[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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