[QUOTE=snake_1_1]Also the repair (health and armor, 1 for each and 1 for both) tools will be added and one I found out what is causing the "worldspawn" bug I'll fix that to(it only happens when a player dies, when killing an npc, the correct name shows up :s).[/QUOTE]
I'm guessing it's a problem with players using the same function for taking damage as the props use. With CDS installed, player-vs-player damage behaves differently - it takes multiple shots with the crossbow or revolver to kill another player.
[QUOTE=Sodisna]I think CDS and GC conflict with each other. My game doesn't want to load after I added SpaceBuild 2, LS2, RD2, and CDS.[/QUOTE]
Sorry, Gcombat and CDS do not confilict. In truth, some people still can't get Single Player to work after the Gmod update. Reinstall Gmod, that usally fixes any problems.
I did. Nothing still works. Do mean like to re-download it?
Tried it, i'd have to say Gcombat is still better. Even if it uses wire, it keeps the minges away, and [b]only[/b] gcombat weapons can damage props. Many times on CDS servers have I had noobs smash my stuff with a prop or dynamite it. Pressing the use key? what's the point of that? I can't press E on it while I'm flying or driving.
[QUOTE=Einbrak]Tried it, i'd have to say Gcombat is still better. Even if it uses wire, it keeps the minges away, and [b]only[/b] gcombat weapons can damage props. Many times on CDS servers have I had noobs smash my stuff with a prop or dynamite it. Pressing the use key? what's the point of that? I can't press E on it while I'm flying or driving.[/QUOTE]
I do think the "use" key fire function on CDS weapons is a bit silly, and for exactly that reason... Anyone who's built a weapon system worth having probably isn't in a position to press the use key on the weapon.
Also, relating to that, other fools can fire your shite!! -Which can be a mega bummer if it is, or becomes, pointed at something sensitive...
Bug: Players needs really many shots with the revolver and crossbow and all weapons actually
[QUOTE=mu ha ha]Bug: Players needs really many shots with the revolver and crossbow and all weapons actually[/QUOTE]
That's related to gmod, I just get the damage done by the normal system and add some stuff to it lie armor penetration (depends on the force) but the damage done is the one the GMOD damage hook is giving me.
Traitor to gcombat! but quite nicely done.
I like it. Nice effects.
can you add a update to the svn so its off on default
I found out something bad. When you use the jail command in ULX peoples can destroy it. Also, can this destroy SENTS?
- Longy
Love the new space build.
I'd like to say that I think you guys (Space build 2 team) did a great job.
All of this below is just an idea. I'm sure I have no clue what kind of coding it would take, how long, and if some of it would even be possible. So please don't think I'm wanting the impossible, just suggesting it ;)
I'm content with what's been done, and enjoy it.
-----Shield stuff-------
I thought I'd throw out there that I believe it's cat daemon's shield that can deflect rockets. Personally, the way his is setup at the moment, I prefer it over space techs. It deflects rockets, grenades, combine balls, props, people. Also absorbs any energy weapons, like star gate staff blasts.
I would love to see the features of these merge, any props outside radius of shield when turned on, deflected regardless of owner. This feature is great in cat daemons because you can actually turn on your shield with your team member etc, in it, and it will allow them to pass through it and back. This also keeps out props you own, but someone else is using against you.
What cat daemons version lacks, is the need for LS energy and so fourth. It has a built in charge that self charges.
I'd like to note I did see that problem with PHX metal models. They do seem to be rather...tough. I finally caved to see if it would die with the storm swep, it did.
Now I noticed that Space techs shield flashed an effect when bullets hit props within the radius, but glass etc, still exploded from regular fire. I like the idea it shows with that. Is it possible to have the space shield 100% protect props based on shield strength? I'd also love to see the shield strengths combine. At the moment, if they're at different levels, I see the shields (collectively, if they're attached to the same p.s.) flicker between one of them being full at 3000, and the other levels. Would it be possible to get some sort of shield controller sent that links up their strengths? Perhaps a flow control so if you use the shields as a four point deflection system, you can strengthen/weaken the shields being hit. You know, reinforce the front shields before you head straight in. This could just be a way as looking at the space shields as shield generators, which can project the shield in any location of the shield generators.
Also if shields protected props purely on shield strength, for pass through damage, you could remove the read out of energy/coolant etc from the shields, make that a wire output if people really need it, and replace it with Shield % and Operation %. As shield % goes down, at a point, operation % would drop, or efficiency if you want to call it. Based on the efficiency % would tell you how much damage is getting through now, or at all. e.g 50% effectiveness = 100 damage rocket - 50 damage hits props.
------Health / Armor--------
I think the damage system is great. In fact, after seeing g bots, I wanted a damage system like that, without needing me to reload the map after each battle.
To help with administrators and their servers, maybe a stool that allows you to zap a prop with a health amount? This stool could be very handy in configurations, if it was possible to make this a one time change, or set it so from now on, this prop will spawn with this much health and armor.
------Continued with buy system---------
To that extent, there could be a neat buy system added, which I saw someone mentioned earlier. To allow more flexibility with ships, as not everyone can create their own models, which others would need to download; I thought perhaps points can be earned for destroy props that are "owned" by another player. In turn, these points can equal the cost of the props health/armor. Something you set with a stool, which takes away your points. Each time one of your props are remove or destroyed, your points get refunded. This would allow server administrators to decide how powerful ships will be based on points allocated, and give rewards to the winners. This could also be teamed based, which gives points to that team once the round is won (Based on say, most damage done or actual props destroyed); The losers would gain less points than the winners, but that can be worked out. Another thought to this extent, would simply have a server set amount of points each time gets, so it's even, and they build their ships, apply their health and armor, and have at it.
------Repairs / cash/-----------
Even to add a more extensive idea to that idea, would to not have points refunded, but more like a counterstrike source system for points/cash, and make repairs cost me. As well as placing prop health/armor.
If repairs were implemented, perhaps ship props get "ghosted" when destroyed. As in, they're still there, but faded to barely visible, and affects absolutely nothing, like the ghost image in the adv dupe. This would save tons of time spawning your ships, but still get the joy of blowing things up.
---------------FIN--------
I'm sure I'll think of more ideas, unless everyone tells me to shut up and not write such long posts ;)
[QUOTE=Tyerin]Love the new space build.
I'd like to say that I think you guys (Space build 2 team) did a great job.
All of this below is just an idea. I'm sure I have no clue what kind of coding it would take, how long, and if some of it would even be possible. So please don't think I'm wanting the impossible, just suggesting it ;)
I'm content with what's been done, and enjoy it.
-----Shield stuff-------
I thought I'd throw out there that I believe it's cat daemon's shield that can deflect rockets. Personally, the way his is setup at the moment, I prefer it over space techs. It deflects rockets, grenades, combine balls, props, people. Also absorbs any energy weapons, like star gate staff blasts.
I would love to see the features of these merge, any props outside radius of shield when turned on, deflected regardless of owner. This feature is great in cat daemons because you can actually turn on your shield with your team member etc, in it, and it will allow them to pass through it and back. This also keeps out props you own, but someone else is using against you.
What cat daemons version lacks, is the need for LS energy and so fourth. It has a built in charge that self charges.
I'd like to note I did see that problem with PHX metal models. They do seem to be rather...tough. I finally caved to see if it would die with the storm swep, it did.
Now I noticed that Space techs shield flashed an effect when bullets hit props within the radius, but glass etc, still exploded from regular fire. I like the idea it shows with that. Is it possible to have the space shield 100% protect props based on shield strength? I'd also love to see the shield strengths combine. At the moment, if they're at different levels, I see the shields (collectively, if they're attached to the same p.s.) flicker between one of them being full at 3000, and the other levels. Would it be possible to get some sort of shield controller sent that links up their strengths? Perhaps a flow control so if you use the shields as a four point deflection system, you can strengthen/weaken the shields being hit. You know, reinforce the front shields before you head straight in. This could just be a way as looking at the space shields as shield generators, which can project the shield in any location of the shield generators.
Also if shields protected props purely on shield strength, for pass through damage, you could remove the read out of energy/coolant etc from the shields, make that a wire output if people really need it, and replace it with Shield % and Operation %. As shield % goes down, at a point, operation % would drop, or efficiency if you want to call it. Based on the efficiency % would tell you how much damage is getting through now, or at all. e.g 50% effectiveness = 100 damage rocket - 50 damage hits props.
------Health / Armor--------
I think the damage system is great. In fact, after seeing g bots, I wanted a damage system like that, without needing me to reload the map after each battle.
To help with administrators and their servers, maybe a stool that allows you to zap a prop with a health amount? This stool could be very handy in configurations, if it was possible to make this a one time change, or set it so from now on, this prop will spawn with this much health and armor.
------Continued with buy system---------
To that extent, there could be a neat buy system added, which I saw someone mentioned earlier. To allow more flexibility with ships, as not everyone can create their own models, which others would need to download; I thought perhaps points can be earned for destroy props that are "owned" by another player. In turn, these points can equal the cost of the props health/armor. Something you set with a stool, which takes away your points. Each time one of your props are remove or destroyed, your points get refunded. This would allow server administrators to decide how powerful ships will be based on points allocated, and give rewards to the winners. This could also be teamed based, which gives points to that team once the round is won (Based on say, most damage done or actual props destroyed); The losers would gain less points than the winners, but that can be worked out. Another thought to this extent, would simply have a server set amount of points each time gets, so it's even, and they build their ships, apply their health and armor, and have at it.
------Repairs / cash/-----------
Even to add a more extensive idea to that idea, would to not have points refunded, but more like a counterstrike source system for points/cash, and make repairs cost me. As well as placing prop health/armor.
If repairs were implemented, perhaps ship props get "ghosted" when destroyed. As in, they're still there, but faded to barely visible, and affects absolutely nothing, like the ghost image in the adv dupe. This would save tons of time spawning your ships, but still get the joy of blowing things up.
---------------FIN--------
I'm sure I'll think of more ideas, unless everyone tells me to shut up and not write such long posts ;)[/QUOTE]
Instead of the shield you mentioned, see if the stargate will allow use of the shield or at least the code. If merged with the current shield, would be extremely strong, near impetrable. At least find a way to give it a hook to have the same climate effects. It took me a good while to make a +3 shield go down, with a staff!
I don't know about ghosting a damaged prop, for that to work the ship would still be in tact when, in reality, it woulld be floating in peices.
The shield you sead is aVoN's,
And i like the buy system but i would make that a option.
[QUOTE=kevkev]The shield you sead is aVoN's,
And i like the buy system but i would make that a option.[/QUOTE]
Not intending to remove credit from anyone where it's due, I haven't used aVoN's yet, although I should take a look.
As for the author of prop_shield, I have an info file that says catdaemon version v3 :)
For the making it an option, yes absolutely. I intended that all to be sudo configurable, to suit individual needs.
Please, Please, Please make plastic stronger! It can't even live in space at all and it is really annoying because I like to use plastic for my bases. Even with the temp regulator and space shield it freezes and explodes.
[QUOTE=conman420]Please, Please, Please make plastic stronger! It can't even live in space at all and it is really annoying because I like to use plastic for my bases. Even with the temp regulator and space shield it freezes and explodes.[/QUOTE]
Tell that to nasa :P
Sorry, but i'll stick with breakable props. This is a little too complicated for my liking.
[QUOTE=SB2DevTeam]That's related to gmod, I just get the damage done by the normal system and add some stuff to it lie armor penetration (depends on the force) but the damage done is the one the GMOD damage hook is giving me.[/QUOTE]
Can you make it bypass the hook when a player is the object receiving the damage?
[QUOTE=Tyerin]Not intending to remove credit from anyone where it's due, I haven't used aVoN's yet, although I should take a look.
As for the author of prop_shield, I have an info file that says catdaemon version v3 :)
For the making it an option, yes absolutely. I intended that all to be sudo configurable, to suit individual needs.[/QUOTE]
I don't think catdeamon's shield blocks bullets,
Ah well who cares :P.
Oh that's very true. I was meaning rockets. I'll have to update my star gate. Check out his shield.
Bullets go through, combine balls, grenades, rockets, props don't. Energy weapons like staff blasts, and the mounted versions don't go through either. Also blocks gcombat :)
[QUOTE=Tyerin]Oh that's very true. I was meaning rockets. I'll have to update my star gate. Check out his shield.
Bullets go through, combine balls, grenades, rockets, props don't. Energy weapons like staff blasts, and the mounted versions don't go through either. Also blocks gcombat :)[/QUOTE]
In the Stargate SVN, everything is blocked cept env_lasers and the standard HL2 weapons. CS weapons are blocked however.
Only thing that bugs me about this...and granted it may be just me...it seems to be impossible to make small "fighter" type ships now, because of the temperature effect. I've noticed that the temp regulator seems to drain quite a bit of power to keep running, and also seems to need coolant even if its in cold temp zones. So now any ship that wants to stay out there more than 2 or 3 minutes has to be large enough to store and cover all their necessary generators and storage devices, and in that case be large, fairly slow, and easy to hit.
Any solutions other than disabling the temperature based damages? I'm going to try using the wireless resource link (haha) in a bit, after I sort out some plugin issues...but really there ought to be a better way for people that prefer to fly in non huge, container or train based ships :D or 70+ prop PHX lag monsters. The temp damage is cool to have on, cause it gives an interesting secondary weakness in a firefight, but I'd really like to see a scaled-down version for a small ship if possible.
Use the console command [code]CDS_Enabled 0[/code]
[QUOTE=derelict]Only thing that bugs me about this...and granted it may be just me...it seems to be impossible to make small "fighter" type ships now, because of the temperature effect. I've noticed that the temp regulator seems to drain quite a bit of power to keep running, and also seems to need coolant even if its in cold temp zones. So now any ship that wants to stay out there more than 2 or 3 minutes has to be large enough to store and cover all their necessary generators and storage devices, and in that case be large, fairly slow, and easy to hit.
Any solutions other than disabling the temperature based damages? I'm going to try using the wireless resource link (haha) in a bit, after I sort out some plugin issues...but really there ought to be a better way for people that prefer to fly in non huge, container or train based ships :D or 70+ prop PHX lag monsters. The temp damage is cool to have on, cause it gives an interesting secondary weakness in a firefight, but I'd really like to see a scaled-down version for a small ship if possible.[/QUOTE]
Tempature Regulator uses very little when I use it. I have the best fighter available then I guess. One small resource, two small air tanks, and a small amount of small enregy cells are enough to power it for a good while! Also my fighter has one temp reg, five solars, and one coolant gen. Almost self suffcient.
I had a pair of resource caches on mine, originally. Temp regulator sucked like 30 energy a tick :/ that on top of the air and heat exchanger in space drew out the power way too fast...think this time ill try it without then environment control and use different storage stuff. Might end up lighter too :o Course I had no energy generation onboard, also to keep the size and weight down.
[QUOTE=derelict]I had a pair of resource caches on mine, originally. Temp regulator sucked like 30 energy a tick :/ that on top of the air and heat exchanger in space drew out the power way too fast...think this time ill try it without then environment control and use different storage stuff. Might end up lighter too :o Course I had no energy generation onboard, also to keep the size and weight down.[/QUOTE]
Drains ten energy per tick, and (I think) ten coolant a tick on my standard bomber-configuration tanker, a six prop, fast, fairly long-lasting ship of mine.
24000 coolant and air(Two large tanks of each), as well as four solar panels, keep her going for at least a real hour.
(By bomber config, I mean resources are slung under the wings. Allows for tons of space, but requires loads to be even on each side for optimum in-atmosphere flight.)
You guys should use the Space Shield that comes with CDS (under Tech I think...)
The only things I would say about the system (as compared to GCombat) is that the Beam weapons (Freeze, Heat, Explosion etc) take a considerable amount of time to recharge (even more for the Super laser thing).
That's not bad, but in order to effectively do any significant damage in a relatively short amount of time, you need 2 or 3 of these and get a good clean shot.
The machine guns rate of fire is a bit high, for lag reduction something that fires about 2 shots a second (with higher damage) would work better (eh, do it to the SVN version and see what people think before going, "oh your connection sucks if you can't handle it." because that's irrelevant, it has the potential of being a real spammer weapon.)
I love the effects, they're awesome! :)
A small ship I'm building uses a single resource cache with a supply connector.
Once the space shield is charged it no longer sucks up energy or coolant until it's damaged, and one resource cache can keep you alive, even in the face of a massive barrage of beam weapons, giving you enough time to run away and recharge the ship.
If you can take the resources with you, you don't have to generate them while you fight. :P
Keep up the good work!
The guns require just too much resources, you need to make a small factory just to fire a small gun.
I like the effects though :)
[spoiler]This isn't an insult, just an opinion![/spoiler]
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