• Jackarunda's SENTs
    711 replies, posted
[QUOTE=ROFLBURGER;29323528]Why is it always when Lua Scripters are working on a bad ass project, they have something wrong with their computer or they're having financial troubles?[/QUOTE] WRAtH OF GOD
Let us know how the checkup goes, bro.
I'm back in business. But this SVN is still giving me high blood pressure RAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGE
[QUOTE=Jackarunda;29416295]I'm back in business.[/QUOTE] [media]http://www.youtube.com/watch?v=P3ALwKeSEYs[/media] [QUOTE=Kung Fu Jew;29350302]WRAtH OF GOD[/QUOTE] Wait, why is that one "t" not capitalised when everything else is? :confused:
Looks funny.
[QUOTE=Kung Fu Jew;29434073]Looks funny.[/QUOTE] wat
WRAtH OF GOD
Found another glitch,When you drop the HEV suit and when iin the process of automatically healing you, is still continues to heal you even though you don't have it on.
[QUOTE=ROFLBURGER;29437256]Found another glitch,When you drop the HEV suit and when iin the process of automatically healing you, is still continues to heal you even though you don't have it on.[/QUOTE] your profile pic HERGAFLERBDUJFHWEFWKIFJWKENCWGHVNWKERFJWHGIKJFKFDLOLLOLOL [editline]25th April 2011[/editline] oh, yeah, i will deal with that
Can u make the bleeding system a seperate addon for us?
no
[QUOTE=axinjoo;29451793]Can u make the bleeding system a seperate addon for us?[/QUOTE] The bleeding system that comes with this pack is a work in progress and still has much to be done about it. So if I made another addon with it, I would have to manage two active WiPs. No thanks.
Is there going a possible cleanup support that removes all of jack's entities on the map? Some people (Noobcake) loves to pack-up on a shitload of bandages and it's a bitch to clean-up.
[QUOTE=ROFLBURGER;29460177]Is there going a possible cleanup support that removes all of jack's entities on the map? Some people (Noobcake) loves to pack-up on a shitload of bandages and it's a bitch to clean-up.[/QUOTE] Yes. I attempted to add items to gmod's cleanup menu a while back, but it failed terribly. I need help with it.
[QUOTE=ROFLBURGER;29460177]Is there going a possible cleanup support that removes all of jack's entities on the map? Some people (Noobcake) loves to pack-up on a shitload of bandages and it's a bitch to clean-up.[/QUOTE] :smug: also jack i'm telling you pack player drops into combat crates and we won't have to deal with this shit
[QUOTE=noobcake;29462956]:smug: also jack i'm telling you pack player drops into combat crates and we won't have to deal with this shit[/QUOTE] Ever played BFBC? Yeah, I want to avoid that nonsense.
[b][url=http://wiki.garrysmod.com/?title=Cleanup.Add]Cleanup.Add [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]?
[QUOTE=Blargh123;29470988][b][url=http://wiki.garrysmod.com/?title=Cleanup.Add]Cleanup.Add [img_thumb]http://wiki.garrysmod.com/favicon.ico[/img_thumb][/url][/b]?[/QUOTE] You insult my intelligence by assuming that a single wiki page contains the answer. Don't you think that very page was the first thing I visited when I attempted this? Other issues come up. To whom do I give the cleanup responsibility for each individual item? When and where do I call Cleanup.Register? Why does gmod's spawnmenu completely break whenever I call Cleanup.Register in any file? The people of FacePunch provide absolutely [b]no[/b] help in these matters. They really don't. Every new thing I attempt I have to completely figure out on my own, and figuring shit out from scratch takes time. And then I get criticized by assholes like NewBee when my code shows signs of ignorant trial-and-error. [editline]27th April 2011[/editline] I will add cleanups when I get cleanups figured out. I don't think of myself as particularly stupid, but this shit's [b]not[/b] intuitive. Also, if I could figure out a way to force players to leave corpses, I would make it so that items drop, stuck to the players ragdoll and the ragdoll has a search option like from Bethesda's RPGs. Or perhaps I will just make it so that you have to have some kind of backpack or sling in order to carry any of my items, and then just the backpack drops upon your death. In order to do this, though, I will need to figure out something like PAC. [editline]27th April 2011[/editline] It's already taking shape (no pun intended). I recently discovered that lua's PhysicsObject:GetVolume() function is surprisingly accurate, and since every object in my pack has a physics object, I could have wearable containers with volume limits. This would also naturally implement those item and ammo limits that KungFuJew was talking about, since I would simply assume that you wouldn't be able to carry any of my things (except for like guns) without some kind of back or pack. There would be.... like 3 sizes. Volume would be measured in ccs. Or liters. Whatever you guys want. A one-shoulder messenger bag/sling type thing with some space, a two-shoulder backpack with more space, and like a military rucksack with even more space. Firearms you would just wear, and they wouldn't actually go in the pack itself. You could have a maximum of two long-guns, one on each side of your back, and two short-guns, which would like strap to your thighs. [editline]27th April 2011[/editline] Actually, I think that, since every humanoid playermodel is wearing clothes, I could create a table of "inherent storage volume" values for each playermodel which would be storage that ever player always has regardless of any backpacks. Needless to say, I won't be adding support for things like people who use zombie or charple playermodels. These kinds of people are mindless IMHO anyways. Naturally, CStrike operatives will have more inherent clothing storage than, say, HL2 downtrodden. Whereas someone using a citizen playermodel will only have enough storage in his clothes to hide something, like, a single adrenoshot, or a few bullets, some people using the heavier cstrike models might actually have enough to store a light combat load. Of course also assuming they have a gun sling or holster. And the total weight of the stuff youre carrying will affects your movement speed.
Wow, belligerent much? In any lua/autorun file: [lua] cleanup.Register("Some Awesome Name") [/lua] In your entity's spawnfunction: [lua] function ENT:SpawnFunction(ply, tr) if (!tr.Hit) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 10 local ent = ents.Create("chill_out_dude") ent:SetPos(SpawnPos) ent:Spawn() cleanup.Add(ply, "Some Awesome Name", ent) undo.Create("Some Inept Name") undo.AddEntity(ent) undo.SetPlayer(ply) undo.Finish() end [/lua] If you don't want to do it there, you could hook it to [b][url=wiki.garrysmod.com/?title=Gamemode.PlayerSpawnedSENT]Gamemode.PlayerSpawnedSENT [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] and use string.Find with Ent.GetClass to make it affect only your entities.
[QUOTE=Jackarunda;29470666]Ever played BFBC? Yeah, I want to avoid that nonsense.[/QUOTE] no i have not do tell
The simplest way for someone to remove an entity is running the console command [code]ent_remove_all *entity name*[/code] I dunno if lua coding allows you do that, but there's an idea. Also, to leave a players corpse as a ragdoll, you could just do something like [lua] //insert if player dies or something like this here local ent = ents.Create("prop_ragdoll") ent:SetPos(LastPositionOfPlayer) ent.SetModel(PlayersPlayerModel) ent.SetAng(LastAnglesOfPlayer) ent:Spawn() [/lua]
[QUOTE=Jackarunda;29471381]-stuff about player carry volumes snip'd for space conservation-[/QUOTE] That actually sounds pretty awesome Although one of my regular listen-server-bros uses charple, but I still get the logic behind it (how do you store extra mags on a burnt corpse)
[QUOTE=CG62;29474194]That actually sounds pretty awesome Although one of my regular listen-server-bros uses charple, but I still get the logic behind it (how do you store extra mags on a burnt corpse)[/QUOTE] I guess if you're not using a clothed playermodel then I will probably just have your inherent storage default to nothing. It's not a big problem though, since you will just be able to pick up one of the bags or something. Just remember, realistically, you wouldn't be able to be alive if you were a burnt corpse, so there are going to be conflicts when I try to apply realistic traits/limitations on an inherently un-realistic system :P [editline]27th April 2011[/editline] [QUOTE=ROFLBURGER;29473383]The simplest way for someone to remove an entity is running the console command [code]ent_remove_all *entity name*[/code] I dunno if lua coding allows you do that, but there's an idea. Also, to leave a players corpse as a ragdoll, you could just do something like [lua] //insert if player dies or something like this here local ent = ents.Create("prop_ragdoll") ent:SetPos(LastPositionOfPlayer) ent.SetModel(PlayersPlayerModel) ent.SetAng(LastAnglesOfPlayer) ent:Spawn() [/lua][/QUOTE] I think Imma go with the backpack idea since it would be less in-depth than creating a body-searching system. Also, I didn't know about that concommand that's neat, but I'd prefer to do it with the built-in cleanup menu for the sake of convenience for the people using this. [editline]27th April 2011[/editline] [QUOTE=Blargh123;29472872]lua[/QUOTE] That only covers the cleanup when the object is [i]spawned from the spawnmenu[/i]. And even then it only allows the player who [i]spawned[/i] the item to clean it up (which they could do easily with Z anyways). I need to somehow get every one of my objects added to everyone's cleanup list (or just the admins' cleanup lists) every time one of my objects come into existence. So I either have to cover every object-coming-into-existence-event (some of my entities have as many as 5 different ways), or I could put the code in every single object's initialize() function. Regardless, I will try it again. It's just that last time I tried it I thought I did everything right and it fucked up hard and for some reason took like 5 restarts for gmod to fix itself. [editline]27th April 2011[/editline] [QUOTE=noobcake;29472955]no i have not do tell[/QUOTE] I can't believe you never played BFBC In MP every time someone dies they drop a duffel (duffle?) bag that's roughly the size of their body that contains their loadout. It looks reeeeaaally stupid. The thing just appears clipped into their body the instant they die. 3 minutes into a match the battlefield is littered with them. If you looked at a real battlefield I guarantee you there would not be duffel (duffle?) bags all over the place.
Alright, the cleanup button and everything is now implemented and working. Thanks for your help Blargh; I didn't know that cleanup.Register() was supposed to be called outside of a function. Only one tiny little thing: even though I called --cleanup.Register("Jackarundas SENTs")-- the button's name in the menu shows up as --cleanup_Jackarundas SENTs-- which I don't like. I looked at garry's code and he called it the same way as I did but his buttons don't have the stupid "cleanup_" before them... I don't know. Do you? Also, apparently you can't put apostrophes in the cleanup button's name or else it gets mad at you. Go figure.
[QUOTE=Jackarunda;29486854]Alright, the cleanup button and everything is now implemented and working. Thanks for your help Blargh; I didn't know that cleanup.Register() was supposed to be called outside of a function. Only one tiny little thing: even though I called --cleanup.Register("Jackarundas SENTs")-- the button's name in the menu shows up as --cleanup_Jackarundas SENTs-- which I don't like. I looked at garry's code and he called it the same way as I did but his buttons don't have the stupid "cleanup_" before them... I don't know. Do you? Also, apparently you can't put apostrophes in the cleanup button's name or else it gets mad at you. Go figure.[/QUOTE] Too lazy to test this out right now, but I'm pretty sure you'd just use [b][url=http://wiki.garrysmod.com/?title=Language.Add]Language.Add [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b].
[QUOTE=Blargh123;29490954]Too lazy to test this out right now, but I'm pretty sure you'd just use [b][url=http://wiki.garrysmod.com/?title=Language.Add]Language.Add [img_thumb]http://wiki.garrysmod.com/favicon.ico[/img_thumb][/url][/b].[/QUOTE] Oh. I've used language.Add() to change the display names of various entities... like instead of being killed by "#worldspawn" or "env_fire" you would be killed by "World" or "Fire," but I thought you could only use it for entities' names... didn't ever think that it was some kind of universal-phrase-switcher... I will try it out.
@Blargh Holy shit it completely worked. That's 2 for 2 for you. Thank you so much. You apparently know more about lua than me.
The current download link has 404'd D:
[QUOTE=Kung Fu Jew;29501798]The current download link has 404'd D:[/QUOTE] Gahhhh Well, my local files are currently incomplete, so let me just finish up a few things then I will release an update with a new download. I'll have it done by the end of Friday. I also think imma turn the C4 into a throwable SWEP with a detonator SWEP to go along with it but of course AFTER the Friday update. the biggest thing coming out right now is the Light Grenade.
[QUOTE=Jackarunda;29503599] I also think imma turn the C4 into a throwable SWEP with a detonator SWEP to go along with it but of course AFTER the Friday update. the biggest thing coming out right now is the Light Grenade.[/QUOTE] 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.
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