• Jackarunda's SENTs
    711 replies, posted
[QUOTE=ROFLBURGER;29520649]Oh god yes. This will be easier to set up car bombs without taking 8 seconds of my precious time wiring it to a numberpad.[/QUOTE] Or you could be an autist or whatever the trendy term is for "one who overcomplicates things" like me and wire up a panel full of buttons and sirens and junk just to detonate the damned thing. For some reason I find it incredibly enjoyable to do that.
[QUOTE=CG62;29521576]Or you could be an autist or whatever the trendy term is for "one who overcomplicates things" like me and wire up a panel full of buttons and sirens and junk just to detonate the damned thing. For some reason I find it incredibly enjoyable to do that.[/QUOTE] I'd make a lot of things if I knew derma. Unfortunately, however, I am limited to on-screen text and key presses. [editline]29th April 2011[/editline] Update out. The SVN is still borked. I don't have to remind you guys to delete your old version before you put the new one in. No merging/replacing. Also, 30 Lua King milestone XD ...or inchstone, you get the idea.
[QUOTE=CG62;29521576]Or you could be an autist or whatever the trendy term is for "one who overcomplicates things" like me and wire up a panel full of buttons and sirens and junk just to detonate the damned thing. For some reason I find it incredibly enjoyable to do that.[/QUOTE] I sometimes do this, but time is usually an essence when it comes to sabotaging racer's cars when they say mean things to me.
[QUOTE=Kung Fu Jew;29259753]Will you ever be adding something such as an MP5SD/another whisper quiet weapon (Vintorez, 9A91?!?!)? Also, having an AK of any sort (i would prefer a stock AKM, or something like an AK-107/AK-108, or maybe even an AN-94...) would be sweet. I think the shotgun sounds are not deep and loud enough. Every other gun is louder and sharper and stuff, the shotguns sound like cheese lol. There must be a more conventional way of blowing up the C4 (detonator swep- right click C4 to attach a thing that allows you to left click and blow up anything with that attached?) and a way for us non-wire people to blow up the tactical nuke imo. [editline]17th April 2011[/editline] NOOOOOOOOOOO[/QUOTE] Do this instead of the idea you mentioned above (the C4 idea that is, though the others are really cools too), it's less complicated, easier to grasp, and more flexible. [editline]30th April 2011[/editline] Actually making it a throwable SWEP would be cool too as long as you don't make it 'automatically' tied to a detonator. Could you make the explosion scale up when multiple are combined? As it is right now, it just makes them all blow up separately and that causes a really bad spam of effects since people do it and expect it to not rape their system lol [editline]30th April 2011[/editline] Okay, even better idea for the C4 SWEP. Left click throws it, and it won't stick onto anything, but a detonator 'node' is automatically attached to it so you can blow it up on the fly. Right click places it, but you must attach a detonator 'node' to it after doing so. Detonator 'nodes' are placed with the right click function of the detonator SWEP. The left click- obviously- blows up anything it had a node attached to. I'm thinking you could make this even more flexible somehow but I don't want to overcomplicate things for you, I'd rather let you figure if you want to do that or not since you've already come up with some really innovative objects in your pack here. Perhaps you could attach a node to a weapon magazine and make it go off? That might be too far-fetched. If you do decide to do that, make it so we can pop a box of shuriken with it, too. That'd be hilarious, people would have no idea what happened that made them start bleeding profusely.
[QUOTE=Kung Fu Jew;29533636]stuff[/QUOTE] "Can you make the explosion scale up?" --the fuck you talking about? C4 splosions scaled from the beginning And no. I already, literally, have the JI Multi-Purpose Fuzing System all drawn out. Will give you a way to quickly rig up a detpack or a tacnuke with whatever kind of fuze system you want. All in carry-able form. Needless to say, you can set your preferences with the kits so that you can just whip out pre-made Do-It-Yourself explosives. And at this moment I just finished reworking the C4's explosion characteristics and adding a simple gib system. The gib system was designed to work mostly with physprops, which it does quite well, but I also added special recognition for things like some of my different ammoboxes. I did all the ones except the ammo really, because each box supposedly contains like 400 rounds and that many things would get horribly laggy. Not to mention I don't have any "single round" entities so I would just have to make shells, which would somehow mean that all the ammo was ruined. No thanks. Wrap a few detpacks with sheetmetal and you got yourself a shrapnel bomb. Set a detpack under a shurikenbox and you got yourself some razorhail. [editline]30th April 2011[/editline] I say throwable so that you don't need a gravgun or physgun to stick the C4 to something. The C4 detpack itself will retain all of its wire and physics-sticking capabilities. Before you throw it, you can choose to put a fuze system on it. Simple as that. The fuze system will be extremely versatile as well. I'm thinking of 4 different modes, each with options: remote, timed, motion-sensitive, and contact-sensitive. Again, your preferences will save. It is assumed that you auto-configure every JIDIYEXKIT you're carrying. Yes I need to come up with a better acronym. [editline]30th April 2011[/editline] "can you make the explosions scale up" no seriously KFJ I'm starting to worry about you. What do you mean? It even says they do in the original post that I posted 3 fucking months ago. I thought that was the primary advantage they had over other explosives. [editline]30th April 2011[/editline] and that the hell do you mean system rape? the sprites from the C4's explosion last a maximum of like 2 seconds, and that's only if you piled 20 of them and blew them up. Start making sense or I'm going to ignore you.
I like the idea of a detpack being on entities such as the shuriken box.
The C4s do not scale up- at least, not in multiplayer. I'd get you a video if my Fraps wasn't being unresponsive. They just stack onto each other and all of the sprites stack onto each other as well, so it just makes a bomb the size of the original with tons of extra sprites added on. That can cause serious lag for some people if, like you said, 20 were stacked up in the same spot. [editline]2nd May 2011[/editline] The explosions stack onto each other I mean. For example say a C4 has like 4 sprites or something. Two C4s makes a bomb no bigger than one, and you get 8 sprites in the same spot. Ten just makes 40 sprites in the same spot, the bomb remains no bigger, not even the sprites resembling a larger blast.
I think that's just you. I vaguely remember the explosion being big as fuck when I did it.
Okay, nevermind- they scale. Something must've gone wrong when I tried it last time.
[QUOTE=Kung Fu Jew;29584741]Okay, nevermind- they scale. Something must've gone wrong when I tried it last time.[/QUOTE] :/ [editline]2nd May 2011[/editline] Welp, I got weapons that stick to you on your body in various places while you're not using them. If you have a pistol and it's not being used, it's on your thigh. It's a system that's universal so for each weapon all I have to do is give the weapon a set of attributes that specify what bone it goes on, at what position, and at what angle. Unfortunately, it looks like I can't use PAC to find the coordinates (because CapsAdmin can't be bothered to tell me how his coordinates translate) so the only way to do it is trial-and-error by changing a number and then reloading gmod every time. Looks like FUCK it's going to take 2 days of work just to position 1 weapon, and there are some 20 weapons. This is going to destroy my entire fucking life. Another prollem too, even though the weapons stick to their appropriate bones, they lag behind you when you move (a little). It's not bad, but it's definitely noticeable. Again, it'd be great to understand techniques that CapsAdmin used in PAC but nooooooo.....
Well, I could likely use SetParent() to help decrease the motion lag, but there's still the problem of positioning the weapons... I will have to quickly construct some kind of temporary system to allow me to position the weapons. Would be really great if I could just use the coordinates that PAC gives me when I position things on bones. [editline]3rd May 2011[/editline] I contacted Pheonix here on FP for help again with getting the SVN back up but it doesn't look like he's going to respond...
I wish I could tell you. All I know is that I hope you make the weapons have proper coordinates so it looks like they're in an American carry :)
[QUOTE=Kung Fu Jew;29600776]I wish I could tell you. All I know is that I hope you make the weapons have proper coordinates so it looks like they're in an American carry :)[/QUOTE] Whadya mean? Carry styles differ from country to country? I was just going to do this: long guns go on one side of your back, pointing towards the ground, with their "down" direction pointing away from the middle of your back pistols (and other short guns) will go on the outside of your upper thigh, muzzle down, with their "up" direction parallel to your "forward" direction Is that american?
You should add some kind of attachment system to the weapons.
For long guns- Over the right shoulder, muzzle up. Here's a video [url]http://www.youtube.com/watch?v=pXiDTdsdvfg[/url] What you have for short guns/pistols is good too. I just hope they don't go inside of each other if you have more than one :(
[QUOTE=Sunnday3;29603411]You should add some kind of attachment system to the weapons.[/QUOTE] Already planning on it. [editline]3rd May 2011[/editline] [QUOTE=Kung Fu Jew;29603606]For long guns- Over the right shoulder, muzzle up. Here's a video [url]http://www.youtube.com/watch?v=pXiDTdsdvfg[/url] What you have for short guns/pistols is good too. I just hope they don't go inside of each other if you have more than one :([/QUOTE] I don't know if you read my original post on this subject. I don't know if I even specified in that post. Too lazy to look. Maximum of two long guns, one on each side of your back, and maximum of two short guns, one on each thigh. You know I wouldn't allow weapon clipping like that. And if that's American carry, then I'll use that position (because the more you can look like a professional warfighter, i.e. a U.S. Soldier, the better IMHO).
You should add some sort of speed reduction when you're carrying a large bag of ammo, weapons, and whatnot.
[QUOTE=ROFLBURGER;29606262]You should add some sort of speed reduction when you're carrying a large bag of ammo, weapons, and whatnot.[/QUOTE] [through gritted teeth] Original post about this particular topic... I said I would implement weight slowdown to complement the volume-based carrying system. [/through gritted teeth]
[QUOTE=Jackarunda;29606443][through gritted teeth] Original post about this particular topic... I said I would implement weight slowdown to complement the volume-based carrying system. [/through gritted teeth][/QUOTE] For now on, I am now reading the OP before I post.
[QUOTE=ROFLBURGER;29606462]For now on, I am now reading the OP before I post.[/QUOTE] If you show up on the thread here and we're all talking about something that you don't know about, just scroll back a few comments to see if any new ideas were introduced. That's all. Also, I will officially update the post once I get this holstered weapon system down (it's unbelievably frustrating).
I hope there's going to be an option to turn off this holstering system, as, for me at least, it would get quite a bit annoying if i could not use the other features of this addon without that, even though i probably will also use it some of the time my self.
Holdtypes have been broken for many versions now. They worked perfectly before, with hipfire/shoulderfire and holster mode and everything. What gives :(
[QUOTE=Kung Fu Jew;29622480]Holdtypes have been broken for many versions now. They worked perfectly before, with hipfire/shoulderfire and holster mode and everything. What gives :([/QUOTE] ಠ_ಠ [editline]4th May 2011[/editline] Not to be rude or accusative, KFJ, but you have a clearly distinguished history of reporting to me problems that only seem to exist on YOUR system and have no logical explanation. I'm going to look for someone else to confirm this before I go tearing things up to fix it.
I seem to be the only one reporting anything in MP. The other dude who hosts a server with this doesn't come around anymore. I am talking about multiplayer after all.
Who, me? I don't really have any problems. Everything works flawlessly. It's just you. Ta-ta for now.
[url]http://steamcommunity.com/id/Jackarunda/screenshot/558655970886432445[/url] It's kind of hard to see everything at this angle, but there's a pistol in my right thigh holster, a knife on the left side of my chest and a rifle on my back. This is completely independent of PAC and everything else. These things are showing up automatically because I have those weapons, and they disappear the instant I draw the corresponding weapon.
Lookin' sweet so far, how long would you estimate until we get a chance to play around with this?
[QUOTE=CG62;29639556]Lookin' sweet so far, how long would you estimate until we get a chance to play around with this?[/QUOTE] Before I continue, I need to contact Clavus or Capsadmin to find out how to make the models follow you perfectly. As it is right now, they lag by like 1 frame (which is only noticeable if you're running really), and I want to fix it. I also need to make the models not draw on the screen of the player whom they're on when in firstperson, because as everyone knows, actual playermodel positions don't match at all for first person in source, and for instance I can see my knife when I look down and to the left (which is realistic; IRL you would be able to see the knife, but in gmod without my chest there it just looks weird). And once I get this down, I have to go through and manually determine holstering coordinates for every weapon, which would probably take a couple days. So maybe a week. [highlight][b]-----------------------------[/b][/highlight][editline]5th May 2011[/editline] [highlight][b]------------------------------[/b][/highlight] [url]http://steamcommunity.com/id/Jackarunda/screenshot/558655970886845168[/url] Annihilated a section of concrete pipe with several DetPacks. The total mass of the dispersed chunks amounts to only slightly less than the mass of the original object, so those flying pieces of concrete there [b]will[/b] kill you. There's custom gibsupport for all materials that don't gib naturally, which are concrete, metal and plastic. I also edited the C4 splosion effect so that the sprites disappear smoothly.
Very well then, I'll have something to look forward to through exams then. Keep up the good work.
I don't know what your method for creating the models is (I'm assuming clientside models), but what I did for something similar is parent the model to an attachment point on the player. [lua] self:SetParent(nil) local at = self.Owner:LookupAttachment("anim_attachment_RH") local at2 = self.Owner:GetAttachment(at) local pos = self.WModelPos local ang = self.WModelAng self:SetPos(at2.Pos) self:SetAngles(at2.Ang) local up = self:GetUp() local right = self:GetRight() local forward = self:GetForward() self:SetPos(at2.Pos + (right * pos.x) + (forward * pos.y) + (up * pos.z)) self:SetAngles(at2.Ang + ang) self:SetParent(self.Owner) self:Fire("SetParentAttachmentMaintainOffset", "anim_attachment_RH", 0.01) [/lua] WModelPos and WModelAng were pre-defined offsets for the models. (Replace anim_attachment_RH with your desired attachment, of course. There 's a short but helpful list here: [url]http://wiki.garrysmod.com/?title=Entity.LookupAttachment[/url] ) Mind you, I did this in a custom entity to allow myself to prevent drawing the models for the player in first person, so I'm not sure how you would go about managing that with clientside models.
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