• DakTek: The Battletech Based Combat Addon - Now on Workshop
    9 replies, posted
After working for about 6 hard months on a diet of rice and water I have finally gotten it into a form that I feel is ready to get large on the Steam Workshop. I would say that it is finished, but I know I will want to make future additions to it to further boost its content until I hit the size limits. I should probably explain what "it" is. Quoted from the Workshop page: "The DakTek Combat System is a vehicular focused combat system addon based on the battletech universe. I've worked for 6 months straight as a one man dev to bring to you over 100 weapon choices, 6 different modes of mobility, and a magnitude of utilities and modules to allow you to tweak your vehicle to your desires. Do note that this is a building addon, and as such things will not be premade for you, this will just give you a box of the pieces required to build what you want. I strive to keep DakTek easy to use, as bug free as possible, and well balanced and will continue to support this mod with occasional updates." I wish to make futuristic mixed mech, tank, and aircraft combat a large part of the gmod vehicular combat niche. Here is the promotional video I put together: [video=youtube;2qoQ5xKDA3w]https://www.youtube.com/watch?v=2qoQ5xKDA3w[/video] Here is the workshop page, pictures and more videos can be found showing scenes from DakTek combat. There will also be links to my youtube channel in which I've spent the last days posting multiple tutorials on how to create each vehicle type and even put out informational overview videos going over each entity included in the addon. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=909795638[/url] Please enjoy and spread it to anyone interested.
I think that it's safe to say that all the hard work has paid off. This is all really epic stuff!
fucking hell this is bloody genius
Nice to see some competition for acf. :dance: Any plans to allow direct vector coordinates for missiles instead of just entitys?
this is extremely user unfriendly i have no idea how to set anything up
[QUOTE=lintz;52142736]this is extremely user unfriendly i have no idea how to set anything up[/QUOTE] You have to have everything linked to a reactor using the link tool for it to work except for ammo and heatsinks they have to be constrained to the reactor (weld, no collide etc). Its a little unintuitive for people that dont know much about battletech/mechwarrior is kind of true though. As for using the various engines the op has various tutorials on how to set those up on his youtube channel.
Ok i need some help,when i was wiring the Gyro while following the tutorial i noticed my gyro has more options to weld like left foot and right foot. How do i wire it properly?
Looks awesome
[B]Is there currently any way to prevent people from going around and destroying everything without per-player permission?[/B] I see hints of what look like Simple Prop Protection (SPP) checks, though usually developers expect to see [URL="https://facepunch.com/showthread.php?t=488410"][B]CPPI[/B][/URL] calls so that your addon is not dependent on any specific prop protection system. Alternatively, using your own [URL="https://github.com/nrlulz/ACF/search?utf8=✓&q="][B]hook checks like ACF does[/B][/URL]. I can't safely add this to my server without faking the SPP implementation. Even then, it only prevents damage if the player is godded, rather than having checks to see if the entity's owner allows the damage from a specific player or not (like [B]ENTITY:CPPICanDamage( ply )[/B]) I.e., if I've got 2 players that want to fight off in a corner and only damage each other while the rest of the server continues to build, the way current way to ensure the builders' stuff can't be damaged is by having them all godded. It would be much more preferable to have these two players just give each other permission to damage each other (which is handled by the server's admin/prop system). All you'd need to do is something relatively similar to: [code] local ply = ... -- the player trying to cause the damage local dmg = DamageInfo() -- -- if ( CPPI and ent.CPPICanDamage ) then if ( ent:CPPICanDamage( ply ) == false ) then -- don't apply damage end elseif ( hook.Run( "DakTekCanDamage", ent, dmg ) == false ) then -- don't apply damage end [/code] You could probably even just use hook.Run( "[B][URL="http://wiki.garrysmod.com/page/GM/EntityTakeDamage"]EntityTakeDamage[/URL][/B]", ent, dmg ) before applying the damage so that we can just set the damage to 0 if it doesn't meet our requirements. ------------------------------------------ Other than that, just a few bugs to report. Do you have somewhere you prefer for bug reporting? It looks like you don't have a Github (or similar), as noted on your previous thread, and you don't mention bug reporting anywhere here or on the workshop page. The one you're already aware of: [code] [DakTek Combat System] lua/entities/dak_gyro/init.lua:811: attempt to get length of field 'deadcontraption' (a nil value) 1. unknown - lua/entities/dak_gyro/init.lua:811 [/code] Trivial error, probably just check if [B]self.deadcontraption[/B] is nil beforehand. [code] [DakTek Combat System] lua/entities/dak_srm.lua:208: Tried to use a NULL entity! 1. unknown - [C]:-1 2. SetAttacker - [C]:-1 3. unknown - lua/entities/dak_srm.lua:208 [/code] Shooting a player with the SRM Launcher will cause this. [code] Couldn't addvar DakActiveVar - type float is invalid! [/code] Presumably from [B]lua\entities\dak_jumpjet\shared.lua:9[/B]. Perhaps the type has to be proper case ("Float" instead of "float").
So this is where all the replies are. I've been checking the general thread more than this thread and the steam groups, but rarely here. As for people with questions on how things work in DakTek I have hours worth of tutorials going over every different thing you could ask for and more coming to explain those things in even greater detail for those who are new to building in general. I knew people wouldn't know how to set the stuff up right off the bat, but I did make everything very easy to actually set up when you know what you're doing, so the tutorials should help. Setting up a more advanced server owner oriented damage protection system is near the top on the priorities list currently, I've finished up the optimizations I was working on so I'll be able to get to work on it now. I'll look into creating an options list with an admin only command to enable or disable damage entirely, one to enable to disable player's abilities to turn on damage protection (useful for battle focused servers), and then client settings so they can check who can and cannot deal damage to them. Also I'll see about adding in hooks for cases of damage being dealt. I actually don't use any at all currently, though apparently its a common thing to do. As for bug reports I ask that you make a topic on the DakTek group page or a topic on the workshop page, that way I will get notified of it by steam for quick responses. I'll fix up the ones you mentioned, could of sworn I fixed that SRM one already though, maybe I overwrote it. Lastly, EntityTakeDamage would only work for checking damage done to players and NPCs, against props the mod has its own method of damage that is entirely separate from the vanilla damage system.
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