[QUOTE=dr. kevorkian;31470380]I cant switch weapons after picking up the m16 (and some others) and cant reload with shotguns.
but other than that exellent work.[/QUOTE]
For fuck's sake. You can't have more than two long guns on your back, and my shotguns only work with MY ammo.
[b]Edited:[/b]
Anyways what I am planning to do eventually is to replace the ammo counter with a small diagram that indicates a loaded or empty chamber (most weapons have external features to give the user a visual clue as to the state of the chamber) and, at the same time, it will tell you the ammotype you're using (you will be able to tell from looking at the picture).
And in order to actually [i]check[/i] your ammo, you just press USE+RELOAD.
Because as it is all different people have all kinds of different ammo counters and that makes it almost impossible to put in the HUD indicators I need unless I remove the ammo counter entirely.
[QUOTE=Jackarunda;31474541]For fuck's sake. You can't have more than two long guns on your back, and my shotguns only work with MY ammo.
[b]Edited:[/b]
Anyways what I am planning to do eventually is to replace the ammo counter with a small diagram that indicates a loaded or empty chamber (most weapons have external features to give the user a visual clue as to the state of the chamber) and, at the same time, it will tell you the ammotype you're using (you will be able to tell from looking at the picture).
And in order to actually [i]check[/i] your ammo, you just press USE+RELOAD.
Because as it is all different people have all kinds of different ammo counters and that makes it almost impossible to put in the HUD indicators I need unless I remove the ammo counter entirely.[/QUOTE]
I think if you make it so you have to check your ammo with use+reload, you should make it say like 'This mag feels heavy' If the mag is close to full, ect. ACE mod for ArmA2 does this, and it helps immersion.
Maybe have a compromise between those two ideas and give an ammo count for a gun you've been using for awhile, and just a general weight for ones you've recently picked up.
Both are pretty cool ideas and I'd be fine with either, to be honest.
I have no clue where to put the folders as I SVN Checkout into my Garrysmod folder and not Garrysmod/Garrysmod
Those are actually really good ideas. I will consider them.
@VengDaSinner
When you SVN checkout the folders, whatever folder has models-materials-sounds-lua-info: just put [b]that[/b] folder into addons. Simple.
You should put the directory for the SVN Checkout in the OP, and Thanks.
[QUOTE=VengDaSinner;31477407]You should put the directory for the SVN Checkout in the OP, and Thanks.[/QUOTE]
Yeah. I wish it worked properly, but a while back the SVN went totally F.U.B.A.R. (thanks to the bumbling efforts of yours truly) and it took a gargantuan effort (the cooperation of most of the NATO countries, and a division of the Salarian Special Tasks Group) and several decades to get the damn thing working again. I'm happy it works [i]at all[/i]. :v:
[QUOTE=Jackarunda;31480538]Yeah. I wish it worked properly, but a while back the SVN went totally F.U.B.A.R. (thanks to the bumbling efforts of yours truly) and it took a gargantuan effort ([B]the cooperation of most of the NATO countries, and a division of the Salarian Special Tasks Group[/B]) and several decades to get the damn thing working again. I'm happy it works [i]at all[/i]. :v:[/QUOTE]
yo
:v:
Utility Gun seems to be broken, I can't pick it up once I spawn the SENT.
Also, any tips on how to accurately use the motor with the binoculars?
e:
nevermind im stupid I figured it out
e2:
Also can you remove the confetti from the Combat Crates, spawning the SENT's is laggy as it is.
[QUOTE=VengDaSinner;31490969]
Also can you remove the confetti from the Combat Crates, spawning the SENT's is laggy as it is.[/QUOTE]
Fifty non-refractive, non-additive lighting-disabled tiny sprites that last for 5-7 seconds and have been in the pack since its release some several months ago without complaint.
[i]Lol.[/i]
/shrug
I don't know, it's probably just the SENT's lagging the server when it's spawned. I always thought the combat confetti looked (and made) the story behind Jackarunda Corporation seem silly.
e:
Also the "Light" Grenades are in Pistol holdtype in Worldview, and the Medkit could use a World View Model.
[QUOTE=VengDaSinner;31499254]/shrug
I don't know, it's probably just the SENT's lagging the server when it's spawned. I always thought the combat confetti looked (and made) the story behind Jackarunda Corporation seem silly.[/QUOTE]
>>Confetti in a box invalidates a year's worth of work
[i]Lol.[/i]
But thank you for telling me about the light grenade. It's fixed now.
[b]I am extremely confused as to what a World View Model is.
I'd love to see one if you have any. Sounds like an intriguing prospect, my fine fellow.[/b]
Yo noobcake dude I finally understand what your avatar is
Do you now?
Nope.
When I Installed the SVN link I ain't gettin' any entities in the menu! I put the shit in addons! removed the old folder tho..
*edit* And what the fuck is svn admin?
*edit2* I think it works now...
[QUOTE=XeroG;31568724]When I Installed the SVN link I ain't gettin' any entities in the menu! I put the shit in addons! removed the old folder tho..
*edit* And what the fuck is svn admin?
*edit2* I think it works now...[/QUOTE]
[i]Does[/i] it work? o_O
[editline]6th August 2011[/editline]
[highlight]DAT UPDATE[/highlight]
Feedback? yes? no?
does anyone give a shit anymore?
[QUOTE=Jackarunda;31572244]Feedback? yes? no?
does anyone give a shit anymore?[/QUOTE]
I do, I'm going to test it out right now. :v:
The view bob is unrealistic and annoying at times... at default run speed, you're basicly a drunk guy on an uneven gravel road.
[QUOTE=Killer2354;31575325]The view bob is unrealistic and annoying at times... at default run speed, you're basicly a drunk guy on an uneven gravel road.[/QUOTE]
Alrighty then
[editline]6th August 2011[/editline]
At default run speed it's a 1 degree viewpunch... any suggestions on how to fix it?
Or should I just take it out
there is no possible to lower it? is it possible to make it less than 1 degree? like... 0.25 degrees?
[QUOTE=huntingrifle;31576079]there is no possible to lower it? is it possible to make it less than 1 degree? like... 0.25 degrees?[/QUOTE]
Certainly. The viewpunch takes any angle, and angles can be composed of floats.
I was just wondering whether you guys wanted me to tone it down or to take it out.
I'd say lower it, maybe to .4 degrees.
[QUOTE=Jackarunda;31572244]Feedback? yes? no?
does anyone give a shit anymore?[/QUOTE] It does work
Alright, tested the update and everything appears to be working great so far. However, whenever I switch to the C4 Detpack (sometimes includes sprinting, jumping and walking when equipped), this Lua Error spams the screen for a few seconds before disappearing; note that there are different numbers for certain actions done while sprinting, jumping, etc...
[CODE][addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:1812] attempt to compare nil with number
[addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:1790] attempt to compare nil with number
[addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:1801] attempt to compare nil with number
[addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:1768] attempt to compare nil with number
[addons\jackarunda's sents\lua\weapons\weapon_mad_jack_base\shared.lua:1779] attempt to compare nil with number
[/CODE]
This error appears on occasion preventing the kill icons from any weapon in the pack to appear:
[CODE]ERROR: Hook 'JackysCompanionDeath' tried to call a nil function!
Removing Hook 'JackysCompanionDeath'
N[/CODE]
That's what I've found so far. :smile:
[QUOTE=Nimhster;31580616]some informative thingsikins[/QUOTE]
I'll fix that base error; I'm fairly certain I know what's causing it.
As for that hook, that's from some defunct code that [i]should[/i] have been dealt with. Silly me.
I'm gonna fix those things and tone the viewpunches down to about 40% their original values, and then I will release a quick SVN update tomorrow or the next day.
Ok, the update's out that tones down the viewpunching and attempts to fix those errors that Nimhster told me about.
Nice.
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