[QUOTE=_NewBee;28491743]Nice work and all but your scripts could be [b]much[/b] more optimised.
Good job on creating realistic weapons though.[/QUOTE]
NewBee, I know, and I have an explanation. Believe it or not, when I started making this pack about 4 months ago, I knew NOTHING (not exaggerating; I new NOTHING) about Lua. Like, I didn't even know where to look in the file system to start modifying SWEPs. I didn't even know the difference between a weapon and an entity.
You can tell the general order in which I created these entities because the old ones are really inefficiently, noobishly coded and the newer ones are much better and more concise. Sometimes I go back and rewrite portions of the old ones because my conscience gets to me about how badly they're written and I can't sleep. Lol.
[editline]8th March 2011[/editline]
Believe me though, if I deem anything has become too inefficient or too lag-causing I will rewrite it. My lua skills are still developing. I'm still a lua noob. This pack is mostly me taking aLOT of time and effort to tediously make things detailed than it is me actually being clever or innovative XD
[QUOTE=Jackarunda;28487557]Ideas are flowing in so rapidly that I'm having to just write them down as I work on making the things work that are ALREADY in the pack XD[/QUOTE]
tee hee
You may already know, but this is what happens when you knife in MP, though the knife still works.
Timer Error: [weapons\weapon_jack_knife\shared.lua:230] attempt to call method 'TraceHullAttack' (a nil value)
[editline]8th March 2011[/editline]
Medkit when healing someone: [weapons\weapon_jack_medkit\shared.lua:60] attempt to call method 'GetMaxHealth' (a nil value)
[QUOTE=Kung Fu Jew;28500271]You may already know, but this is what happens when you knife in MP, though the knife still works.
Timer Error: [weapons\weapon_jack_knife\shared.lua:230] attempt to call method 'TraceHullAttack' (a nil value)
Oh, more client errors. Thanks, those will be fixed in the next patch which will be released in about 10 minutes here :D
[editline]8th March 2011[/editline]
Medkit when healing someone: [weapons\weapon_jack_medkit\shared.lua:60] attempt to call method 'GetMaxHealth' (a nil value)[/QUOTE]
Oh, more client errors. Thanks, those will be fixed in the next patch which will go up in about 5 minutes here.
Alright, so the patch didnt completely fix the holdtypes. But at least it fixed the hipfire holdtypes, so im working on fixing the holdtype changes for ironsights/safety.
[editline]9th March 2011[/editline]
Oh hey! Check that out! Looks like the latest patch fixed holdtypes for NPCs. Although, NPCs don't use shotguns properly. On it.
nah I got it. They use shotguns fine now.
[QUOTE=Jackarunda;28491316]You know, it's going to be updated so frequently that an SVN would probably be a good idea. Only problem is I have no idea how to make or maintain one.[/QUOTE]
Try googlecode . Free 1gb svn
[QUOTE=Jackarunda]Probrably true stuff[/QUOTE]
So then which ones are new ones?
[editline]9th March 2011[/editline]
And why didn't you update old ones before releasing these entities?
[QUOTE=_NewBee;28509501]So then which ones are new ones?
[editline]9th March 2011[/editline]
And why didn't you update old ones before releasing these entities?[/QUOTE]
For instance, the system for weapon entities remembering the ammo in their magazine when dropped - that is pretty old, and it's way overcomplicated; was before I understood that you could just make up arbitrary object attributes. I don't remember who told me that system, but it's way more complicated than it needs to be. And the EMP, it's old too, and really I could just have a single loop for dealing with robots/wire devices instead of like 5 elseif statements (I hadn't yet discovered the "GetModel" function). I didn't update them because I already had put alot of work into them and didn't feel like rewriting the code of like 15 things. Also, I'm pretty sure that all of my weapon entities could run off a single weapon entity base, same with the ammoboxes. Same with the magazine entities. So instead of having an ass-load of code I could have only a little. I'm sorry this pack is not optimized as it should be. Since starting school again, I don't have the time for it like I used to.
Over spring break, though, I will attempt to get everything condensed as much as I can. If that's not good enough for you, I don't know what else to say.
[editline]9th March 2011[/editline]
'Cause like if you look at the code, all the weapon entities operate pretty much exactly the same way, except just they have different models and different SWEP counterparts. I could make a base to run these off of. It would also make editing easier.
Can you make the player play the 'drop item' animation when he drops ammo or something? Would look really cool.
[editline]9th March 2011[/editline]
Adrenaline makes me run like 20mph :( What happened to the realism?
Also, how did you make the binoculars change players' voices? It'd be sick if it did that to all voices past 2000 units away so it sounded like you were talking on a radio to them.
[QUOTE=Kung Fu Jew;28512918]Can you make the player play the 'drop item' animation when he drops ammo or something? Would look really cool.
[editline]9th March 2011[/editline]
Adrenaline makes me run like 20mph :( What happened to the realism?
Also, how did you make the binoculars change players' voices? It'd be sick if it did that to all voices past 2000 units away so it sounded like you were talking on a radio to them.[/QUOTE]
The binoculars set a particular DSP when you zoom in with them, the idea was like somehow you're using the binoculars with some kind of advanced device to try to hear far away. I don't know what DSP stands for but it modifies your client sound. Unfortunately, there's no way I know of to only apply DSP to a certain set of sounds. Just for fun, you can use console commands to test all the different DSPs the wiki page tells you how and what they are: [url]http://wiki.garrysmod.com/?title=Player.SetDSP[/url]
As for the adrenaline, full adrenaline (instant you pick it up) your run speed gets +50%, and the default run speed in gmod seems kinda like a dead-sprint speed to me, perhaps a little inhuman, sooo, if you really think that the adrenaline's effects are too drastic I can tone them down.
As for an animation when dropping things, I could add a viewpunch or sequence of viewpunches, but are you talking about a 3rd person anim? I could probably do that, if that's what you're talking about. I could likely do both.
[editline]9th March 2011[/editline]
Wait, there's a "drop item" animation? What? Where is it?
[editline]9th March 2011[/editline]
Oh wow, now that I look at the available player animation enumerations, it looks like there are alot of things I could use :D
Check out the addon ChatGestures, it has the animations listed in it I think. Garry added these to GMod some time ago, so they're stock, no need to include anything more to get them into your addon other than some lines of code :). Maybe you could
[url]http://www.facepunch.com/threads/1058084-Chat-Gestures?p=27942907[/url]
Got this error slashing with knife.
Timer Error: [weapons\weapon_jack_knife\shared.lua:214] attempt to call method 'TraceHullAttack' (a nil value)
And yeah, I wouldn't have adrenaline make a player go any more than 400 u/s on sprint, honestly. I think the speed you have atm is somewhere around 2000 u/s which is not possible for a human to achieve, even 400 u/s is a big challenge with the kind of gear one can assume they're carrying if they're in the realism scene. (default gmod sprint speed is 500- my server uses 220 run, and when you sprint it takes a few seconds to climb up to 300 u/s).
[editline]9th March 2011[/editline]
Also, I wonder if there will be some of the greats from Mad Cows that'd make the pack more complete if we didn't have to have both- incendiary grenades, flash grenades, a plantable C4/door charge (do the shotguns bust doors down still?), flare guns (maybe you could even do stand-alone flares?)
[editline]9th March 2011[/editline]
'place item' animation would be great for when doing silencers.
Ah, see I found these GMOD_GESTUREs in the anim list and I tried to use them, but they wouldn't work. This new structure shows me how to use them. Thanks!
Also, I fixed that client error. And I'm thinking of changing the way adrenaline works to it scaling your movement abilities (as in, seeing what they currently are and then multiplying and setting that value) instead of setting them to my pre-calculated values (that I calculated by measuring default gmod movement speed). That way, you will always get the same kind of boost whether you're running defualt settings or using more realistic settings.
One more thing: when testing these animations, calling them with DoAnimationEvent seemed to work just fine (singleplayer), but in the ChatGestres addon he has usermessage hooks to do it; do I need to send umsgs to call the anims to play on client?
Maybe. I have no idea about it, myself. That new adrenaline system is a good one, too :) compatibility is key for an addon's long, healthy life.
Speaking of compatibility, the rappelling addon uses the combination USE+WALK- every time I rappel off something I end up using a bandage. Maybe there's another combo you could figure out?
Yeah, noobcake suggested I change the combo to CROUCH+WALK because it's not used very often. I am going to do that, and the combo will be changed with the next release. Thanks for the info.
Could find a way to let the player take out a weapon that's empty? The way it is now, dropping an empty weapon is either doing it as soon as it goes dry or not doing it at all :(
HL2 (source) won't let you select a weapon that you have no ammo for... it's pretty fuckin stupid. As far as I know there is no lua workaround. The lua method "SelectWeapon," which forces the player to take out a certain weapon, doesn't work if the player has no ammo for the weapon.
However, I could, with some amount of time, implement two more sets of weapon-specific chatfunctions to allow you to drop a weapon that you have if you specify it. That way you can have have the convenience of being able to drop whatever weapon you're holding AND you can drop a weapon any weapon you have but are not holding.
Couldn't you give the weapon a secondary ammo that starts at 1 and has absolutely no use, and hide the counter
so you can take out the weapon anyway
[QUOTE=noobcake;28527455]Couldn't you give the weapon a secondary ammo that starts at 1 and has absolutely no use, and hide the counter
so you can take out the weapon anyway[/QUOTE]
Perhaps... perhaps.. The secondary ammo thing WOULD let you take it out, it's just the hiding-the-counter part I'm not sure about... I suppose it's better though to be able to drop your weapons and always have a 1 in your secondary than it is for the ammo counter to look correct and you can't drop your weapons.
Actually, no. I am going to go with implementing another set of chatfunctions. The reason is that when I eventually modify the SWEPs to make them have actual bullet chambering, I am going to use the "SecondaryClip" as the imaginary chamber.
It will all work out fine; the chatfunctions will be simple and use the same abbreviations as the dropmag functions. So it will be something like *dropwep g3* or *dropwep m249*
Very nice. I love the EMP SENT.
The only problem is that when you pull a grenade pin, it throws a clip forward as well as the grenade.
Also the HEV Helmet+Suit needs to have more weapons that are compatible with it.
Besides that, this is an excellent addon.
The reason the HH suit doesn't have weapons that work with it is because the hand rigs don't match.
makes it look stupid
[QUOTE=ROFLBURGER;28532757]Very nice. I love the EMP SENT.
The only problem is that when you pull a grenade pin, it throws a clip forward as well as the grenade.
Also the HEV Helmet+Suit needs to have more weapons that are compatible with it.
Besides that, this is an excellent addon.[/QUOTE]
No offense, but it seems that many people don't actually know how a hand grenade it operated. On a hand grenade there is a lever (commonly called a spoon) that is attached to the grenade's top which holds a spring-loaded ignition system from firing. The pin is only the small metal rod (with a ring on the end of it) that locks the spoon in place. When a user pulls the pin, he keeps a grip on the grenade with his other hand, holding the spoon in place. When he throws the grenade, of course his hand is no longer holding the spoon, so under the pressure of the ignition spring it flies off, often with a high-pitched "FLING" noise. As soon as the spoon is gone, the ignition hammer is released to ignite the fuse.
Sorry for the ramble. Lol. If you were referring to the fact that the spoon's model is actually an M9 Magazine, I know and I hate it. I couldn't find a really small "strip" type model to use as a spoon.
By the way, do you think you can add some options in the settings tab to change the effects? Especially the smoke and dust effects. On my computer if I start shooting, lets say, the machine gun, my fps drops to very low speeds which makes it hard to use these weapons sometimes. I'm sure other people have this issue on older computers too.
[QUOTE=muffinmastah;28535797]By the way, do you think you can add some options in the settings tab to change the effects? Especially the smoke and dust effects. On my computer if I start shooting, lets say, the machine gun, my fps drops to very low speeds which makes it hard to use these weapons sometimes. I'm sure other people have this issue on older computers too.[/QUOTE]
Hmm... I'm terrible (as in, no experience) with things like menus, but I could add perhaps a console command (and ConVar) that makes all the guns use cheaper particle effects. I remember having this problem too, actually, a while ago with MadCow's weapons back with my old graphics card.
[editline]10th March 2011[/editline]
[QUOTE=Kung Fu Jew;28516288]Maybe. I have no idea about it, myself. That new adrenaline system is a good one, too :) compatibility is key for an addon's long, healthy life.
Speaking of compatibility, the rappelling addon uses the combination USE+WALK- every time I rappel off something I end up using a bandage. Maybe there's another combo you could figure out?[/QUOTE]
Kung Fu Jew, since you apparently have the custom speeds on your server, could you perhaps tell me what those console variables' names are? Because the adrenaline system would be a hell of a lot more reliable, quick, easy-to-code and less computationally expensive if I could just get the runspeed values directly from the server.
Because there are lua functions to get certain console variable values, but I need to know their names. If not, I will just look elsewhere but I thought I'd at least try because you might know.
[QUOTE=Jackarunda;28535865]Hmm... I'm terrible (as in, no experience) with things like menus, but I could add perhaps a console command (and ConVar) that makes all the guns use cheaper particle effects. I remember having this problem too, actually, a while ago with MadCow's weapons back with my old graphics card.[/QUOTE]
Thanks, the console command should do for now I guess :smile:
I have the same problem with MadCow's weapons where the effects cause so much lag I stopped using them all together. I really need a new graphics card, its way behind the rest of my computer. :frown:
[QUOTE=muffinmastah;28535966]Thanks, the console command should do for now I guess :smile:
I have the same problem with MadCow's weapons where the effects cause so much lag I stopped using them all together. I really need a new graphics card, its way behind the rest of my computer. :frown:[/QUOTE]
Hey wow that actually took like no time at all to implement. With the next release, which will probably be tomorrow, there will be a new thing: type "JackyMuzzleFlashSetting Low" in the console to make all the guns use a cheap no-smoke, no-heatwave muzzleflash. Type "JackyMuzzleFlashSetting High" in the console to re-enable the prettiness. If this doesn't do it for you I want to know. [url]http://iruntheinternet.com/lulzdump/images/1233087185.jpg[/url]
[editline]10th March 2011[/editline]
Of course I will update the post to let future downloaders know of this.
I have another problem now, I cannot see the nuclear explosion effects. I see a heat wave but no cloud or flash. Am I missing something or should I try to redownload?
edit: Strange, after a friend blew his own nuke I can see the effects... I'll retest to see if only my own cause the problem
edit again: Yes, when I use my own nuke, I do not see the explosion. When my friend uses his nuke I can see the explosion.
[QUOTE=muffinmastah;28536965]I have another problem now, I cannot see the nuclear explosion effects. I see a heat wave but no cloud or flash. Am I missing something or should I try to redownload?[/QUOTE]
And yet you don't see like big black squares or something? Because when I was having HDR problems that's what I saw. Um, I really don't know about that. It's never happened to me. Sorry, you'll probably have to ask someone who knows about sprites and graphics.
[editline]10th March 2011[/editline]
You could attempt to redownload, but unless you got some kind of "material missing" errors it would seem like you have everything. Remember the nuke effect is from LifeSupport.
[editline]10th March 2011[/editline]
Just now I went and changed the effect's name, making it unique so that nothing else (from, say, LS) interferes with it. I doubt it will fix anything on your end, but it might if you have faulty files elsewhere interfering because the names are the same.
Aha, we figured out the problem. Apparently, if you face away during boom, you can't see anything but the cloud. Not sure if it's your fault or source's fault.
Sorry, you need to Log In to post a reply to this thread.