• Combat Damage System
    496 replies, posted
I tried this out, it's a pretty good competitor to GCombat, however I've found several bugs and have a suggestion or two. A lot of the weapons and generators list an unneeded resource in their "bubble list" (the dialogue that pops up when aiming at a device) which makes things confusing. For example, the Pierce ammunition generator lists Fuel as one of its requirements. The weapons seem to take far too long to reload after firing, except for the machine gun. This makes the machine gun the weapon of choice for pretty much everyone, since it works a lot faster and a lot more efficiently to destroy something. I would suggest allowing people to use weapons to fire them default to zero instead of one, because it means that if you forget to wire it and disable it then anyone can just stroll up and fire it, usually leading to unwanted consequences. Some more devastating weapons may be needed! I particularly liked the Shockwave weapon from GCombat (which causes a large explosion (about the size of a small planet) and pushes a lot of objects wildly, yet doesn't cause much damage). (I also can't seem to receive the registration email for the MediaBong forum for SB2 development. No spam filters are enabled.)
I can't wait till the Mining mod comes out :D
SERVER: Timer Error: core/sv_cds_heat.lua:76: attempt to compare number with nil I am getting that with constant spam of the console and it seems to conflict with SB2 due to myself floating in space without an air energy and coolant% meters at the bottom and breathing fine. I tried removing all addons except for RD2 LS2 CDS and SB2 and I still get the error. I removed the CDS addon and the error went away But I can still breathe in space and all the addons I have are LS2 RD2 and DODS, CSS content + Default_sent_pack I am sure SB mode is enabled due to it saying Spacebuild2 LS-RD-SB Team on the score board I am using the latest available download from garrysmod.org
[QUOTE=PuddlePirate]SERVER: Timer Error: core/sv_cds_heat.lua:76: attempt to compare number with nil I am getting that with constant spam of the console and it seems to conflict with SB2 due to myself floating in space without an air energy and coolant% meters at the bottom and breathing fine. I tried removing all addons except for RD2 LS2 CDS and SB2 and I still get the error. I removed the CDS addon and the error went away But I can still breathe in space and all the addons I have are LS2 RD2 and DODS, CSS content + Default_sent_pack I am sure SB mode is enabled due to it saying Spacebuild2 LS-RD-SB Team on the score board I am using the latest available download from garrysmod.org[/QUOTE] Yea just found out, seems like the file got corrupted :s
can you fix it?
For now on, I will always keep a backup copy of the working SB files :D
[QUOTE=Razot]can you fix it?[/QUOTE] Yea, tracking down now where the corruption happened. Found it
-snip-
[QUOTE=mankind_me]Maybe at line.... Ummmm... 76?[/QUOTE] Nope, for some strange reason SVN added an unknown symbol at line 1 :s Compared the last 3 SVN revisions where that file was in
It's only at the SVN?
tell me you have. I'm idle at the moment.
[QUOTE=Razot]tell me you have. I'm idle at the moment.[/QUOTE] Fixed, update SVN, going to upload the fixed file now.
WOOP
[QUOTE=Razot]WOOP[/QUOTE] I think I will have to agree with that statement.
Seems like you have taken garrys propspawn effect as example for the heat etc effects. [lua] local EyeNormal = self.Entity:GetPos() - EyePos() local Distance = EyeNormal:Length() EyeNormal:Normalize() local Pos = EyePos() + EyeNormal * Distance * 0.01 cam.Start3D(Pos, EyeAngles()) SetMaterialOverride(matIce) self.Entity:DrawModel() SetMaterialOverride(0) if (render.GetDXLevel() >= 80) then render.UpdateRefractTexture() matRefract:SetMaterialFloat("$refractamount", Fraction/16) SetMaterialOverride(matRefract) self.Entity:DrawModel() SetMaterialOverride(0) end cam.End3D()[/lua] You can reduce the calculation: [lua]local EyeNormal = self.Entity:GetPos() - EyePos() local Pos = EyePos() + EyeNormal * 0.01[/lua] Before you have normalized the distance vector "EyeNormal" and then you multiplied it by it's length. That's similar to doing x*100/100. :) And maybe, you can try using ENT:SetModelScale() instead of the cam.Start3D stuff. The cam3D stuff seems to have some clipping problems on props with certain materials. As far as I have seen, using ENT:SetModelScale() does not do that.
[QUOTE=1239the]I would suggest allowing people to use weapons to fire them default to zero instead of one, because it means that if you forget to wire it and disable it then anyone can just stroll up and fire it, usually leading to unwanted consequences.[/QUOTE] You have to remember though, not all servers have wire. In the case of a server not having wire, the only way to fire it is with E, and if you need wire to make that work... the guns are useless.
Wait, what are you saying isn't wired?
I'm really not pleased with you guys for a few reasons. It's not about "stealing my idea" or anything of the sort, as I would not really claim any sort of monopoly in damage systems, and my policy is "if you can do it better than me, then don't bother asking first". The problem is that you've pretty much ignored the [url=http://forums.facepunchstudios.com/forumdisplay.php?f=56780]normal gmod dynamic.[/url] There's a reason that Gcombat is tough to use. I've been on servers where there were Gcombat sweps, and it really was like war of the servers. As soon as EVERY weapon deals damage to props... Goddammit. why did no one that requested that feature even THINK of how dumb your average player is? To be brutally honest, I'm VERY impressed, but there's a reason that Gcombat has a bit of a learning curve. I'd rather hear [QUOTE]OMG wy wont it fier![/QUOTE] than [QUOTE]lost connection to server[/QUOTE] any day. And now I must retreat to my lair to one up you. MWAHAHA! [b]Edit:[/b] Just think: what do you get when you reward the destruction of a prop with cool special effects? REALLY HAPPY MINGEBAGS.
Just had the chance to try it out. The effects are wonderful and, with the most recent versions of RD2, LS2 and this, I noticed no errors. However, the weapons themselves don't seem all that interesting in action, nor are they as powerful as they seem, like StickyNade said.
[QUOTE=Q42]Just think: what do you get when you reward the destruction of a prop with cool special effects? REALLY HAPPY MINGEBAGS.[/QUOTE] And really happy players. But I agree that all weapons affecting it is a little off. I'm thinking it'll be better if guns are controlled, but for those who won't have that luxury it can be a problem. A couple guys teaming up on your ship with only their handheld weapons can make even three shields useless. (I had three shields. That thing was a beast. What was its downfall? Turrets.) Oh, and machinegun never did any damage for me. I donno, maybe I did it wrong. I just use disintegration anyway. A fusion reactor can sustain all you need for a near constant supply of disintegration.
[QUOTE=Omnimmotus]And really happy players. But I agree that all weapons affecting it is a little off. I'm thinking it'll be better if guns are controlled, but for those who won't have that luxury it can be a problem. A couple guys teaming up on your ship with only their handheld weapons can make even three shields useless. (I had three shields. That thing was a beast. What was its downfall? Turrets.) Oh, and machinegun never did any damage for me. I donno, maybe I did it wrong. I just use disintegration anyway. A fusion reactor can sustain all you need for a near constant supply of disintegration.[/QUOTE] Anything that can go through 200 stacked Combine walls without stopping is something to be feared (:eek:)
[QUOTE=Omnimmotus]You have to remember though, not all servers have wire. In the case of a server not having wire, the only way to fire it is with E, and if you need wire to make that work... the guns are useless.[/QUOTE] [QUOTE=Cornflake]Wait, what are you saying isn't wired?[/QUOTE] You can shoot then guns using wire input Fire or by using E on it
I would love a feature to restrict damage only to CDS weapons. As Q42 pointed out, the current method is minge-friendly, and it also creates major imbalance. I mean, I can create a turret with 0.1 firerate, 99999999 damage, and just hold it with the physgun, blowing up [i]everything[/i] people have made. So, please make an option to only allow the CDS weapons to do damage to props.
[QUOTE=Shadow25]I would love a feature to restrict damage only to CDS weapons. As Q42 pointed out, the current method is minge-friendly, and it also creates major imbalance. I mean, I can create a turret with 0.1 firerate, 99999999 damage, and just hold it with the physgun, blowing up [i]everything[/i] people have made. So, please make an option to only allow the CDS weapons to do damage to props.[/QUOTE] I don't think the turret thing works if you have prop protection on. Also, don't allow turrets.
I've noticed that the props in life support 1.0.1 aren't protected by the shield. should this be the case? Also, would it be possible for the shields to indicate their boundaries? maybe just if looked at specifically or w/e, because its hard to judge, with limited supplies of grenades =)
Unless the small arms fire damage is removed, CDS is pretty much a failure. That is why GCombat is still the winner of all combat mods! Also when the small arms fire damage is turned off, use the Stargate shield instead, it is near impossible to penetrate and you can change the amount of shielding it gives.
[QUOTE=nagachief]Unless the small arms fire damage is removed, CDS is pretty much a failure. That is why GCombat is still the winner of all combat mods! Also when the small arms fire damage is turned off, use the Stargate shield instead, it is near impossible to penetrate and you can change the amount of shielding it gives.[/QUOTE] CDS is designed for SB2 though, and it is still being made so it's going to have it's downfalls for a bit. Give it time, I have faith in this mod.
Ok I've noticed a large proplem with CDS that needs fixing. It phux up the VMF explosive pack. I don't know what portion of this mod does it, but it bugs out the explosives. The manual aim missile's animation quits playing 1/4 through after some random explosions at its base and the nukes give you alloc:no free edicts errors on a blank flatgrass map. I deleted CDS and it worked so I know it is this mod in particular, but it would be great if you could fix this problem. Other than that and the small arms damage this is a good addon.
Everything is perfect except for one thing. The Temperature regulator needs an on/off indication in the tooltip. I've seen so many people lose their ships because they forgot to turn it on. I know, you can wire it to a display or an indicator, but sometimes I just want to look at it to see if its on or off, just like EVERY OTHER thing in LS2/SB2/CDS/Petrol/Gas. Other than that, yeah great work, and again, I had fun shooting at everyone's shields with Spacetech over the last month!
I had removed the clamping in one of the updates. I've just put it in again. Just one question, what do you want to be the max damage a 'default' weapon can do?
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