• Combat Damage System
    496 replies, posted
ByeBye
I'll update this post as I see fit If anyone has any questions / think you found a bug in cds please tell me. [highlight]Note: You can hit the use key to fire these sents (unlike gcomabt)[/highlight] [highlight]List of SENTS included in this release (all made by me)[/highlight]: [list=1] [*][b]Gun - EMP[/b]: Turns off all supplies are a location for 5 seconds [*][b]Gun - Freeze[/b]: Freezes all props in a location for 1.5 seconds [*][b]Gun - Heat[/b]: Causes heat in a location which can cause the ship to overheat if the ship doesn't have a space shield / temp regulator [*][b]Gun - Machine[/b]: Shoots bullets at a location [*][b]Gun - Pierce[/b]: Pierces up to 3 props damaging the props armor first, then health [*][b]Gun - Disintegrate[/b]: Goes through ANY prop that gets in its way and disintegrates it. This is one of the strongest guns. [*][b]Gun - Super[/b]: It's the all-in-one gun everyones been looking for [*][b]Missile Launcher - Anti-Gravity[/b]: Shots a anti-gravity missile which messes with the props gravity near the area where it hits [*][b]Missile Launcher - Disintegrate[/b]: Shots a disintegrate missile which disintegrate's any props in the location where it hits [*][b]Missile Launcher - EMP[/b]: When it's missile collides it will turn off all supplies are a location for 8 seconds [*][b]Missile Launcher - Explosion[/b]: Shots a explosion missile which does a lot of damage to the area where it hits [*][b]Missile Launcher - Seeker[/b] [*][b]Missile Launcher - Freeze[/b]: Shots a freeze missile which freezes props in a wide radius for a while [*][b]Bomb Bay - Freeze[/b]: Similar to freeze missile but doesn't use fuel and is dropped [*][b]Bomb Bay - EMP[/b]: Similar to EMP missile but doesn't use fuel and is dropped [*][b]Bomb Bay - Explosion[/b]: Similar to explosion missile but doesn't use fuel and is dropped [*][b]Bomb Bay - Disintegrate[/b]: Similar to disintegrate missile but doesn't use fuel and is dropped [*][b]Space Shield[/b]: Protects your ship from ANY damage. It protects your ship from any cds weapon attacks..besides emp (This is a total rewrite of my old ent. It does nothing like the other one) [*][b]Wireless Resource Syncer[/b]: You can wirelessly sync resources between 2 locations [*][b]Ammo Factory - Basic[/b]: A basic ammo generator [*][b]Ammo Factory - Pierce[/b]: A pierce ammo generator [*][b]Ammo Factory - Explosion[/b]: A explosion ammo generator [*][b]Ammo Factory - Fuel[/b]: A fuel ammo generator for missile launchers [/list] [highlight]For Wire Users[/highlight] (Applies to all ents): [b][u]Inputs[/u][/b] [list=1] [*][b]Fire[/b]: Fires what the use key would normally do [*][b]Disable Use[/b]: Disables the use key for that ent (anti-minge protection) [*][b]Draw Beam[/b]: Draws a beam so you know where your weapon will hit [/list] [b][u]Outputs[/u][/b] [list=1] [*][b]Disable Use[/b]: Based on the input [*][b]Can Fire[/b]: Will output 1 when you can shoot the weapon [*][b]Shots Left[/b]: Calculates how many more shots you have with your weapon [*][b]Hit Ent[/b]: Will output 1 when it's trace hits an ent [/list]
I made all the effects. :D
Sounds cool :v:
Thank you very much again again lol
-snip-
Looks like Gcombat now has some tough competition, I'm going to try this out.
where do i get svn and how do i use it
Hosting server when RD2 gets released.
[QUOTE=Froogle_]Hosting server when RD2 gets released.[/QUOTE] It is released :)
Again, Razot, look here: [url]http://forums.facepunchstudios.com/showpost.php?p=7447069&postcount=20[/url]
LPine, your work on this makes me far more inclined to forgive you for past troubles. :D
[QUOTE=Omnimmotus]LPine, your work on this makes me far more inclined to forgive you for past troubles. :D[/QUOTE] He's a professional at effects. All he needs to do is finish a shield effect
I've been curious about the future of shields in SB. (And CDS) Have you got a good way to block bullets yet?
[QUOTE=Omnimmotus]I've been curious about the future of shields in SB. (And CDS) Have you got a good way to block bullets yet?[/QUOTE] The new space shield will block ANY damage done to anything in the shields radius.
[QUOTE=Spacetech]The new space shield will block ANY damage done to anything in the shields radius.[/QUOTE] It won't always stop the effects though
[QUOTE=Spacetech]The new space shield will block ANY damage done to anything in the shields radius.[/QUOTE] Nice. That sounds like it should do the job nicely. Good work.
Official Download: [url]http://www.garrysmod.org/downloads/?a=view&id=22345[/url]
Ok. This IS cool. Thanks a lot mate ;)
[QUOTE=LPine]I made all the effects. :D[/QUOTE] I set up the overlay text system :v:
Does anyone else have a problem with Errors coming up when either damaging props or spawning CDS weapons?
Finally released. But please get rid of the .svn revision info files in the Zip. There is no need to keep them and as more files you have in /addons, as slower GM starts up.
What are the errors?
I'm assuming Gcombat doesn't conflict with COmabt Damage System?
Just a little suggestion: I'm a person who dislikes any way of using Thinks, especially when it's looping through many entities. How I see in CDS_Think() (ok it's more a timer :)), you are only updating the values for HP, armor and heat so you can get the specific values by doing the_entity.health. Well, why not to edit the metatable of the Entity class instead? Pros: No need to update all entities values every second even when you don't need them. And you have always the latest values, not only after a second. Cons: None so far :) [lua]local enttable = FindMetaTable("Entity"); if(enttable) then local meta = getmetatable(enttable); local old__index = meta.__index; -- I'm sure, garry uses a function for __index meta.__index = function(t,k) if(k == "health") then if(t:IsNPC() or t:IsPlayer()) then return t:Health(); else return math.Clamp(rawget(t,k),0,t.maxhealth); end -- And so on :) else return old__index(t,k); end end end[/lua] Note, I haven't tested the code above, but maybe you are getting the idea :)
The errors are : Spawning Weapon - entities/base_cds/init.lua:264: attempt to call global 'Wire_TriggerOutput' (a nil value) Damaging props - Error:[Scripted Entity Functon] entities/base_rd_entity/init.lua:34: attempt to index global 'ent' (a nil value) could this be my Wiremod not working right? It's been a little wonky lately.
So does this basically replace GCombat? Or can they be used together?
[QUOTE=Irish_Cereal]So does this basically replace GCombat? Or can they be used together?[/QUOTE] Just use CDS for SB if you want to keep GCombat, the weapons in CDS are more suited for space than Gcombat. I would assume they confilict.
On second thought I may have found the problem. I had the older Space Anomalies (which i'm pretty sure was put into SB2 if i'm not mistaken) and my wiremod was installed incorrectly lol. I'm gonna fix those up and see if that fixes it.
[QUOTE=IceWarrior98]The errors are : Spawning Weapon - entities/base_cds/init.lua:264: attempt to call global 'Wire_TriggerOutput' (a nil value) Damaging props - Error:[Scripted Entity Functon] entities/base_rd_entity/init.lua:34: attempt to index global 'ent' (a nil value) could this be my Wiremod not working right? It's been a little wonky lately.[/QUOTE] I just svn committed a fix :)
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