• Combat Damage System
    496 replies, posted
[QUOTE=Anticept]Are you talking about the stuff destroying itself from the cold? If so, use cds_sb_adaptive_temp 0 You can use temperature regulators too by the way.[/QUOTE] Do these actually work? Every time I strap a temperature regulator to my stuff, it still freezes. Is there some trick to it that I'm missing, or an incompatability that renders them useless?
[QUOTE=Trukkle]Do these actually work? Every time I strap a temperature regulator to my stuff, it still freezes. Is there some trick to it that I'm missing, or an incompatability that renders them useless?[/QUOTE] 1. Turn it on 2. Profit!
Temperature regulators protect within a 512 unit radius, I believe. There is an input which supposedly allows it to protect all connected items in a ship, but I couldn't get it to work.
I'll fix that at my next convenience (3 months at the rate this is going D:< ). Wait, did you connect it to the ship (COMPLETED) before wiring in the input?
The ship was not completely done, but even with what was already done and welded was not protected. What should the input number be?
1 and 0 to turn off. I committed a fix (I think) for it.
[QUOTE=HiddenScript]1 and 0 to turn off. I committed a fix (I think) for it.[/QUOTE] I don't have time now to check it, but I'll keep you posted when I can. EDIT: Thanks to SVN, I know who you are :P
:ninja: I'll have to kill you then.
No Go, didn't work. In fact, it blew up from the cold of space despite being wired a 1 for both on and protect vessel. Upon using the debugger, I discovered that the Outputs for on and Protect Vessel status showed 0, both when turning on manually and wiring them.
WTF? Ok I'm taking another look at that. A nice side effect of looking average is that your no longer quite as much compelled to speel so good. [b]Edit:[/b] Commited, I'll be testing FANN if you need me.
FANN? And you don't have pm's enabled :(
Temperature regulators protect a whole ship now? Finally! I hated the damn thing needing like 15 regulators.
Did some testing with a clean addon folder (other than CDS, LS2, RD2, Wire, and Black Hole Cache) and still did not work. I could not get the device to protect all welded devices. Welds confirmed by reload unfreeze and dragging the structures around. Device turns on and protects those in the vicinity, but does not protect everything even when wired a 1. Debugger still shows 0 for Protect Vessel. I am not a very good Lua coder, but I was looking through, why does line 50 say [lua]elseif iname == "ProtectVessalVessal" then[/lua] Is that what is causing the problem? By the looks of it, because of that variable typo, Radius never gets set to false, and therefore never uses your constraint table :P. By the way, it is spelled Vessel :P Line 91: [lua] for _, ent in pairs(stuff) do[/lua] What is _ ?
I tried playing with the SVN CDS on a spacebuild 2 server today and the CDS didn't seem to be working, the convars stated that CDS was enabled, but no matter what was blasted at any props, they didn't take any damage. Is this normal or is there a trick to this?
[QUOTE=Anticept]Line 91: [lua] for _, ent in pairs(stuff) do[/lua] What is _ ?[/QUOTE] if they use _ it means it won't be used.
[QUOTE=count23]I tried playing with the SVN CDS on a spacebuild 2 server today and the CDS didn't seem to be working, the convars stated that CDS was enabled, but no matter what was blasted at any props, they didn't take any damage. Is this normal or is there a trick to this?[/QUOTE] By default the normal damage hook (turrets and stuff) is now disabled (stops your contraption from being blow to Narnia when it spazes out. [b]Edit:[/b] I think the convar is "CDS_NormalDamage". Turn it on. Normal weapons which use the CDS main frame or the GCombat module's mainframe (fuck, I really should release that now that it's done) should still work. Sorry I've been distracted by FANN/ANN and Battlestar Galactica: Beyond the Red Line. [b]Edit:[/b] [QUOTE=Anticept]Did some testing with a clean addon folder (other than CDS, LS2, RD2, Wire, and Black Hole Cache) and still did not work. I could not get the device to protect all welded devices. Welds confirmed by reload unfreeze and dragging the structures around. Device turns on and protects those in the vicinity, but does not protect everything even when wired a 1. Debugger still shows 0 for Protect Vessel. I am not a very good Lua coder, but I was looking through, why does line 50 say [lua]elseif iname == "ProtectVessalVessal" then[/lua] Is that what is causing the problem? By the looks of it, because of that variable typo, Radius never gets set to false, and therefore never uses your constraint table :P. By the way, it is spelled Vessel :P Line 91: [lua] for _, ent in pairs(stuff) do[/lua] What is _ ?[/QUOTE] I hate myself, gods be typos.
[QUOTE=HiddenScript]Sorry I've been distracted by FANN/ANN I hate myself, gods be typos.[/QUOTE] What is FANN/ANN? Is that another addon you are working on? No worries about the typos, we all suffer from them. They are a common disease.
Update, fixed typo, added some error checks, added some debug messages, can't test it now sorry, check your console while using it and post it here. [b]Edit:[/b] [QUOTE=IceWarrior98]What is FANN/ANN? Is that another addon you are working on? No worries about the typos, we all suffer from them. They are a common disease.[/QUOTE] FANN stands for FAST ARTIFICIAL NEURAL NETWORKS. ANN stands for APPROXIMATE NEAREST NEIGHBOR. Both are blinding fast DLLs that I'm importing into gmod. FANN will become the FANN Wire Processor and ANN will be used in Spacebuild to speed up the searching for entities. (Gods, I can't believe we're still using brute force searches.) For end users FANN will be useful (for Wire) but ANN will only interest developers. As it stands I think I'll have to use the SOAP version of the FANN library, by bindings into C/C++ hell aren't stable, I keep getting memory overruns and since I don't have the debug information for HL2/GMod I can't do a managed/native debug traceback.
The regulator doesn't work anymore, this is the error. [quote] RD2\RD2_Tools.lua:253: RD2: Unable to find make function for 'temperature_control' [/quote] Also, I just noticed the space shields have a radius thing but they don't protect everything they are welded to, just what's in that radius. Is that how they are supposed to function?
Kill me. PLEASE! By default shield protect by a rad of 512 units. Ok, that would happen if it doesn't register with the RD 2 system... I think I have a Lua error in the serverside code let me check it closely. [b]Edit:[/b] :shame: I forgot to add else to elseif. That enlarged the scope and caused an EOF error.
[QUOTE=HiddenScript]Kill me. PLEASE![/QUOTE] If we were to kill you, who would fix these mistakes for us while we await version 3 of SB RD LS and CDS?
[QUOTE=HiddenScript]Kill me. PLEASE! By default shield protect by a rad of 512 units. Ok, that would happen if it doesn't register with the RD 2 system... I think I have a Lua error in the serverside code let me check it closely. [b]Edit:[/b] :shame: I forgot to add else to elseif. That enlarged the scope and caused an EOF error.[/QUOTE] Someone is excited for the upcoming revision for wire and spacebuild :D I'll gladly kill you, but first I must harvest your brains and use them in my spaceship as the AI.
Yes, it would be a waste to destroy such a valuable mind as my own. People say I also very humble. It's hard to be humble when your this good.
Haha, too bad I have something more to point out :P [lua] elseif iname == "ProtectVessel" then Msg("treiggerd Protect vessel with "..value.."\n") if value == 1 then self.UseRad = false Wire_TriggerOutput(self.Entity, "ProtectVessel", value); Msg("Use rad set to 1.\n") elseif value == 0 then self.UseRad = true Wire_TriggerOutput(self.Entity, "ProtectVessel", value); Msg("Use rad set to 0.\n") [/lua] You reversed your debugging output, you are making the console say that it is using Radius when it is actually set to false, and vis-versa :P Question: [lua] function ENT:Damage() if (self.damaged == 0) then self.damaged = 1 end end [/lua] Where is self.damaged being used? It just seems like a variable that is being set, even though it isn't actually being used (at least in this script) [lua] Msg("Get new table of tentityes\n") [/lua] That made me laugh. Anywho, off to test your fix.
I didn't make most of this SENT so I won't change that out of fear of breaking it even more. PS: Aer yOu mokng my speeling?
Well, everything is getting set properly it seems, wire outputs working, etc. Except for one thing, Line 90 is reporting an attempt to call global "GetAllConstrainedEntities" (a nil value). Needless to say that's a breaker :(. Do you have an instant messenger or steam ID I could contact you with? I have the time to test if you have the time to fix.
Hi, Is there a way to diable the 'Shield-Bubble Effect'? I'm asking bacause I usually play GMod on my notebook, so the effect looks like sh*t (solid white) because of my notebooks crappy graphic-card (GF6150GO 128MB Shared). Thanks ryugon
Any ETA on V2? :)
[QUOTE=andy1976uk]Any ETA on V2? :)[/QUOTE] I'm currently finishing up the beta versions of LS3 and SB3, once those are done I'm going to continue on CDS 3 (I skipped a version to make it more in line with the SB/LS versioning, makes it easier for some people to find what version to use...). With a bit of luck I should have about everything done either this or next week, if there aren't to much problems that pop-up in the meantime.
[QUOTE=snake_1_1]I'm currently finishing up the beta versions of LS3 and SB3, once those are done I'm going to continue on CDS 3 (I skipped a version to make it more in line with the SB/LS versioning, makes it easier for some people to find what version to use...). With a bit of luck I should have about everything done either this or next week, if there aren't to much problems that pop-up in the meantime.[/QUOTE] Damn...that was sooner that I expected. Way to go.
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