• Jackarunda's SENTs
    711 replies, posted
[QUOTE=Killer2354;28537270]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.[/QUOTE] But my problem still stands, If I detonate my nuke, I cannot see it. If killer detonates his, I can see it.
[QUOTE=muffinmastah;28537297]But my problem still stands, If I detonate my nuke, I cannot see it. If killer detonates his, I can see it.[/QUOTE] Killer: It's source's fault. The sprites don't appear for you unless you have their point origin within your view. You may have noticed this with just about every other nuke in gmod. Muffin: Whoa. Now THAT'S weird. I know this because I wrote the code: when you spawn a tacnuke, no "owner" is set for it, meaning that there's absolutely nothing to distinguish one person's tacnuke from another's. That's what makes that so weird. That's also why kills by the tacnuke go to the tacnuke itself instead of the person that spawned it. And killer, I finished that radiation emitter you wanted. Wasn't hard, I just had to get around to it :D
Yay! now radiated areas are easier to make *edit* mk he just tested it while looking and it worked for him. I told him what you said over chat. *edit2* okay... apparently when using numpad, it works no matter what. if you use a button, even when facing it, it doesn't show the effects if YOU press the button
[QUOTE=Killer2354;28537536]Yay! now radiated areas are easier to make *edit* mk he just tested it while looking and it worked for him. I told him what you said over chat. *edit2* okay... apparently when using numpad, it works no matter what. if you use a button, even when facing it, it doesn't show the effects if YOU press the button[/QUOTE] When using numpad, you can even face 180 degrees away and it will work, its the button that doesen't work.
So you guys are talking about wire buttons and wire numpad inputs, right? Doesn't seem like there's anything I can do about that, as all inputs from wire, regardless of the signal source, are handled by the exact same function within the tacnuke.
but it would make the mind wonder- why would the buttons not allow the presser to see the nuke effects, while wire numpads don't
The problem is that it might be that it only doesn't work when you are looking at a button, if you can test pressing the button hooked up to a wire delay mechanism and see if you can see the explosion. I think it is the fact that looking at the button is causing the problem. You can also test by looking at another entity like a button that gets the outline effect when looked at. edit: I'm stranded in school right now and I won't be back home until much later today, so killer (or anyone else) if you are reading this please test.
[QUOTE=Jackarunda;28535637]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.[/QUOTE] Yeah, I was referring it looking like the clip. Looks kinda odd.
[QUOTE=ROFLBURGER;28546103]Yeah, I was referring it looking like the clip. Looks kinda odd.[/QUOTE] I've been informed that Firearms: Source has a spoon model. Perhaps also an M67 model. If it does *cross fingers* I will implement and include the new model(s) in the next lua patch.
[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. [editline]10th March 2011[/editline] 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] I don't think they have cvars but this is pulled from gamemodes/sandbox/gamemode/init.lua. function GM:PlayerSpawn( pl ) self.BaseClass:PlayerSpawn( pl ) // Set the player's speed GAMEMODE:SetPlayerSpeed( pl, 220, 300 ) end
Alright kung-fu, I am redoing the adrenaline system now. But there's an issue: noobcake is having serious trouble getting his server to start with my addon in it, do you have any problems? Unusual amount of crashes or difficulty to startup with my addon on your server? [editline]12th March 2011[/editline] Actually, anyone - is anyone noticing that this pack is causing problems? Anyone who is running this on a server?
hair-rending frustration
My server is not up right now, but uh, it was up yesterday... I haven't changed anything
[QUOTE=Kung Fu Jew;28571589]My server is not up right now, but uh, it was up yesterday... I haven't changed anything[/QUOTE] So, no problems? (other than of course the periodic lua errors)
No, I mean, it won't go up. :(
[QUOTE=Kung Fu Jew;28577735]No, I mean, it won't go up. :([/QUOTE] Oh. Shhitt. [editline]13th March 2011[/editline] Looks like I have to take this down. Well, it was fun while it lasted.
Okay, so I'm kind of new to Facepunch, I mostly just read threads and lurk about. However, I can't just watch this pack go down, I must say this pack is something me and many of my fellow GModers have been waiting for. We love Mad Cow's base, and this pack just takes it to a whole other level! I'd like to report that with the latest update of this pack, my home dedicated server goes online fine. The only issue is that I have quite a few client errors with some things. Such as: the snipers, the knife (that was mentioned in this thread before), and the admin gun. I don't see any other errors. I will edit this post with more details soon. I really enjoy this pack a lot, I just hope you might reconsider working on it. If maybe not, I don't think I'll remove this from my addons, even with the few client errors.
[QUOTE=Kung Fu Jew;28577735]No, I mean, it won't go up. :([/QUOTE] Have you tried removing this to see if it even has anything to do with this addon? [QUOTE=Jackarunda;28578564]Oh. Shhitt. [editline]13th March 2011[/editline] Looks like I have to take this down. Well, it was fun while it lasted.[/QUOTE] Well, i quite doubt that this addon is causing the problem seing as he said that it could start up just fine with this the first time, maybe he's just having some problems with the server itself, and even if it is this thats causing the problem, then it still works just fine for singleplayer.
Oh no, I am going to keep working on it. It's just that if it's causing people to has server issues, I REALLY don't know what to say or what to do about it. Lua errors? Things not working right? --> That I can at least try to fix, and most of the time succeed. Crashing server? --> I have no clue where the hell to even start. [editline]13th March 2011[/editline] Eriasu, I thought that at this point I had ironed out all the client errors. Regardless, I can fix them with a simple patch; could you tell me what they are?
I love theses bro, and the weapons. But the sweps on my server they work, but not so well. When you shoot and such, some things are off, and bullet casing after they eject they are like twice the amount of shot. So when i shoot the it ejects like two maybe three bullets. Other than that i love this! I would love to see more sweps too!
[QUOTE=laxplayer77alt;28585324]I love theses bro, and the weapons. But the sweps on my server they work, but not so well. When you shoot and such, some things are off, and bullet casing after they eject they are like twice the amount of shot. So when i shoot the it ejects like two maybe three bullets. Other than that i love this! I would love to see more sweps too![/QUOTE] The snipers have issues with ejecting more than one shell per shot; I'm working on this. Also, their scoping-in animations don't play. Also working on this. I want to add a G36, a Remington 870 and an MP5 next, but I need some more models.
How does the bleedout work? Does it only work on players? Because I see it works on NPCs, but there are bandages that the player can use on themselves, and I can't get myself to bleedout. I'm taking a wild guess here, but do I have to be hurt by a Jackarunda Industries weapon in order to bleed out?
Yes, it says that in the OP.
[QUOTE=ROFLBURGER;28586919]How does the bleedout work? Does it only work on players? Because I see it works on NPCs, but there are bandages that the player can use on themselves, and I can't get myself to bleedout. I'm taking a wild guess here, but do I have to be hurt by a Jackarunda Industries weapon in order to bleed out?[/QUOTE] Yes, you do. So, bleeding for players doesn't have many applications in singleplayer. To remedy this, I was thinking of appropriate attacks by NPCs (bullet, slash) also inflicting bleeding damage to players and NPCs. I would of course only do this with the NPCs in the OpSquads. I am going to playtest it now to see if it's not unmanageable. If you want to see yourself bleed currently, fall on my knife or a shuriken, or get hurt by a fragnade explosion, or give one of my weapons to an NPC and make him mad at you.
Ah, well fuck my terrible reading. Also the new patch fucked up the adrenaline. The model is an error and I get this lua error [code] [addons\jackarunda's sents\lua\entities\ent_jack_adrenaline\init.lua:37] Model missing: models/bloocobalt/l4d/jack/w_eq_adrenaline(JACKHEX).mdl [/code] The model directory should be: models/bloocobalt/l4d/items/w_eq_adrenaline.mdl [b]not[/b] models/bloocobalt/l4d/jack/w_eq_adrenaline(JACKHEX).mdl
Well shit. Hey holdon everyone, I am going to learn how to make an SVN if it kills me. Work on new items and bugfixes is temporarily postpwned until I get this.
I can help you with the SVN if you like.
I got my server back up. I apologize, I just figured out that the IP suddenly changed just by 2 numbers I didn't notice before and nobody knew what it was. Everything works now. Once again, sorry. [editline]13th March 2011[/editline] No problems with the snipers it seems but I get this error firing the M21: [weapons\weapon_mad_jack_base_sniper\shared.lua:663] attempt to index global 'umsg' (a nil value) And these at different points during reload: Can't find factory for entity: ent_jack_ammo_m21mag Timer Error: [@weapons\weapon_mad_jack_base_sniper\shared.lua:525] Tried to use a NULL entity! [editline]13th March 2011[/editline] Got this when reloading the M24: Can't find factory for entity: ent_jack_ammo_m24mag Timer Error: [@weapons\weapon_mad_jack_base_sniper\shared.lua:525] Tried to use a NULL entity! And when firing: [weapons\weapon_mad_jack_base_sniper\shared.lua:663] attempt to index global 'umsg' (a nil value) [editline]13th March 2011[/editline] You know what I think would be cool, is if you made the snipers not able to fire while in scope more than once. They should kick you out of the scope, I think. Perhaps with bolt action it doesn't charge the weapon until you come out of the scope like some games do nowadays, Battlefield: Bad Company 2 being an example. The adrenaline model has become an error.
[QUOTE=Kung Fu Jew;28590146]I got my server back up. I apologize, I just figured out that the IP suddenly changed just by 2 numbers I didn't notice before and nobody knew what it was. Everything works now. Once again, sorry. The adrenaline model has become an error.[/QUOTE] Yes, the adrenaline model apparently didn't go out with the patch or something. And the errors in the snipers ans whatnot are just me not remembering to put things in SERVER blocks. Those are simple fixes. However, there aren't going to be anymore updates until I get this SVN working. I'm already more than half-way, so just bear with me for now. [editline]13th March 2011[/editline] [QUOTE=phoenixftb;28589002]I can help you with the SVN if you like.[/QUOTE] Oh that would be fantastic, what is your steam name?
Getting same errors as Kung Fu Jew -- except one thing: Not getting any 'Error' for the adrenaline model: [url]http://dl.dropbox.com/u/18220719/2011-03-14_00002.jpg[/url] I do have the latest patch, since the grenade model is changed to a better-looking one. Also, not getting any 'Error' model when using the adrenaline shot and dropping the adrenaline cap. [url]http://dl.dropbox.com/u/18220719/2011-03-14_00003.jpg[/url]
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