• Combat Damage System
    496 replies, posted
I have the latest released version of CDS, plus LS2, SB2, RD2. (D2? :P). Everything seems to be working fine except one thing: No matter how many convars I change, the normal props never take any damage. Generators and such I can hurt, but nothing else works for some reason. Doesn't matter if I'm using normal weapons or CDS weapons.. EDIT: never mind, I'm an idiot. :P I assumed that because I was on a SB map, the SB gametype would take effect. WRONG! That plus getting the SVN build seems to have done the trick. EDIT2: I get a RD2\RD2_Tools.lua:259: attempt to call global 'CDS_SpawnedSENT' (a nil value) error instead, but I presume that's because I have SVN CDS and garrymod.org RDS. FINAL EDIT: Nope, still get the error.
All of your assumptions are true except for one thing: Not all normal props take damage. It wouldn't make sense if the hull of a ship became brittle and destroyed if it's purpose is to protect the ship.
Oh, this was even wimpy stuff- plastic barrels, fridges, etc. All stock props. Right now I'm stuck. If I use 1.02 I don't get the error, and the space effects work...but stock props don't take damage. If I use SVN, I get the error, space effects DON'T work on SB props (stock ones it works fine...go figure), and stock props don't blow up.
My brain. I hate this stuff. OK, way back when we were going to have a bubble effect but for some reason Spacewoot didn't like it so I went with particles. I'll remake it if you want and set a CL convar with memeory for you. As for: CDS_SpawnedSENT GetAllConstrainedEntities I'll get those working, at least I have an idea why it isn't working now. Be back in 15 min or less (not for the effects though). [b]Edit:[/b] My steam is Evil_Pineapple, if you want me. [b]Edit:[/b] [QUOTE=Phoenix-D]I have the latest released version of CDS, plus LS2, SB2, RD2. (D2? :P). Everything seems to be working fine except one thing: No matter how many convars I change, the normal props never take any damage. Generators and such I can hurt, but nothing else works for some reason. Doesn't matter if I'm using normal weapons or CDS weapons.. EDIT: never mind, I'm an idiot. :P I assumed that because I was on a SB map, the SB gametype would take effect. WRONG! That plus getting the SVN build seems to have done the trick. EDIT2: I get a RD2\RD2_Tools.lua:259: attempt to call global 'CDS_SpawnedSENT' (a nil value) error instead, but I presume that's because I have SVN CDS and garrymod.org RDS. FINAL EDIT: Nope, still get the error.[/QUOTE] Update the SVN there is no reason why you should be getting that unless someone's been removing globals from the system :ninja:.
It WAS updated. :P I'm using the SVN listed at the site in the OP, so maybe that's out of date? I still have no idea why I was getting that error, but the offending file was sv_spawn.lua. I just merged the old file in and that fixed the issue.
Strange it's right there in the SVN. ?
nice addon but what do th sensors do ...well how do i get them to work i put them to a prop and nothing happens i try linking and nothing happens..i try turning on but it just turns off as soon as i do
[QUOTE=sonny482]nice addon but what do th sensors do ...well how do i get them to work i put them to a prop and nothing happens i try linking and nothing happens..i try turning on but it just turns off as soon as i do[/QUOTE] feed it power, its hungry
Meh, anything broken that I have to fix? Or that I broke? I need to know so I can release the GCombat support module and destroy micros-- Q42's hold on the community with ineffective code.
Not tested, but was the Temp Regulator fix committed? I only show commit logs up to the 23rd of March...
Huh? I think so.
Here's a bug, when you wire a screen to an Ammo Cache (or maybe any CDS module), it only outputs correctly if it's on your screen. Otherwise it just outputs 0. Very frustrating when your screens are nowhere near your Ammo Caches.
Does this still try to break gcombat?
This never broke GCombat. [b]Edit:[/b] Also, the plugin support is variable as a alpha/beta for gcombat weaponry once I finish up rewriting all the stuff and optimizing it (Actually I'll just rewrite it from scratch).
[QUOTE=FlakAttack]As far as CDS goes, the only thing I liked about it was being able to make wire explosives that did damage to objects. I made a custom flak shell that way. Unfortunately, lpine is a prick and is trying to break gcombat, so screw him. I can't stand that kind of idiocy.[/QUOTE] I heard it did break it :)
You heard wrong.
Well I heard that too...and just about everyone else who used Gcombat that I know of. But I also heard it doesn't anymore.
[QUOTE=Kronos Zul]Well I heard that too...and just about everyone else who used Gcombat that I know of. But I also heard it doesn't anymore.[/QUOTE] Because it never did.
[QUOTE=LPine]Because it never did.[/QUOTE] Why would they lie? : D Eh, even if it did you have contributed enough to gmod that it more than makes up for it ^_^
[QUOTE=LPine]Because it never did.[/QUOTE] No he only made the Genisis device break Gcombat. Also, are you trying to take Q42's weapons again and put them into CDS when he expressly told you not to.
[QUOTE=Kickasskyle]No he only made the Genisis device break Gcombat. Also, are you trying to take Q42's weapons again and put them into CDS when he expressly told you not to.[/QUOTE] :tinfoil: I hope not...
[QUOTE=gamei56]:tinfoil: I hope not...[/QUOTE] [QUOTE=LPine]This never broke GCombat. [b]Edit:[/b] Also, the plugin support is variable as a alpha/beta for gcombat weaponry once I finish up rewriting all the stuff and optimizing it (Actually I'll just rewrite it from scratch).[/QUOTE] Here you prove that lpine is a mean person :(.
[QUOTE=Sunnday3]Here you prove that lpine is a mean person :(.[/QUOTE] This is the only way i can possibly respond to this NO! YOU THINK? I thought that was seriously obvious by now...
Argh, I don't care what he does anymore. Initially I said no because he was being a condescending asshole, but I can certainly see the benefit of having some sort of go-between for the systems. There are a lot of servers that want to use both.
I'm actually in the process of totally recoding your system (sorry, it's just :vomit: can't put it any other way). Perhaps we should just merge GC and CDS into one system, CDS's plugin mechanism is more suited to expansion then GCombat's total lack of it. Also, the addition of utility libraries by using the plugin system would also allow you to remove quite a bit of redundant code in your system. Contact me on Evil_Pineapple if you're interested, I've got the system working correctly, although a bit of tweeking is need to properly map GC damage to CDS's system. I'm also in the process of making a base GCombat entity that you'd derive from (you just specify, projectile, cannon, gun, etc and fill in the values).
See what I mean?
No, I'm missing some of the discussion apparently. [b]Edit:[/b] [QUOTE=tony311]Here's a bug, when you wire a screen to an Ammo Cache (or maybe any CDS module), it only outputs correctly if it's on your screen. Otherwise it just outputs 0. Very frustrating when your screens are nowhere near your Ammo Caches.[/QUOTE] Thanks, I'll look into that.
He's indirectly saying you're being an elitist dick just because you think your system is better. I've looked at you code and it makes me want to :vomit: as well because it's not legible to me. By that logic I should recode your entire system because I don't like it. [b]Edit:[/b] Just leave that out of this because it's not about one coder being superior to the other, it's about making something fun to use.
GCombat: *Can override prop hit events *Can register new weapons easily *Must derive from gmod or base anim *Must implement own code entirely for new weapons *Has some centralized facilities for hit types (Explosion, normal, energy) *New attack types not natively supported *System is ammo free and non dependent on other additions modules *System is dependent on the architecture remaining the same *System can be expanded easily but only on a ad-hock basis, expansions generally cannot be shared between different extension packs CDS: *Cannot override weapon hit events, must be handled by making a new attack type *All CDS entities derive from a central class which provides almost all base functionality required, new weapon code only is required, ammo handling and wire support are handled automatically (or almost) *All new weapon attacks are handled from making a new attack type, this makes small variations difficult to implement but centralizes the attack so other weapons can use it *Almost all functionality is centralized into a core system compositing of libraries and standard functions *System is ammo dependent (Although this can be easily changed by editing the base CDS entity) and requires RD for operation *System can be dynamically expanded in an organized fashion, all extensions should be able to take advantage of any new facilities introduced. If I have anything wrong (GCombat most probably) point it out and I'll fix it. However by looking at those lists I'd have to say that CDS is the better general framework. GCombat however support quick addition of new weapons. [b]Edit:[/b] [QUOTE=Kogitsune]He's indirectly saying you're being an elitist dick just because you think your system is better. I've looked at you code and it makes me want to :vomit: as well because it's not legible to me. By that logic I should recode your entire system because I don't like it. [b]Edit:[/b] Just leave that out of this because it's not about one coder being superior to the other, it's about making something fun to use.[/QUOTE] I'm not saying that GCombat isn't fun to use (I actually believe now that I've played with it a bit that we made a mistake when we added ammo), it's more fun to use then CDS because you can set it up quickly ([B]Spacetech[/B] :argh:). I'm saying that GCombat need serious optimizations and a framework.
[QUOTE=LPine]I'm not saying that GCombat isn't fun to use (I actually believe now that I've played with it a bit that we made a mistake when we added ammo), it's more fun to use then CDS because you can set it up quickly ([B]Spacetech[/B] :argh:). I'm saying that GCombat need serious optimizations and a framework.[/QUOTE] I think it's more fun because the weapons are more interesting, with CDS the weapons are nearly identical, whereas GCombat's weapons are varied and frikkin' cool. Though if you've added some more interesting weapons into CDS I'll give it another go. The way I see it, the point of GCombat is cool guns, the point of CDS is trying to make a unified system. Cool guns wins me over, but if the same can be accomplished with CDS in the background I don't care.
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