• The Death Note
    927 replies, posted
[QUOTE=yaad]Will this work one NPCs[/QUOTE] It doesn't work on one NPC, it works on all of them :downs: If you mean the other way, it does work on NPCs.
When it will be done?
[QUOTE=yaad]When it will be done?[/QUOTE] Some day. :downs:
So, did my bit of code help you out grease?
[QUOTE=FunnyGamer]So, did my bit of code help you out grease?[/QUOTE] I don't think so. I've been using SetOwner, and I don't think it works.
I don't know. I have trouble getting my edited bouncy ball to mount in Gmod. I iwll make a thread about it. I am probably stupid, though, and missed something totally retarded.
[QUOTE=FunnyGamer]I don't know. I have trouble getting my edited bouncy ball to mount in Gmod. I iwll make a thread about it. I am probably stupid, though, and missed something totally retarded.[/QUOTE] I even used SetPhysicsAttacker on this. It either says killed by #worldspawn or killed by #car. It's getting pretty annoying.
I know #worldspawn is because of the car just pushing the player into the ground in a way that the ground hurts you more (how does the game decide this?). I suggest making a thread about this.
[QUOTE=FunnyGamer]I know #worldspawn is because of the car just pushing the player into the ground in a way that the ground hurts you more (how does the game decide this?). I suggest making a thread about this.[/QUOTE] That's actually from using Input. I'm not sure why.
Off topic, but how do I get rid of the normal hud (the Health box thing in the lower left corner)?
[code]cl_hud 0[/code] In the console works for me. And obviously "1" to put it back... :)
[QUOTE=ChrischriS][code]cl_hud 0[/code] In the console works for me. And obviously "1" to put it back... :)[/QUOTE] Got it to work. Aeolus has an option under "configuration" that disables all that stuff. I can't believe I missed that.
[QUOTE=FunnyGamer]Got it to work. Aeolus has an option under "configuration" that disables all that stuff. I can't believe I missed that.[/QUOTE] There's a better way to disable different types of HUD. [lua] function WhatShouldDraw( name ) --return false to hide an item if ( name == "CHudHealth" or name == "CHudBattery" ) then return false else return true end end hook.Add( "HUDShouldDraw", "myhuddraw", WhatShouldDraw ) [/lua]
That's it. Or something like that. I checked. ;)
[QUOTE=FunnyGamer]That's it. Or something like that. I checked. ;)[/QUOTE] Anyway, I have no idea how to overcome the kill thing. I guess all I can do is work on the different deaths.
Just set it aside as a fix me thing, or just disable physics deaths on the first realease if it comes out soon. ;)
Oh I saw this somewhere and had no idea what it was... I think I saw a model of it on garrysmod.org...
[QUOTE=OutOfExile]Oh I saw this somewhere and had no idea what it was... I think I saw a model of it on garrysmod.org...[/QUOTE] The one by FluxMage. He's the one making the view model for me. ;)
One quick idea: The victim should have some sort of warning just before the death hits, for example with your car, you could make a shadow, and a whistling sound just before the car his. I believe this will make it more interesting; for what could be more satisfying that seeing a player look left; right; up, then get disintegrated lightening? And a idea for a death: have a Shinigami become half-visible in front of the victim right before he latches on to the victim and quickly drains his health.
[QUOTE=grea$emonkey]Anyway, I have no idea how to overcome the kill thing. I guess all I can do is work on the different deaths.[/QUOTE] [url]http://code.garrysmod.com/?show=garrysmod/gamemodes/base/gamemode/cl_deathnotice.lua[/url] I am god.
[QUOTE=DrFattyJr][url]http://code.garrysmod.com/?show=garrysmod/gamemodes/base/gamemode/cl_deathnotice.lua[/url] I am god.[/QUOTE] Sorry, but I'll never try and use [b][i]THAT[/i][/b] again outside of a gamemode. Never. Ever. Never ever. It was what I tried using first and I cannot tell you how much effort was put into trying to make that work. It froze GMod every single time. Even with hooks!
I just finished watching the Death Note anime, and it was awesome, I feel bad for Light and L though.
Couldn't you just overide the fucntion with something like [lua]GM:DrawDeathNotice( x, y ) return end[/lua] That should stop them from drawing? Or perhaps only when you're person is dying [lua]if (Killing_Someone_With_Funny_Objects) then GM.DrawDeathNotice = function(x,y) return end else GM.DrawDeathNotice = function(x,y) local hud_deathnotice_time = hud_deathnotice_time:GetFloat() x = x * ScrW() y = y * ScrH() // Draw for k, Death in pairs( Deaths ) do if (Death.time + hud_deathnotice_time > CurTime()) then if (Death.lerp) then x = x * 0.3 + Death.lerp.x * 0.7 y = y * 0.3 + Death.lerp.y * 0.7 end Death.lerp = Death.lerp or {} Death.lerp.x = x Death.lerp.y = y y = DrawDeath( x, y, Death, hud_deathnotice_time ) end end // We want to maintain the order of the table so instead of removing // expired entries one by one we will just clear the entire table // once everything is expired. for k, Death in pairs( Deaths ) do if (Death.time + hud_deathnotice_time > CurTime()) then return end end end[/lua] Or something like that?
[QUOTE=DrFattyJr]Couldn't you just overide the fucntion with something like [lua]GM:DrawDeathNotice( x, y ) return end[/lua] That should stop them from drawing? Or perhaps only when you're person is dying [lua]if (Killing_Someone_With_Funny_Objects) then GM.DrawDeathNotice = function(x,y) return end else GM.DrawDeathNotice = function(x,y) local hud_deathnotice_time = hud_deathnotice_time:GetFloat() x = x * ScrW() y = y * ScrH() // Draw for k, Death in pairs( Deaths ) do if (Death.time + hud_deathnotice_time > CurTime()) then if (Death.lerp) then x = x * 0.3 + Death.lerp.x * 0.7 y = y * 0.3 + Death.lerp.y * 0.7 end Death.lerp = Death.lerp or {} Death.lerp.x = x Death.lerp.y = y y = DrawDeath( x, y, Death, hud_deathnotice_time ) end end // We want to maintain the order of the table so instead of removing // expired entries one by one we will just clear the entire table // once everything is expired. for k, Death in pairs( Deaths ) do if (Death.time + hud_deathnotice_time > CurTime()) then return end end end[/lua] Or something like that?[/QUOTE] I don't think so... I'm not sure how that is helping the problem. I used hooks which automatically override the functions.
[QUOTE=grea$emonkey]I don't think so... I'm not sure how that is helping the problem. I used hooks which automatically override the functions.[/QUOTE] Well it would allow you to replace the function with something that didn't allow the notice to draw and then change it back when you where done. [b]Edit:[/b] You probably know more about it then i do, so I'll just shut up now.
This sounds AWESOME! can't wait for a release
[QUOTE=FunnyGamer]Use this: [code] ent:SetOwner( self.Owner ) --gives you the kill, not that kill stealin' bastard known as #entinty_flechette [/code] Taken directly from my SWEP. [b]Edit:[/b] It's amazing just how many Sent coders fail to put that in. Makes it a whole lot simpler to find who killed you than yelling [noparse]"ZOMGWTF!? WHO KILLED ME WITH #Entity_Flechette AGAIN!?!?"[/noparse][/QUOTE] he should not make it like that because its more fun when people dont know someone has deathnote
The shinigami looks funnny. :v: This looks cool!
Another possible cause of death, suffocation/drowning?
I just got back from an event. I am glad that I still have support. I also remember why the set owner thing doesn't work. In GMod, physics objects won't collide with their owners. I couldn't test it in that respect. This also doesn't work on bots. Those two things make it extremely difficult to test, especially when I can't make a server(fucking router!) :argh:
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