Also Can you tell me where I can find the Metroid.mdl?
[editline]15th April 2012[/editline]
Is this project done? :tinfoil:
The Scav Turret REALLY needs a Medigun firemode so you can have shit like the Meet The Medic Medigun.
You should add one.
This thing needs an use.
[IMG]http://puu.sh/uoqY[/IMG]
normally, I'm happy to lurk, but can anyone explain to me what this SVN error means?
(happened on using "SVN Update")
----
Error Working Copy
Error '...\garrysmod\garrymod\addons\scavengercannon'
Error locked.
Error '...\garrysmod\garrysmod\addons\scavengercannon'
Error is already locked.
-----
Use tortoiseSVN.
that error doesn't even make any sense.
[QUOTE=Sgt. Lulz;35945320]Use tortoiseSVN.
that error doesn't even make any sense.[/QUOTE]
I am using tortoise. not sure exactly whats going on but it sounds like my SVN got locked out of the folder its supposed to import the files to (thats a first).
closer look revealed that it didn't even download half the stuff.
on deleting the it and then redownloading, I found an error message I didn't notice last time.
----
Error REPORT of '/svn/!svn/vcc/default': Could not read chunk size: connection was
Error closed by server ([url]http://scav.awesomeunderscore.com[/url])
----
it then loops back to the previous error message. this can't be file size, because I have SVN'd bigger things.
any suggestions short of importing every little file individually to find whats messing it up?
[QUOTE=greatsharku;35947666]I am using tortoise. not sure exactly whats going on but it sounds like my SVN got locked out of the folder its supposed to import the files to (thats a first).
closer look revealed that it didn't even download half the stuff.
on deleting the it and then redownloading, I found an error message I didn't notice last time.
[/QUOTE]
Usually preforming the checkout on a new folder will resolve the issue. If this is not the case, you can attempt to release any locks within the TortoiseSVN context menu.
[QUOTE=TheAdam;35949169]Usually preforming the checkout on a new folder will resolve the issue. If this is not the case, you can attempt to release any locks within the TortoiseSVN context menu.[/QUOTE]
... "There's nothing to unlock. No file has a lock in this working copy."
directly afterward getting that message I tried to use updater to get the rest of the files. queue the 'locked' error message from before.
deleted /addons/scavengercannon and created /addons/fritterfry
if it ends up being the file name that was causing this, I'll be understandably upset.
not sure what happened, but somehow, checking out to a new filename seems to have worked. I now received the message completed message.
glad it worked out, and thanks for telling me about the Unlocking, Adam. while its not necessary, I'm still curious as to what the fuck actually happened here.
[QUOTE=greatsharku;35950418]thanks for telling me about the Unlocking, Adam. while its not necessary, I'm still curious as to what the fuck actually happened here.[/QUOTE]
As am I, but computers these days just seem to be self-aware with these type of things.
It's the only reasonable explanation.
[QUOTE=TheAdam;35953954]As am I, but computers these days just seem to be self-aware with these type of things.
It's the only reasonable explanation.[/QUOTE]
you know what... I'll take that answer. I'll take it and label it... 'decent'.
EDIT >> since I've finally gotten it working, and there is a gamemode... are there any servers running it?
Hello there. I think I'm bumping this thread, but I have a question about ScavData.lua .
I want to add more usable entity to ScavData.OKClasses table, but when I edit this file, I get this error.
[addons\scavenger cannon\lua\autorun\scavdata.lua:1] unexpected symbol near ' '
I don't even touch first line, but I keep getting this error.
This is the LUA I am attempting to use.
[code]
if SERVER then
AddCSLuaFile("ScavData.lua")
AddCSLuaFile("client/sdm_votemenu.lua")
AddCSLuaFile("skins/sg_skin1.lua")
else
include("skins/sg_skin1.lua")
end
local refangle = Angle(0,0,0)
local ENTITY = FindMetaTable("Entity")
local PLAYER = FindMetaTable("Player")
_E.SHORT_MAX = 32767
//CreateClientConVar("scav_col_r","100",true,true)
//CreateClientConVar("scav_col_g","100",true,true)
//CreateClientConVar("scav_col_b","150",true,true)
CreateClientConVar("cl_scav_high",0,true,false)
//CreateClientConVar("scav_gcolor","���",true,true)
ScavData = {} --this table holds pretty much everything for the scavgun, it's much cleaner than using _G
local ScavData = ScavData
ScavData.Debug = {}
ScavData.models = {}
local modelnameformattable = {}
function ScavData.FormatModelname(modelname) --this function will take a modelname from entity:GetModel() and format it so the scavgun can use it
if !modelnameformattable[modelname] then
modelnameformattable[modelname] = string.gsub(string.lower(string.gsub(modelname,"%./","")),"\\","/")
end
return modelnameformattable[modelname]
end
ScavData.mounted = {}
for k,v in pairs(GetMountedContent()) do
ScavData.mounted[v] = true
end
function ScavData.StringToRGB(col)
return string.byte(col,1,3)
end
if CLIENT then
function ScavData.GetTracerShootPos(pl,defaultpos)
if !ValidEntity(pl) then
return defaultpos
end
if CLIENT && (pl == GetViewEntity()) then
local vm = pl:GetViewModel()
return vm:GetAttachment(vm:LookupAttachment("muzzle")).Pos
else
local wep = pl:GetActiveWeapon()
return wep:GetAttachment(wep:LookupAttachment("muzzle")).Pos
end
end
end
--to keep the old guns happy
ScavData.OKClasses = {
scav_cartridge=true,
prop_combine_ball=true,
prop_physics=true,
prop_physics_respawnable=true,
prop_physics_multiplayer=true,
prop_physics_override=true,
prop_ragdoll=true,
helicopter_chunk=true,
gib=true,
scav_projectile_rocket=true,
rpg_missile=true,
phys_magnet=true,
prop_ragdoll_attached=true,
gmod_wire_hoverdrivecontroler=true,
//func_physbox=true,
scav_projectile_comball=true,
scav_projectile_arrow=true,
scav_projectile_cannonball = true,
scav_c4=true,
scav_tripmine = true,
scav_proximity_mine = true,
physics_cannister = true,
apc_missile = true,
baseprojectile = true,
garg_stomp = true,
gib = true,
grenade = true,
grenade_ar2 = true,
grenade_beam_chaser = true,
grenade_beam = true,
grenade_hand = true,
grenade_helicopter = true,
grenade_homer = true,
grenade_mp5 = true,
grenade_spit = true,
hunter_flechette = true,
physics_prop = true,
physics_prop_ragdoll = true,
simple_physics_prop = true,
}
function ScavData.GetFiremode(modelname)
return ScavData.models[modelname]
end
function ScavData.RegisterFiremode(tab,model)
ScavData.models[ScavData.FormatModelname(model)] = tab
end
local teams = {}
teams["unassigned"] = 1001
teams["spectator"] = 1002
teams["red"] = 1003
teams["blue"] = 1004
teams["green"] = 1005
teams["yellow"] = 1006
teams["orange"] = 1007
teams["purple"] = 1008
teams["brown"] = 1009
teams["teal"] = 1010
function ScavData.ColorNameToTeam(colorname)
if !colorname then
error("Bad argument #1 to 'ColorNameToTeam'",2)
end
colorname = string.lower(colorname)
local teamid = teams[colorname]
if !teamid then
teamid = TEAM_UNASSIGNED
print("Warning! Bad team name "..tostring(colorname)..". Using \"unassigned\" instead")
end
return teamid
end
if SERVER then
ScavData.CollectFuncs = {}
local angoffset0_0_0 = Angle(0,0,0)
local angoffset90_0_0 = Angle(90,0,0)
//local angoffset180_0_0 = Angle(180,0,0)
//local angoffset270_0_0 = Angle(270,0,0)
//local angoffset0_90_0 = Angle(0,90,0)
//local angoffset0_270_0 = Angle(0,270,0)
local bd_tracetab = {}
bd_tracetab.mask = MASK_SHOT
local bd_opvec = Vector(0,0,0)
bd_tracetab.endpos = bd_opvec
local bd_vecs = {Vector(1,0,0),Vector(-1,0,0),Vector(0,1,0),Vector(0,-1,0),Vector(0,0,1),Vector(0,0,-1)}
function ScavData.BlastDecals(decal,pos,radius) --creates decals in 6 directions. Kind of nasty but it does the job for medium-small explosions.
bd_tracetab.start = pos
for k,v in pairs(bd_vecs) do
bd_opvec.x = pos.x+v.x*radius
bd_opvec.y = pos.y+v.y*radius
bd_opvec.z = pos.z+v.z*radius
//print(bd_tracetab.Start,bd_tracetab.EndPos)
local tr = util.TraceLine(bd_tracetab)
if tr.Hit then
util.Decal(decal,pos,tr.HitPos-tr.HitNormal)
end
//if tr.Hit then ErrorNoHalt("HIT!") end
end
end
function ScavData.GetEntityFiringAngleOffset(ent) --entity must not have modified angles! also this is a shitty function why don't I know the real way to do this
local mins = ent:OBBMins()
local maxs = ent:OBBMaxs()
local x = maxs.x-mins.x
local y = maxs.y-mins.y
local z = maxs.z-mins.z
if (z > y) && (z > x) then --if the OBB is taller than it is wide
//ErrorNoHalt("tall")
return angoffset90_0_0
//elseif (y > x) then
// return angoffset0_90_0 --actually we don't care about this just don't make it tall because that looks strange
end
return angoffset0_0_0
end
function ScavData.DoBlastCalculation(position,radius,attacker,inflictor,callback) --callback should have: ent, position, radius, attacker, inflictor, fraction
for k,v in ipairs(ents.FindInSphere(position,radius)) do
callback(v,position,radius,attacker,inflictor,1-(v:GetPos():Distance(position)/radius))
end
end
function ScavData.GetNewInfoParticleSystem(particlesystemname,pos,parent)
local ent = ents.Create("info_particle_system")
ent:SetPos(pos)
if parent then
ent:SetParent(parent)
end
ent:SetKeyValue("effect_name",particlesystemname)
ent:SetKeyValue("start_active","true")
ent:Spawn()
ent:Activate()
ent:Fire("Start",nil,0)
return ent
end
else
usermessage.Hook("scv_elc",function(um)
local pos = um:ReadVector()
local radius = um:ReadFloat()
WorldSound("ambient/explosions/explode_7.wav",pos)
local dlight = DynamicLight(0)
if dlight then
dlight.Pos = pos
dlight.r = 100
dlight.g = 100
dlight.b = 255
dlight.Brightness = 10
dlight.Size = radius
dlight.Decay = radius
dlight.DieTime = CurTime()+1
end
end)
local ITEMFILE = "ScavData/knownitems.txt"
knownmodels = glon.decode(file.Read(ITEMFILE))||{}
hook.Add("InitPostEntity","Scav_LoadKnownFiremodes",function()
local PlayerID = util.CRC(LocalPlayer():SteamID())
if !file.Exists(ITEMFILE) then
knownmodels.ID = PlayerID
end
if knownmodels.ID != PlayerID then
print("Invalid firemode memory table, deleting file.")
file.Delete(ITEMFILE)
knownmodels = {["ID"] = PlayerID}
end
end)
function ScavData.ProcessLocalPlayerItemKnowledge(modelname)
--modelname = ScavData.FormatModelname(modelname)
if !knownmodels[modelname] && ScavData.models[modelname] then
knownmodels[modelname] = true
writestring = glon.encode(knownmodels)
file.Write(ITEMFILE,writestring)
end
end
function ScavData.LocalPlayerKnowsItem(modelname)
return knownmodels[modelname]
end
end
/*=======================================================================*/
-- New Player methods
/*=================================
[QUOTE=NKMs;36144851]Hello there. I think I'm bumping this thread, but I have a question about ScavData.lua .
I want to add more usable entity to ScavData.OKClasses table, but when I edit this file, I get this error.
[addons\scavenger cannon\lua\autorun\scavdata.lua:1] unexpected symbol near ' '
I don't even touch first line, but I keep getting this error.
This is the LUA I am attempting to use.
[code]
...
[/code][/QUOTE]
Yikes, sorry about getting a reply to you so late! The error you're getting is because of the unicode characters in the file. Make sure you're saving it with the correct encoding.
I also anticipate that this addon will no longer be functional in the next version of Garry's Mod. I've got my hands full for the foreseeable future, but when I get the chance I'll try to get a working version of this addon up on the Steam Workshop, maybe recoded to be a bit more organized and lightweight.
Cool and Ghor what are you working on?
Awesome...
[QUOTE=Ghor;36607932]Yikes, sorry about getting a reply to you so late! The error you're getting is because of the unicode characters in the file. Make sure you're saving it with the correct encoding.
[/QUOTE]
Well, I've just forgot about scavdata.lua and edited scav_gun/init.lua.
[code]
return ent.CanScav||(ent:GetMoveType() == MOVETYPE_VPHYSICS) && !ent.NoScav
[/code]
Using this works well, except for func_physbox in singleplayer campaign. It throws trigger brushes,
random cubes and even fading glasses, man. No need some fix for that, it does not cause a problem except for large brushes kill citizens and incorrect brushes could crash game. Anyways, thanks for reply.
[QUOTE=Ghor;36607932]I also anticipate that this addon will no longer be functional in the next version of Garry's Mod. I've got my hands full for the foreseeable future, but when I get the chance I'll try to get a working version of this addon up on the Steam Workshop, maybe recoded to be a bit more organized and lightweight.
[/QUOTE]
Agh, I already saw that it's fully incompatible on gmod13, but even if it no longer works, I could get this weapon working in my dreams.
Hell, imagine yourself using this weapon in real life. Can store any object inside itself, can throw at any time, can customize some of object to have different functionalities than throwing, instant heal and even easy cleanup. The whole world would hunt you down for it. I just wonder 'what happens if I scavenge inside some water'
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