[QUOTE=orrila;37473226]HECK
from what you guys have said, lua seems so rubbish and complicated, why code a game in it??? Logically, I would have thought any sold entity would just go through the gate, but no, it gets broken. Shouldnt a gate just transport an entity to another planet, ignoring what the ent is for. It doesnt make any logical sense. And the shield core why cant it be like this
amateur lua code idea:
if - anything touches shield - play this sound - do this effect.
ignore noclip
if ignore owner is checked - ignore all owner ents and shots from first if.
see. Why cant coding just be easy and make sense. Another example - welding. Even when you no-collide it and move it fast, it still come apart when moving it with physgun, this doesnt make sense. ofc there is lag, but surely if - it is welded to this - dont move no-matter what.
Rate me dumb and call me amateaur, but really, this seems stupid. Why didnt they c++ code it. From what people say, that sounds alot better for use.[/QUOTE]
C++ is actually more complicted then lua. There's more ways you can fuck up. People say it's better because gmod was written in c++. And the game reads and interprets the lua files like a compiler would. So basically lua can do what Garry lets it do, and before you say "why doesn't Garry let it do everything", it's because certain parts of the game shouldn't be accessible, because people could exploit that. There are already Lua viruses running around gmod servers, that can do some small harm to your gmod instalation, but if people had access to everything then they could do some real damage.
And shield core is basically what you said, except you need a way to find out where the surface of the shields is, and since it's dynamically adjusted you need a mathematical function to calculate wheather a point(position of incoming entity) is inside the area of the shield or not. And that's just the detection part. You still need a way to generate a 3D mesh based on the above mentioned function and render it.
And the welding/no colliding stuff, it's part of the engine the game runs on, which is owned by valve and is used by portal, tf2 and other source games. It wasn't designed for gmod. It's the same reason why the map editor can't compile maps above a certain size. It was never supposed to. Garry isn't a valve employee so he doesn't have access to the engine's source code to make the changes.
Thanks, this makes alot more sense to me now. And why doesnt he have access. Cant he just get a source de-compiler or something.
[QUOTE=orrila;37473226]HECK
from what you guys have said, lua seems so rubbish and complicated, why code a game in it??? Logically, I would have thought any sold entity would just go through the gate, but no, it gets broken. Shouldnt a gate just transport an entity to another planet, ignoring what the ent is for. It doesnt make any logical sense.[/QUOTE]
The way the EH works is it has a table (or 2) that contain entity names that will be checked on touch. If the entity that touches the EH is inside this table then either (depending on the table) it won't transport or won't be clipped. If the horizon missile is inside the do not transport table then the whole thing won't transport as in the EH code, only if all the entities that are welded together have gone through the EH, will the entity be transported.
[QUOTE=orrila;37473655]Thanks, this makes alot more sense to me now. And why doesnt he have access. Cant he just get a source de-compiler or something.[/QUOTE]
You would need to crack the source code... and thats not easy
why can people just noclip through the shields? that defeats the purpose of a SHIELD
It's not allowed because it bugs up when shot through!!
They're not placing restrictions for the sake of it, there's a reason behind almost everything!
Also Orilla, coding is not that simple. You don't just get a list of functions that can do anything, and you don't just write English and expect the computer to interpret it.
[QUOTE=Avent;37475326]It's not allowed because it bugs up when shot through!!
They're not placing restrictions for the sake of it, there's a reason behind almost everything!
Also Orilla, coding is not that simple. You don't just get a list of functions that can do anything, and you don't just write English and expect the computer to interpret it.[/QUOTE]
I agree with the second part but i don't get the first part.
"It's not allowed because it bugs up when shot through!!
They're not placing restrictions for the sake of it, there's a reason behind almost everything!"
What are you talking about?
[QUOTE=kibbols;37474674]why can people just noclip through the shields? that defeats the purpose of a SHIELD[/QUOTE]
Yup. I have modified version of that shield. It includes Atlantis Mode and Anti Noclip mode.
And i have modified version of hubs so stupid people (I HATE THAT PEOPLE) can't just noclip trough my shield and disable my stupid ZPM's in hub! (Other people than the owner of the HUB can't activate the HUB)
BUG: when u activate the rings on the telchec it's do sent work right for the bottom rings
Hey, Alex, Mijyuoon and me have fixed the Horizon Missile not going trough the gate.
Here:
[code]
function ENT:SpawnMissiles()
local ent;
for i=1,10 do
local data = self.Entity:GetAttachment(self.Entity:LookupAttachment(self.WarHeadPos[i]))
if(not (data and data.Pos)) then return end
ent = ents.Create("prop_physics");
ent:SetModel("models/Iziraider/Horizon/warhead.mdl");
ent:SetPos(data.Pos);
ent:Spawn();
ent:Activate();
ent:SetOwner(self.Entity);
ent:SetParent(self.Entity);
self.Missile[i] = ent;
end
end
[/code]
[editline]31st August 2012[/editline]
And i have fixed the horizon missile going trough the world when active.
[QUOTE=cartman300;37477099]I agree with the second part but i don't get the first part.
"It's not allowed because it bugs up when shot through!!
They're not placing restrictions for the sake of it, there's a reason behind almost everything!"
What are you talking about?[/QUOTE]
Kibbols post had something about the horizon missile not going through the gate on it, but they maybe change it. Forgot to quote their post.
[QUOTE=Avent;37477896]Kibbols post had something about the horizon missile not going through the gate on it, but they maybe change it. Forgot to quote their post.[/QUOTE]
No he didn't, i posted it.
[QUOTE=cartman300;37478097]No he didn't, i posted it.[/QUOTE]
Yes he did, then he edited his post to say "why can people just noclip through the shields? that defeats the purpose of a SHIELD"
It DID say something like 'why stop stuff from going through just because it didn't happen in the show?'
.. Just as Izi said, scripting only grants you as much power the as source gamecode allows it to; think of it as hooking into the C++ gamecode, because that's essentially what you're doing. If you want to add a completely new feature, you sometimes need to edit the source gamecode because you can't get the desired effect with the current Lua implementation alternatives that you have. For example, Xml basically just sends on parameters to for example C++ code, thus making Xml very useful in making several similar things [b]codingwise[/b] very quickly. It does not, however, do well at all if you want to create something entirely new as the Xml files only pass on parameters for the C++ to inscribe in the gamecode. Lua may function in a different yet similar way; obviously you can do a lot more with a good Lua scripting implementation than Xml, but you are still limited to what gamecode/engine functions the source C++ lets you hook into.
@Source engine: Not to mention it's totally illegal and Valve would hunt the one who did it's ass to the moon and sue them to Mars..
ok, thanks everyone, that makes alot more sense now. Although, with this valve thing, isnt that what GCFscape is for, cause I remeber seeing some code looking stuff in there. Some I could not open but there where parts I could.
[QUOTE=orrila;37478829]ok, thanks everyone, that makes alot more sense now. Although, with this valve thing, isnt that what GCFscape is for, cause I remeber seeing some code looking stuff in there. Some I could not open but there where parts I could.[/QUOTE]
Orrila, that is the content used in the game, not source engine's source code.
Nobody who isn't affiliated with Valve has access to the source source code. ( hehe, source source code :3 )
[editline]31st August 2012[/editline]
You should really get a greater understanding of how a computer's [I]behind-the-scenes[/I] works.
Your current understanding seems limited, try Googling some stuff and go from there :)
Yes, it is limited cause I dont have LOADS of time on my hands. When I can I google stuff and learn stuff, but yeah.
Ok, that makes sense. Thanx
[QUOTE=orrila;37478869]Yes, it is limited cause I dont have LOADS of time on my hands. When I can I google stuff and learn stuff, but yeah.[/QUOTE]
:)
[QUOTE=orrila;37478869]Ok, that makes sense. Thanx[/QUOTE]
Welcome ^.^
[QUOTE=kibbols;37474674]why can people just noclip through the shields? that defeats the purpose of a SHIELD[/QUOTE]
Go to the long text Izi posted about capability of LUA. Basically, LUA cannot do everything because it's limited. If it's limited, then, obviously, entities are also limited. I was posting it some time ago. Original source raytracer need something about 0.00001s to be executed. My custom tracer, that use plucker coefs (extremely fast algorithm because of using obly addition and multiplication, no matrices work) takes 0.005s. Why? Because lua is SLOWER. Thus, it has a right of miss many things especially, that there are some serius issues clientside preventig exact calculations for players or fast moving things.
Right now, if I would be still in CAP and there woudln't be gmod 13 (which fixes many things about shields) I would probably just wrote some dll library to work with code at lower level :)
[QUOTE=Madman07;37479005]Go to the long text Izi posted about capability of LUA. Basically, LUA cannot do everything because it's limited. If it's limited, then, obviously, entities are also limited. I was posting it some time ago. Original source raytracer need something about 0.00001s to be executed. My custom tracer, that use plucker coefs (extremely fast algorithm because of using obly addition and multiplication, no matrices work) takes 0.005s. Why? Because lua is SLOWER. Thus, it has a right of miss many things especially, that there are some serius issues clientside preventig exact calculations for players or fast moving things.
Right now, if I would be still in CAP and there woudln't be gmod 13 (which fixes many things about shields) I would probably just wrote some dll library to work with code at lower level :)[/QUOTE]
What? Are you trying to tell us that making shields that block nocliped players is not possible?
If you're trying to say that then you're wrong. I made it possible.
Actually, when playing around with both shield and shield core (SP), they both block no-clip sometimes, and sometimes do not. It is very unpredictable. Sometimes it blocks SWEPS, sometimes it doesnt etc.
[editline]31st August 2012[/editline]
[url]http://www.youtube.com/watch?v=4XQL0V9dtco[/url]
lol
[QUOTE=orrila;37479116]Actually, when playing around with both shield and shield core (SP), they both block no-clip sometimes, and sometimes do not. It is very unpredictable. Sometimes it blocks SWEPS, sometimes it doesnt etc.
[editline]31st August 2012[/editline]
[url]http://www.youtube.com/watch?v=4XQL0V9dtco[/url]
lol[/QUOTE]
Your shield propablly blocks noclip because you're using my addon. If you're having bugs with it than update it. I have fixed much of them in last revision.
[QUOTE=cartman300;37477713]Hey, Alex, Mijyuoon and me have fixed the Horizon Missile not going trough the gate.
Here:
[code]
function ENT:SpawnMissiles()
local ent;
for i=1,10 do
local data = self.Entity:GetAttachment(self.Entity:LookupAttachment(self.WarHeadPos[i]))
if(not (data and data.Pos)) then return end
ent = ents.Create("prop_physics");
ent:SetModel("models/Iziraider/Horizon/warhead.mdl");
ent:SetPos(data.Pos);
ent:Spawn();
ent:Activate();
ent:SetOwner(self.Entity);
ent:SetParent(self.Entity);
self.Missile[i] = ent;
end
end
[/code]
[editline]31st August 2012[/editline]
And i have fixed the horizon missile going trough the world when active.[/QUOTE]
According to that when the missiles are supposed to leave the main body they won't because you've parented them to the main body. Unless you've unparented them.
[QUOTE=cartman300;37477713]Hey, Alex, Mijyuoon and me have fixed the Horizon Missile not going trough the gate.
Here:
[code]
function ENT:SpawnMissiles()
local ent;
for i=1,10 do
local data = self.Entity:GetAttachment(self.Entity:LookupAttachment(self.WarHeadPos[i]))
if(not (data and data.Pos)) then return end
ent = ents.Create("prop_physics");
ent:SetModel("models/Iziraider/Horizon/warhead.mdl");
ent:SetPos(data.Pos);
ent:Spawn();
ent:Activate();
ent:SetOwner(self.Entity);
ent:SetParent(self.Entity);
self.Missile[i] = ent;
end
end
[/code]
[editline]31st August 2012[/editline]
And i have fixed the horizon missile going trough the world when active.[/QUOTE]And this will break adv dupes... Without weld adv dupe will not dupe missiles. Anyway it still have lags with adv dupe i will look probably what can be done...
[QUOTE=cartman300;37479221]Your shield propablly blocks noclip because you're using my addon. If you're having bugs with it than update it. I have fixed much of them in last revision.[/QUOTE]
My shield block noclip sometimes, I didn't had much will of debugging it.
Dafuq be 2 days off and get thrown out of the loop, dafuq are you people talking about?
[QUOTE=Boba Fett;37479731]Dafuq be 2 days off and get thrown out of the loop, dafuq are you people talking about?[/QUOTE]
Like always. "Why it doesn't work like that?", "Why you not fix it?", "Will you include it?".
[QUOTE=AlexALX;37479326]And this will break adv dupes... Without weld adv dupe will not dupe missiles. Anyway it still have lags with adv dupe i will look probably what can be done...[/QUOTE]
Wrong.
[code]
ent:SetSolid(SOLID_NONE)
[/code]
Only this line breaks horizon going trough gate.
Remove this line and everything will work fine.
[editline]31st August 2012[/editline]
You can also leave weld and remove parenting. It works fine too.
[editline]31st August 2012[/editline]
[QUOTE=Madman07;37479748]Like always. "Why it doesn't work like that?", "Why you not fix it?", "Will you include it?".[/QUOTE]
We thought this forum is tech support! :D
[QUOTE=Madman07;37479005]Go to the long text Izi posted about capability of LUA. Basically, LUA cannot do everything because it's limited. If it's limited, then, obviously, entities are also limited. I was posting it some time ago. Original source raytracer need something about 0.00001s to be executed. My custom tracer, that use plucker coefs (extremely fast algorithm because of using obly addition and multiplication, no matrices work) takes 0.005s. Why? Because lua is SLOWER. Thus, it has a right of miss many things especially, that there are some serius issues clientside preventig exact calculations for players or fast moving things.
Right now, if I would be still in CAP and there woudln't be gmod 13 (which fixes many things about shields) I would probably just wrote some dll library to work with code at lower level :)[/QUOTE]
the anti noclip stool can block noclip.
[QUOTE=kibbols;37479865]the anti noclip stool can block noclip.[/QUOTE]
Really? We thought it was firing naquadah enhanced missiles at people.
Stools don't work in the same way as entities.
Umm, Your tutorial is down so I don't understand just what I put in the addons folder (what do I do with resources?) Also, Where can you find that addon that makes it so you cannot noclip through shields?
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