There is a problem according to your new "moving the rings with the ship" feature. It delays the teleport, and the rings can get into the maps ground.
[QUOTE=aVoN]There is a problem according to your new "moving the rings with the ship" feature. It delays the teleport, and the rings can get into the maps ground.[/QUOTE]
Neither of those are bugs.
Ahm it does teleport things it is welded to ... at least if you use the find range option. Always when I try to use the outside rings on my ships the main part of the ship gets telported and tears my ship into pieces. Except of that great work would be cool to see a fixed Version soon.
Greetings
RS
[QUOTE=Catdaemon]Neither of those are bugs.[/QUOTE]
So, why do you delay teleportation when a ship moves? I can't see a good reason for it. Neither there should be a problem with lua nor the series ever delayed it.
And to the [i]moving into ground[/i]: Well, so I will call it [i]not added if clause for moving rings[/i]-condition
[b]Edit:[/b]
And before I forget: I'm still displeased you can only make props unable to get teleported when they are welded to the platform. E.g. my jumper needs about 40 additional welds just on the ring bases. But this is causing the [i]transformer-issue[/i] (You know, when the props freak out on collision) when I fly accidentally against a wall.
A time ago, I showed you a way with a similar function like duplicator.GetAllEntitiesAndConstraints but which is cut after some recursive passes to save performance.
[quote=aVoN]So, why do you delay teleportation when a ship moves? I can't see a good reason for it. Neither there should be a problem with lua nor the series ever delayed it.
And to the [i]moving into ground[/i]: Well, so I will call it [i]not added if clause for moving rings[/i]-condition
[/quote]
The transportation is delayed because the rings have to be in their designated positions before it'll go through. It wouldn't be an issue if I could move them faster horizontally, using setpos looks horrible.
Moving into ground is an issue with them being nocollided with everything, it is not worth the extra load to trace every frame to make sure they're not.
[quote]And before I forget: I'm still displeased you can only make props unable to get teleported when they are welded to the platform. E.g. my jumper needs about 40 additional welds just on the ring bases. But this is causing the [i]transformer-issue[/i] (You know, when the props freak out on collision) when I fly accidentally against a wall.
A time ago, I showed you a way with a similar function like duplicator.GetAllEntitiesAndConstraints but which is cut after some recursive passes to save performance.[/quote]
As I have said, I am going to add this when I feel like it.
Thanks, I just didn't remember.
I have a little issue with this, the ring sounds won't be played after being teleported.
can you create a little glove thing that the player wears and activates the nearest ring transporter when the assigned button is pressed? not a weapon, but a thing on the player maybe? (like on Ra's guards in Stargate the movie)
I mentioned this bug a few posts before but it seemed that nobody noticed it
so here's a vid to show what I mean
[Url]http://www.youtube.com/watch?v=peTP5Z12Els[/Url]
P.S. I like Richs idea of a remote which activates the next rings and dials to the rings next to the next rings :) maybe as a swep or a stool hasn't to be with glove model any gun model would fit, but a Jaffa Glove would be extra cool ..
RS
[QUOTE=Roderic]I mentioned this bug a few posts before but it seemed that nobody noticed it
so here's a vid to show what I mean
[Url]http://www.youtube.com/watch?v=peTP5Z12Els[/Url]
P.S. I like Richs idea of a remote which activates the next rings and dials to the rings next to the next rings :) maybe as a swep or a stool hasn't to be with glove model any gun model would fit, but a Jaffa Glove would be extra cool ..
RS[/QUOTE]
That shouldn't happen and indeed I have never had it happen. It's probably because that prop is stupidly huge.
could be but but without the find range everithing works fine...
edit: hmm i tried it again and this time even when both rings were at the ground and not welded nor I used find range the ship was moved/teleported a few meters
maybe it is possible to make the ring to not affect any props much to huge or heavy ?
edit 2another try this time i welded both rings to the ship (inside/outside) and everithing worked fine)
I guess The best idea would be not to teleport a prop which is welded to any ring and not only to the oudialing ring....
edit3:
I was able to avoid this whith replacing this line in the ring_base init.lua
if not protected_entities[ent:GetClass()] and ent~=GetWorldEntity() and not self.Other.Ents[ent] and not constraint.Find(self.Entity,ent,"Weld",0,0) and not ent.NotTeleportable and not ent:GetParent():IsValid() then
with
if not protected_entities[ent:GetClass()] and ent~=GetWorldEntity() and not self.Other.Ents[ent] and not constraint.Find(self.Other.Entity,ent,"Weld",0,0) and not constraint.Find(self.Entity,ent,"Weld",0,0) and not ent.NotTeleportable and not ent:GetParent():IsValid() then
But this only adds the recieving ring and so if you dial a ring close under the ship not welded to the ship from a ring not welded to th ship either the ship is still teleported ..
since I am not familiar with lua I don't now how to exclude all props welded to any ring and not only to a specific ring I wasn't able to finish this...
so if you could do this everything would be fine ...
I think it would be even better if it wouldn't teleport all props welded to any of the protected_enties....
anyway Thankes for Creating such a great Addon
RS
Rod i think your problem is that the plate is upside down try flipping it then easy welding it
if the rings would be wrong side up then they would go up throught the ship I fliped them before starting to record the vid...
anyway the real problem is that the ship prob even if it is looking as if it would be about the rings still seems to be somehow in the rings so it is teleported.
I was like i sad able to avoid this by adding anything that is welded to the recieving ring to the things that are not teleported.
but so it is still possible to teleport the ship with the ring if you use two ring which arent't welded to ship when the ship is over those rings... So my guess was to make all probs welded to a ring non teleportable or maybe even everything welded to any non teleportable enitys (there is a list of non teleportable enitys in the init.lua e.g. Stargate) and maybe a "Do not teleport that Prop Stool" would be useful ...
Not trying to be nasty here but please work on your English when you're trying to tell me something technical. I have worked out a solution, currently perfecting it.
[QUOTE=]
Does this stool have the bad ass woosh sound it makes in SG1?
[/QUOTE]
...the "woosh" speaks for its self.
[b]Edit:[/b]
by the way nice stool
It's not a STool.
I've found out that the way the base is flipped doesn't mean if it goes up or down.
[QUOTE=black_tech]I've found out that the way the base is flipped doesn't mean if it goes up or down.[/QUOTE]
What? Observe:
[img]http://xs220.xs.to/xs220/07425/gm_construct0000.jpg[/img]
Left is facing the sky, right is facing the ground. I should really draw an arrow or something for this though, it's difficult to see which way round it is.
Yeah that would be nice, I get by by just making sure I know which way up it is at all times, but it would be nice if there was an indicator.
I couldn't find a built in non-CS:S arrow texture so I did this:
[img]http://xs220.xs.to/xs220/07425/gm_construct0001.jpg[/img]
It's always in the direction it's facing so it serves as an indicator of direction. It fades in when you look at it and out when you look away. I did that to the base itself too because it looks a bit ugly with a sawblade there. You can still make it completely invisible with the colour toolgun.
[b]Edit:[/b]
So far:
- Replaced tooltip with 3d2d stuff
- Made base fade away when not looked at
- Improved(?) teleport first person effect
- Rings will now not teleport anything in any way connected to the target or destination ring base (so if you have a prop welded to a prop welded to a prop welded to a base it won't be teleported)
Any other requests?
on both sides the ring sounds.
[QUOTE=Dantohr]on both sides the ring sounds.[/QUOTE]
Fixed. Simple solution popped into my head randomly as I read your comment :v:
You you add cvars? Like only teleport players, npcs, ect
[QUOTE=Sodisna]You you add cvars? Like only teleport players, npcs, ect[/QUOTE]
Added one to only allow players, I can't see a point in anything else.
This is going to be better and better :D.
[B]V5e[/B]
[B]Download:[/B]
[url=http://www.garrysmod.org/downloads/?a=view&id=23895][img]http://www.garrysmod.org/img/?t=dll&id=23895[/img][/url]
[B]Changes:[/B]
- Replaced tooltip with 3d2d stuff
- Made base fade away when not looked at
- Improved(?) teleport first person effect
- Rings will now not teleport anything in any way connected to the target or destination ring base (so if you have a prop welded to a prop welded to a prop welded to a base it won't be teleported)
- Fixed sound not playing after being teleported.
- Added ConVar "rings_players_only", Default "0".
[QUOTE=Catdaemon][B]V5e[/B]
[B]Download:[/B]
[url=http://www.garrysmod.org/downloads/?a=view&id=23895][img]http://www.garrysmod.org/img/?t=dll&id=23895[/img][/url]
[B]Changes:[/B]
- Replaced tooltip with 3d2d stuff
- Made base fade away when not looked at
- Improved(?) teleport first person effect
- Rings will now not teleport anything in any way connected to the target or destination ring base (so if you have a prop welded to a prop welded to a prop welded to a base it won't be teleported)
- Fixed sound not playing after being teleported.
- Added ConVar "rings_players_only", Default "0".[/QUOTE]
Actually I forgot to check but have you added wire inputs for activating them yet?
[QUOTE=Hydrar]Actually I forgot to check but have you added wire inputs for activating them yet?[/QUOTE]
No and I will not until I can stand wire.
[QUOTE=Catdaemon]No and I will not until I can stand wire.[/QUOTE]
Oh ok, Maybe a numpad to activate it then or some? It'd be damn useful to have when you're trying to pick something up with a ship, exiting pod and running to button isn't exacly easy :/
I don't see what's wrong with wire anyway, the lag it generates on my server isn't noticable :)
[QUOTE=Hydrar]Oh ok, Maybe a numpad to activate it then or some? It'd be damn useful to have when you're trying to pick something up with a ship, exiting pod and running to button isn't exacly easy :/
I don't see what's wrong with wire anyway, the lag it generates on my server isn't noticable :)[/QUOTE]
Both of those can be made by other people who know how wire works and want to make it. I have no issues with such things being released seperately (like the stargate dialling computer). All you need to know is:
[lua]
-- base is a ring base entity
base.SetRange=number range
base.Dial(string address) -- does a search, you don't need to know if this is correct
-- also check if base.Busy is false before proceeding or it tards out.
[/lua]
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