QUOTE]
Yeah you got it in one.
I just didn't want to say specific things because I wanted it to be more of a messing around and seeing how it works for yourselves.
That is awesome
Hmm, a series of weapons, or maybe evolving munitions would be cool. Something like shooting rollermines adds explosives damage, etc.
Hmm, I shot stuff a ton and it still appears to be the same as the beginning?
Are the bars supposed to change and how do you level up the scope zoom?
Interesting. I got some fancy ideas from this.
[QUOTE=loled;21028896]Evolve.[/QUOTE]
heres a picture
[img]http://pokemon-torchic.tripod.com/sitebuildercontent/sitebuilderpictures/evolution.jpg[/img]
I give you an A for effort Cheesy.
A C for execution.
I tried downloading it, but internet explorer shut down to protect data and said it was a virus.
Why don't you have it on gmod.org?
Lolwut.
It's a zip file.
It's on cloudscripts now anyway.
[QUOTE=ROFLBURGER;24198865]I tried downloading it, but internet explorer shut down to protect data and said it was a virus.
Why don't you have it on gmod.org?[/QUOTE]
IE is crap, get chrome or firefox.
Anyway, since it's on cloudscripts and being updated anyone can feel free to discuss it here.
I'll get some screens eventually.
Looking good
I am loading gmod to test this out
And does it tell you what increases?
Yes.
I wish the stats were saved after you redownloaded it, since re-equipping it through cloud pretty much destroys the stats.
But why isn't it on garrysmod? :(
Redownloading shouldn't affect the stats.
They are however, unique to each machine gmdo is installed on. It stores the PData, to my knowledge nothing in cloudscripts resets PData so there shouldnt be problems. It works fine for me.
Unless cloudscripts has some strange issue I don't see a reason to put it on gmod.org.
Could I get a downloadable version of it?
You have to have spot on internet to use cloudscript, anytime I try I get a error -101 because my internet isn't 5/5+1
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