• ITS HAPPENING! Half-Life 2 Beta Weapons Pack V2 Release
    12 replies, posted
The long awaited release has finally come. The night has ended and now we bathe in glorious sunlight! But actually, the pack seemed quite popular on the last release so I figured that I would bring it back, NOW WITH MORE STUFF. I'M EXCITED, SO YOU SHOULD BE EXCITED TOO. HERE'S A LINK TO THE STEAM WORKSHOP PAGE BECAUSE I DON'T WANT TO TYPE OUT EVERYTHING AGAIN. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=254077907&searchtext=Half+life+2+Beta[/url] Have some images, more on the steam workshop page. [thumb]http://i.imgur.com/Gzr9LZa.png[/thumb] [thumb]http://i.imgur.com/cipTnfp.jpg[/thumb] [thumb]http://i.imgur.com/zNZ4cKZ.jpg[/thumb] [thumb]http://i.imgur.com/WblvIs1.jpg[/thumb] [thumb]http://i.imgur.com/lL65fCt.jpg[/thumb] [thumb]http://i.imgur.com/DVLBmKF.jpg[/thumb] [thumb]http://i.imgur.com/J4RABo0.jpg[/thumb] [thumb]http://i.imgur.com/gYSJEtX.jpg[/thumb] Credits: -Battlepope - Making the addon, Lua Scripting, Texturing, Porting models -CrazyBubba - Lua scripting, Help resurrecting this addon Also: -Missing Information Team - Converting/Creating Beta models -Team GabeN - Porting models from the Beta -Valve - Originally making the models -Jvsthebest - Binoculars -Pac-187 - Molotov (edited) -PoisonZombie - Hl2 Beta arms texture -MonkeysInRavenholm - Finding Beta models, Hexing, General help towards addon -Fehic - Lua scripting -ARitz Cracker, Saddwhy, Clavus - Tau Cannon -STNO | Becer, Killburn - Sticky Launcher (edited)
YES [editline]now[/editline] Seems to have errors.: [code][Half-Life 2 Beta Weapons Pack V2] stack overflow 1. GetTable - [C]:-1 2. __index - lua/includes/extensions/entity.lua:23 3. MakeRope - lua/entities/sent_bp_hopwire/init.lua:47 4. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 5. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 6. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 7. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 8. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 9. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 10. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 11. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 12. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 13. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 14. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 15. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 16. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 Timer Failed! [rope_timerEntity [113][sent_bp_hopwire]][@lua/entities/sent_bp_hopwire/init.lua (line 41)] [/code]
[QUOTE=Sm63;44664492]YES [editline]now[/editline] Seems to have errors.: [code][Half-Life 2 Beta Weapons Pack V2] stack overflow 1. GetTable - [C]:-1 2. __index - lua/includes/extensions/entity.lua:23 3. MakeRope - lua/entities/sent_bp_hopwire/init.lua:47 4. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 5. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 6. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 7. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 8. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 9. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 10. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 11. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 12. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 13. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 14. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 15. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 16. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 Timer Failed! [rope_timerEntity [113][sent_bp_hopwire]][@lua/entities/sent_bp_hopwire/init.lua (line 41)] [/code][/QUOTE] That is quite the pickle, I'll try to fix that. If anyone has any ideas how to fix that, feel free to save me some time trying to figure it out.
I can't download it at the moment, but it looks like you still have an outdated timer.
[QUOTE=code_gs;44664581]I can't download it at the moment, but it looks like you still have an outdated timer.[/QUOTE] I'm just going to go ahead and post the entity. See if you can't spot anything. [lua]AddCSLuaFile( "shared.lua" ) include( 'shared.lua' ) function ENT:Activate1( ) if self.Used then return false end self.Entity:GetPhysicsObject():ApplyForceCenter( Vector(0,0,1) * 2750 ); table.insert(self.TraceIgnoreEnts, self.Entity) //table.insert(self.TraceIgnoreEnts, self.Entity:GetOwner( )) util.PrecacheSound( "buttons/combine_button3.wav" ) self.Entity:EmitSound("buttons/combine_button3.wav", 100, 100) timer.Create( "jump_timer"..tostring(self.Entity), 0.5, 1, function() self:MakeRope2() end ) //timer.Simple( 0.5, self.MakeRope, self ) self.Entity:SetNetworkedBool( "Active", true ) self.Used = true end function ENT:TryActivate( ) local vectmp = self.Entity:GetPhysicsObject( ):GetVelocity( ) if (vectmp.z > -100) then self:Activate1( ) else self.TryActivating = true end end function ENT:Freeze( ) self.Entity:SetMoveType( MOVETYPE_NONE ) end function ENT:MakeRope2( ) timer.Create( "rope_timer"..tostring(self.Entity), 0.1, self.NumRopes, function() self:MakeRope() end ) timer.Create( "rope_timer2"..tostring(self.Entity), 0.1 * self.NumRopes + 0.1, 1, function() self:Freeze() end ) end function ENT:MakeRope( ) self.RopeCalls = self.RopeCalls + 1 if self.RopeCalls > self.NumRopes + self.RopeCallOverflow then self:Explode( ) return end local trace = {} trace.start = self.Entity:GetPos( ) trace.endpos = trace.start + (Vector( math.random(-10000,10000)/10000, math.random(-10000,10000)/10000, math.random(-10000,10000)/10000 ) * 256) trace.filter = self.TraceIgnoreEnts local traceRes = util.TraceLine(trace) //Msg("start: "..tostring(trace.start).."\n") //Msg("end: "..tostring(trace.endpos).."\n") //Msg("hit: "..tostring(traceRes.HitPos).."\n") //Msg("\n") //some protection stuff if traceRes.HitNonWorld || traceRes.HitSky || traceRes.HitNoDraw then if traceRes.Entity:IsValid( ) then if traceRes.Entity:GetClass( ) == "hopwire" then table.insert(self.TraceIgnoreEnts, traceRes.Entity) self.RopeCalls = self.RopeCalls - 1 end end self:MakeRope( ) return elseif !traceRes.Hit then self.RopeCalls = self.RopeCalls - 1 self:MakeRope( ) return end //the hit object local ent1 = traceRes.Entity local bone1 = traceRes.PhysicsBone local pos1 = traceRes.HitPos //self local ent2 = self.Entity local bone2 = 0 local pos2 = self.Entity:GetPos() local PropDiameter = 3 local Distance = ( pos1-pos2 ):Length() local Subtract = 5 if Distance - PropDiameter < Subtract then //spaz-out fix Subtract = Distance - PropDiameter end //local newLength = Distance-Subtract //local constraint, rope = constraint.Elastic( ent1, ent2, bone1, bone2, pos1, pos2:GetNormal(), 12000, 0, 0, "cable/physbeam", 3, false ) //constraint:Fire("SetSpringLength", newLength, 0) //if (rope) then rope:Fire("SetLength", 1, 0) end local constraint, rope = constraint.Rope( ent1, ent2, bone1, bone2, pos1, pos2:GetNormal(), Distance, -Subtract, 0, 3, "cable/physbeam", true ) self.Entity:EmitSound("items/flashlight1.wav", 100, 100) self.RopeCount = self.RopeCount + 1 self.RopePositions[self.RopeCount] = pos1 end function ENT:CheckRope( ) for i=1, self.RopeCount do local trace = {} trace.start = self.Entity:GetPos( ) trace.endpos = self.RopePositions[i] trace.filter = self.TraceIgnoreEnts local traceRes = util.TraceLine(trace) if traceRes.HitNonWorld then if traceRes.Entity:GetClass( ) == "hopwire" then table.insert(self.TraceIgnoreEnts, traceRes.Entity) return end self:Explode( ) return end end end function ENT:KillTimers( ) if timer.Exists("kill_timer"..tostring(self.Entity)) then timer.Remove("kill_timer"..tostring(self.Entity)) end if timer.Exists("kill_timer2"..tostring(self.Entity)) then timer.Remove("kill_timer2"..tostring(self.Entity)) end if timer.Exists("activate_timer"..tostring(self.Entity)) then timer.Remove("activate_timer"..tostring(self.Entity)) end if timer.Exists("activate_timer2"..tostring(self.Entity)) then timer.Remove("activate_timer2"..tostring(self.Entity)) end if timer.Exists("jump_timer"..tostring(self.Entity)) then timer.Remove("jump_timer"..tostring(self.Entity)) end if timer.Exists("rope_timer"..tostring(self.Entity)) then timer.Remove("rope_timer"..tostring(self.Entity)) end if timer.Exists("rope_timer2"..tostring(self.Entity)) then timer.Remove("rope_timer2"..tostring(self.Entity)) end if timer.Exists("hurt_timer"..tostring(self.Entity)) then timer.Remove("hurt_timer"..tostring(self.Entity)) end end function ENT:Explode( ) self:KillTimers( ) local ent = ents.Create( "env_explosion" ) ent:SetPos( self.Entity:GetPos( ) ) ent:Spawn() ent:Activate() ent:SetKeyValue("iMagnitude", 110); ent:SetKeyValue("iRadiusOverride", 400) self.Dead = true//bug fix maby? ent:Fire("explode", "", 0) self.Entity:Remove() end function ENT:OnRemove( ) self:KillTimers( ) end function ENT:Think( ) if self.Used then self:CheckRope( ) else if self.TryActivating then local vectmp = self.Entity:GetPhysicsObject( ):GetVelocity( ) if vectmp.z > -100 then timer.Create( "activate_timer2"..tostring(self.Entity), 1, 1, function() self:Activate1() end ) self.TryActivating = false end end end end function ENT:OnTakeDamage( dmg ) if !self.Dead && !dmg:IsFallDamage() then self.Dead = true timer.Create( "hurt_timer"..tostring(self.Entity), ( math.random(25) / 100 ), 1, function() self:Explode() end ) //timer.Simple( 0.15, self.Explode, self ) end end function ENT:Initialize() //self.Entity:SetModel( "models/dav0r/hoverball.mdl" ) //self.Entity:SetModel( "models/props_junk/watermelon01.mdl" ) self.Entity:SetModel( "models/weapons/w_hopwire.mdl" ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end self.Used = false self.Dead = false self.NumRopes = 7 self.RopeCount = 0 self.RopeCalls = 0 self.RopeCallOverflow = 20 self.RopePositions = { } self.TraceIgnoreEnts = { } self.TryActivating = false self.Entity:SetNetworkedBool( "Active", false ) timer.Create( "activate_timer"..tostring(self.Entity), 1.75, 1, function() self:TryActivate() end ) end[/lua]
Seems like a fails way to release an addon.
Hey, I couldn't add you to steam, so I'm posting here. I have added the recoil anims on OICW and I also plan on making its scope a green overlay. That's all, nice re-release. If you want you can add me on steam.
Holy shit, this is still a thing? I remember you working on this a few years ago but I thought it was long dead.
[QUOTE=YourStalker;44673249]Seems like a fails way to release an addon.[/QUOTE] How so? I made a thread and gave you the link to the download. WHAT MORE DO YOU WANT?!
[QUOTE=Sm63;44664492]YES [editline]now[/editline] Seems to have errors.: [code][Half-Life 2 Beta Weapons Pack V2] stack overflow 1. GetTable - [C]:-1 2. __index - lua/includes/extensions/entity.lua:23 3. MakeRope - lua/entities/sent_bp_hopwire/init.lua:47 4. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 5. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 6. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 7. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 8. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 9. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 10. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 11. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 12. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 13. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 14. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 15. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 16. MakeRope - lua/entities/sent_bp_hopwire/init.lua:77 Timer Failed! [rope_timerEntity [113][sent_bp_hopwire]][@lua/entities/sent_bp_hopwire/init.lua (line 41)] [/code][/QUOTE] Your gmod may be suffering from addonitis. Not me nor Battlepope got this error.
[QUOTE=Matsilagi;44682034]Your gmod may be suffering from addonitis. Not me nor Battlepope got this error.[/QUOTE] Just so you guys know, its not frequent. It only happens sometimes, mostly when I throw my first hopewire
My only vibes with this is the OICW being two separate weapons, weapons like the molotov are not put away or removed when they run out of ammo, alyx's gun having rebel arms, sticky pistol not having ammunition, no available ammunition for certain guns like the HMG, and the god ugly model of Annabelle. Also, the radio is my favorite weapon not because of the stats.
[QUOTE=Gentleman Cat;44717140]My only vibes with this is the OICW being two separate weapons...[/QUOTE] There are two variations of the OICW in the leak. The regular one functions like it did in the leak, only having a scope. The RTB (Raising The Bar) one has the grenade launcher that was shown in a few early trailers.
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