Apostrophe make a wire screen and wire it to on status of the regulator to see if it's on or not. The tooltip does not say this information.
Snake I suppose the values you are talking about are in celsius right? Because the normal atmosphere in Gmod has 288K so it is quite confusing when temperature sensor on the prop says 15...Is there a way to switch the HUD values to celsius?
[QUOTE=VitasLoWang]Apostrophe make a wire screen and wire it to on status of the regulator to see if it's on or not. The tooltip does not say this information.
Snake I suppose the values you are talking about are in celsius right? Because the normal atmosphere in Gmod has 288K so it is quite confusing when temperature sensor on the prop says 15...Is there a way to switch the HUD values to celsius?[/QUOTE]
Not in the current version. That's why it's called Heat instead of temperature. 0 = freezing point.
[b]Edit:[/b]
And yea I used celcius in my calculations.
Might actually be a good idea to make it so people can choose their temperature value (C, K, F).
Could someone supply me with some info about the difference between F and C?
[url]http://condoconcepts.com/convers.htm[/url]
It does not look too simple :)
CDS does not work at all with the new version.
[QUOTE=Julz]CDS does not work at all with the new version.[/QUOTE]
SVN version or ZIP?
I've updated the SVN with some things the last month, but haven't updated the zip yet...
[QUOTE=snake_1_1]SVN version or ZIP?
I've updated the SVN with some things the last month, but haven't updated the zip yet...[/QUOTE]
I was using the zip.
Report any problems you might have with the update as detailed as possible here.
They might not be solved in the current version, but they might be useful to prevent the same errors from being in the new version.
I only get these errors when the map loads.
plugins/sv_cds_adaptive_heat.lua:27: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_ent_checks.lua:43: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_ent_health_constraints.lua:22: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_heat.lua:25: attempt to call global 'CDS_Add_Hook' (a nil value)
I assume it means that these plugins are not working.
[QUOTE=DrFattyJr]I only get these errors when the map loads.
plugins/sv_cds_adaptive_heat.lua:27: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_ent_checks.lua:43: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_ent_health_constraints.lua:22: attempt to call global 'CDS_Add_Hook' (a nil value)
plugins/sv_cds_heat.lua:25: attempt to call global 'CDS_Add_Hook' (a nil value)
I assume it means that these plugins are not working.[/QUOTE]
Will check them out tomorow. Are you using the zip or the SVN?
Latest Zip file of the SVN
[url=http://www.garrysmod.org/downloads/?a=view&id=29358][img]http://www.garrysmod.org/img/?t=dll&id=29358[/img][/url]
I think you should change the value "heat" to "temperature"...Because heat is physicaly different than temperature - it is measured in jouls and big things has more heat then the smaller ones with the same temperature ;)
[QUOTE=VitasLoWang]I think you should change the value "heat" to "temperature"...Because heat is physicaly different than temperature - it is measured in jouls and big things has more heat then the smaller ones with the same temperature ;)[/QUOTE]
Will be done in the next version. Changed the name in LS to (hence why this was called heat also), in the new updates it will be called temperature like it should be.
Can someone please explain how the Missile-Seeker works exactly? What does it "seek"? I fired several earlier on and they just travelled in a straight line, despite the presence of lots of "interesting" things worth destroying :P....
[QUOTE=andy1976uk]Can someone please explain how the Missile-Seeker works exactly? What does it "seek"? I fired several earlier on and they just travelled in a straight line, despite the presence of lots of "interesting" things worth destroying :P....[/QUOTE]
The current seeker missiles seek the prop that was in front of them when they where fired(meaning that they don't need Wire or something).
The next version will be able to use both. Either just seek the prop that was in front of it or when wire was used the entity that the Tracker in there detects...
A couple of bugs to report here, all able to be recreated on my machine in single player so there's no limiting issues.
One, CDS does not properly hook into spacebuild2 so while props can float in space and turn pretty colors for being too hot or cold, they don't take damage.
Two, Sending a fiber optic missile through an active gate is a sure fire way to crash your game.
Just wanted it posted so the CDS, Stargate and Spacebuild folks can be aware of it.
This is a respost from a different thread, posted here on Snake_1_1's advice.
[QUOTE=WhiskeyFur]A couple of bugs to report here, all able to be recreated on my machine in single player so there's no limiting issues.
One, CDS does not properly hook into spacebuild2 so while props can float in space and turn pretty colors for being too hot or cold, they don't take damage.
Two, Sending a fiber optic missile through an active gate is a sure fire way to crash your game.
Just wanted it posted so the CDS, Stargate and Spacebuild folks can be aware of it.
This is a respost from a different thread, posted here on Snake_1_1's advice.[/QUOTE]
I'll check out the problems tomorown once my exams are over.
If I find the reason I'll update it on the SVN, but you are the only one so far to report this. So it could be something conflicting with CDS(or damage system) rather then a bug in CDS. But I'll find out tomorow (or the weekend) if there is a bug or not.
How do i turn CDS off without uninstalling it?
Go into the console and type cds
Thanks to the console's autocomplete thing, you'll then see all the commands associated with CDS.
[b]Edit:[/b]
PS Feature requests: 2 things I might suggest are:
1) Making the multi-sensor (or something similar) capable of detecting health/armour levels of remote objects.
2) The ability to specify the damage levels, so that you can decide exactly how much of a beating your props should be able to take. I for one, find the amount of damage the PHX metal props can take to be a bit depressing, even Tsar Bomba would struggle to destroy them. However, some people might like that or want them to be even more resillient, hence making it configurable. :)
[QUOTE=andy1976uk]Go into the console and type cds
Thanks to the console's autocomplete thing, you'll then see all the commands associated with CDS.
[b]Edit:[/b]
PS Feature requests: 2 things I might suggest are:
1) Making the multi-sensor (or something similar) capable of detecting health/armour levels of remote objects.
2) The ability to specify the damage levels, so that you can decide exactly how much of a beating your props should be able to take. I for one, find the amount of damage the PHX metal props can take to be a bit depressing, even Tsar Bomba would struggle to destroy them. However, some people might like that or want them to be even more resillient, hence making it configurable. :)[/QUOTE]
Armor values in CDS 2 should be a bit better and make it so that it's a bit more balanced. Next version will also contain the armor repair factories mentioned for the current version. And I might make a sent that can do something like you mentioned to. That can make them either a bit stronger(will be a limit!) or weaker if you want to ;)
Does this work with Gcombat? Because I would hate to have it fuck up my Garrysmod and have to reinstall it again.
[QUOTE=Clockwork301]Does this work with Gcombat? Because I would hate to have it fuck up my Garrysmod and have to reinstall it again.[/QUOTE]
It shouldn't interfere with GCombat, perhaps that the weapons for each will do damage even if the other system says no...
[QUOTE=snake_1_1]It shouldn't interfere with GCombat, perhaps that the weapons for each will do damage even if the other system says no...[/QUOTE]
Alright then well you got my download :D
It does slightly effect CDS. The main damage of munition crates blowing up is normal damage, which of course does at least or over 100 damage when near it. GCX massive munition crates might kill all but the strongest props. Bottomless crate might kill all props though. Munition count determines the radius and power of explosion from what I can tell.
[QUOTE=Clockwork301]Does this work with Gcombat? Because I would hate to have it fuck up my Garrysmod and have to reinstall it again.[/QUOTE]
I believe they work together just fine, but I would recommend only installing one at a time. CDS is just the spacebuild version of Gcombat and is not necessary to use any of the SB or LS features.
I was wondering 2 things; firstly, could you make the Multi-sensor detect things like weld strength / force limits (preferably at a distance) and secondly, if you made the multi-sensor detect heat at a distance would it be possible for things (everything relevant anyway) to have their own distinct heat signature so you could create things like IR tracking / heat-seeking missiles with Wire?
[QUOTE=andy1976uk]I was wondering 2 things; firstly, could you make the Multi-sensor detect things like weld strength / force limits (preferably at a distance) and secondly, if you made the multi-sensor detect heat at a distance would it be possible for things (everything relevant anyway) to have their own distinct heat signature so you could create things like IR tracking / heat-seeking missiles with Wire?[/QUOTE]
Don't know about the weld or force part (Will need to check into it), but the heat signature should be able to be done.
I can't believe bullet damage still doesn't work.
[QUOTE=Feldor six months ago]Bullet damage still does not work.
The only way of making bullet damage work is if you do CDS_enabled 0. Not even CDS_SpawnProtect 0 works.[/QUOTE]
[QUOTE=Feldor]I can't believe bullet damage still doesn't work.[/QUOTE]
It should in work again in CDS2, haven't updated this version in a while anymore.
Where can I find that?
[QUOTE=Feldor]Where can I find that?[/QUOTE]
It's still a wip. Not ready for release just yet. Should be ready again by the time SB2.5 and LS2.5 will be released.
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