[QUOTE=Failure;39600840]What the fuck is up with those video tags
[video=youtube;eOs-5SKqeEY]http://www.youtube.com/watch?v=eOs-5SKqeEY[/video][/QUOTE]
How did you manage to get the sherman to explode into pieces?
Are the classic bombs from Gbomb's 3 going to make some sort of return? I really liked those bombs.
Holy shit what is that blue explosion?
The sherman is built from gibs attached to explosives so it looks as if it was coming apart.
Scaleable entities from gbombs 3 are not going to return, however if you want any of the non-scaleable entities to come back then tell me which.
And that blue explosion was an ion bomb, though I'm not quite fond of the particles and might change them a bit.
How many bombs are currently in this? I can't check because the download is down.
There are 49 entities so far.
As for the duplicating problems. Most of them are fixed but few entities make it crash by reasons unknown. I don't know why it happens it seems that entities that spawn other entities seem to make Garry's duplicator shit itself.
Since I can't find any real reasoning behind this the answer is simple - get Advanced Duplicator 2 - it's a ton better anyway. Use Garry's dupe at your own risk.
Keep up the good work. Can't wait for the new release. Will we be seeing the Hydrogen Bomb?
[QUOTE=MMASeidokan;39783161]Keep up the good work. Can't wait for the new release. Will we be seeing the Hydrogen Bomb?[/QUOTE]
Seeing how there is now some kind of particle limit I don't think I'd be able to create a decent particle effect for it. So for now I'll include a medium sized nuclear bomb.
Goliath is really wire friendly :v:
[video=youtube;MCA8TbSjtdU]http://www.youtube.com/watch?v=MCA8TbSjtdU[/video]
[QUOTE=Failure;39783405]Seeing how there is now some kind of particle limit I don't think I'd be able to create a decent particle effect for it. So for now I'll include a medium sized nuclear bomb.[/QUOTE] Also, speaking of nuclear bombs, I made something like an M28/M29 Davy Crockett using the Nebelwerfer model and Vman's nuke particle. Seems to work well. No radiation though, but that seems like something that could be added fairly simply. The base you made is really awesome and easy to use.
EDIT: Although I am having some weird issues with certain bombs, such as the ammo box, but I think that probably has to do with ACF or WAC, so I'll be trying to work that out.
[QUOTE=UberEvil;39783526]Also, speaking of nuclear bombs, I made something like an M28/M29 Davy Crockett using the Nebelwerfer particle and Vman's nuke particle. Seems to work well. No radiation though, but that seems like something that could be added fairly simply. The base you made is really awesome and easy to use.[/QUOTE]
Yeah the point is to let people make their stuff as long as they have models and particles :v:
I'm going to include a documentation about the bomb bases and how to use them in the final release.
And what kind of issues?
[QUOTE=Failure;39783649]Yeah the point is to let people make their stuff as long as they have models and particles :v:
I'm going to include a documentation about the bomb bases and how to use them in the final release.
And what kind of issues?[/QUOTE]
Most of the time the ammo boxes don't explode correctly, with the model basically turning black and then creating a tiny explosion before disappearing. I'm pretty sure ACF or WAC adds some sort of damage module making this happen, so I just need to figure out how to turn it off.
EDIT: Yeah it was WAC and its entity damage module. Easy fix. Now everything works. Also, is the Ion bomb gonna be the first chance we'll get to see a radiation function. Just asking since it'd be nice to have that for any nuclear weapons we might make.
[QUOTE=UberEvil;39783703]Most of the time the ammo boxes don't explode correctly, with the model basically turning black and then creating a tiny explosion before disappearing. I'm pretty sure ACF or WAC adds some sort of damage module making this happen, so I just need to figure out how to turn it off.
EDIT: Yeah it was WAC and its entity damage module. Easy fix. Now everything works. Also, is the Ion bomb gonna be the first chance we'll get to see a radiation function. Just asking since it'd be nice to have that for any nuclear weapons we might make.[/QUOTE]
The radiation will be added to all nuclear and chemical/biological weapons. Radiation because it's basically an entity dealing continuous damage to players and npc's in it's radius so it'll be basically the same for chemical/biological/radioactive weapons.
[QUOTE=Failure;39786083]The radiation will be added to all nuclear and chemical/biological weapons. Radiation because it's basically an entity dealing continuous damage to players and npc's in it's radius so it'll be basically the same for chemical/biological/radioactive weapons.[/QUOTE]
And will it be easy to add to our own creations? Like, will it be some sort of bool that we can just change to true/false and edit the radius and such.
Also, any sort of window on the next beta release, or are you waiting until everything is pretty much complete?
The radiation is a simple entity that is spawned upon explosion of a bomb for example.
It can be easily edited just how normal bombs are customizable now.
As for the time frame, we have a bit of tests to do, but sooner than later :v:
What exactly in the Fuel Air Bomb is making wire not work?
EDIT: I'm dumb. Found and fixed it.
EDIT 2: I was bored so I made some edits to the Fuel Air Bomb to add a wireable timer (so you can change it based on the distance you drop it from). Eventually I might try and get it so it is a distance based thing, but for right now the timer works, since I didn't think of a way to do it that was as inexpensive as I would like. The only way I could think of doing it is re purposing the code that checks whether it explodes in the air or not in some sort of while loop. Maybe I'll just redo that tomorrow to see how expensive it is so I can make a more informed judgement. If I could figure out an easier way to do altitude within the LUA I'd be golden, but for now it seems like the only way to do that is with wire.
EDIT 3: Hell, maybe I'll just try out E2 with wire and see what I can do with that. Tomorrow, though.
EDIT 4: E2 works like a charm. If you want I'll post the script. Lua based methods did not work as intended, and since E2 works fine I'm gonna give up on trying to bend Lua to my will. Also, looking through documentation of traces I found a QuickTrace function. Whether or not you are familiar with it I don't know, but since you are using traces in this I thought I'd give you a heads up on what might be an simpler method.
[IMG]http://i.imm.io/Yh7V.png[/IMG]
The fat nebelwerfer is completed
[QUOTE=UberEvil;39787275]About fuel air bomb[/QUOTE]
Well initially the FAB had an explosion delay, but I think it will be best to leave it to the players as it can be used both as an airburst weapon and as a direct hit one.
Slightly offtopic - are you by any chance more familiar with E2? :v:
[QUOTE=Failure;39808976]Well initially the FAB had an explosion delay, but I think it will be best to leave it to the players as it can be used both as an airburst weapon and as a direct hit one.
Slightly offtopic - are you by any chance more familiar with E2? :v:[/QUOTE]
No, sadly. This is my first time ever using it. Never was one much for Wire. Why? Depending on what it is I might try my hand at it.
[QUOTE=UberEvil;39810283]No, sadly. This is my first time ever using it. Never was one much for Wire. Why? Depending on what it is I might try my hand at it.[/QUOTE]
Well I always wanted to learn the magic of E2 and create complex applyforce vehicles or helicopters :P
Could there be some sort of EMP weapon that disrupts wired contraptions over a given distance?
Also, for nukes, could there be a way for the Fallout ash particles from Episode one to sort of rain down on an area for a little while after a detonation?
[QUOTE=itak365;39819850]Could there be some sort of EMP weapon that disrupts wired contraptions over a given distance?
Also, for nukes, could there be a way for the Fallout ash particles from Episode one to sort of rain down on an area for a little while after a detonation?[/QUOTE]
It's entirely possible.
Heyo. So, when I click on the download link (page 3), it says that the file doesn't exist. So, is there any new link somewhere that I missed, or did you simply not reupload it? Or is it hidden somewhere on Workshop? I really want to try it out, but I can't find the download. :/
At the moment I've deleted the old versions the release will be very soon don't worry!
Meanwhile new stuff
[video=youtube;UknpWRjgsTc]http://www.youtube.com/watch?v=UknpWRjgsTc[/video]
[video=youtube;ViuEDaLCQls]http://www.youtube.com/watch?v=ViuEDaLCQls[/video]
The bomblets have small enough arm delay it's just that I managed to make this bomb explode extremely low, the first video shows its radius better. Basically the higher it detonates the better, but the concentration of the bomblets is logically lower.
I wish there was a non-expensive method of keeping smoke around. I want a smoked up battlefield.
[QUOTE=meazum;39825870]I wish there was a non-expensive method of keeping smoke around. I want a smoked up battlefield.[/QUOTE]
After enough explosions you could have the fog of the map turn on and then change darker or lighter over time...maybe?
Launch crate for the fat nebelwerfer completed:
[IMG]http://i.imgur.com/OvPziPb.png[/IMG]
Another download coming up soon?
[QUOTE=meazum;39825870]I wish there was a non-expensive method of keeping smoke around. I want a smoked up battlefield.[/QUOTE]
If it wasn't for the god damned particle limit right now I'd let you take a load of the smoke. Maybe it would be easier by using lua driven particles, but I don't like them sadly.
Looks really good. Can't wait for the full release.
Anything on a working download yet?
So what new entities have been added since the previous build... built my own nuke using the nqbarrell and 250lb bomb for now and add an explosion radius of 3000 just to keep my inner anarchist and pyro happy... love the models for the nebel+launcher "Captain forever." and if its not to much to ask: whats the ETA for the rocket/thruster pack?..... that nuke particle from the nqbarrel would be sweet for a fallout FATMAN weapon...
[editline]7th March 2013[/editline]
if anyone wants a davy crocket recoilless rifle (((UberEvil gave me the idea and i just want to share my variation))) here is the lua... just replace it for you gb_nebel in Gbombs4/lua/entities... or if u know how to, make a seperate entitiy like i did... i take no credit for particles,models,sound or scripting: all content belongs to its respective owners, ie; Failure, Captainforever, Squeegy mackoy, and starchick971 and whoever else created "GBOMBS 4."
AddCSLuaFile()
DEFINE_BASECLASS( "gb_base_rocket" )
local ExploSnds = {}
ExploSnds[1] = "ambient/explosions/explode_1.wav"
ExploSnds[2] = "ambient/explosions/explode_2.wav"
ExploSnds[3] = "ambient/explosions/explode_3.wav"
ExploSnds[4] = "ambient/explosions/explode_4.wav"
ExploSnds[5] = "ambient/explosions/explode_5.wav"
ExploSnds[6] = "npc/env_headcrabcanister/explosion.wav"
ENT.Spawnable = true
ENT.AdminSpawnable = true
ENT.PrintName = "Davy Crocket"
ENT.Author = "Chappi"
ENT.Contact = "chappi555@gmail.com"
ENT.Category = "GB4[Stock]"
ENT.Model = "models/starchick971/nebelwerfer_rocket.mdl"
ENT.RocketTrail = "frag_explosion"
ENT.RocketBurnoutTrail = "nebel_trail_burnout"
ENT.Effect = "nqb_explo"
ENT.EffectAir = "nqb_explo_air"
ENT.EffectWater = "water_medium"
ENT.ExplosionSound = "BaseExplosionEffect.Sound"
ENT.StartSound = "gbombs/daisy/daisy_explo.wav"
ENT.ArmSound = "npc/roller/mine/rmine_blip3.wav"
ENT.ActivationSound = "buttons/button14.wav"
ENT.EngineSound = ""
ENT.ShouldUnweld = true
ENT.ShouldIgnite = true
ENT.UseRandomSounds = true
ENT.IsPenetrating = false
ENT.Dumb = false
ENT.SmartLaunch = true
ENT.ExplosionDamage = 800
ENT.ExplosionRadius = 4000
ENT.PhysForce = 1500
ENT.SpecialRadius = 3500
ENT.MaxIgnitionTime = 10
ENT.Life = 20
ENT.MaxDelay = 1
ENT.TraceLength = 100
ENT.ImpactSpeed = 400
ENT.Mass = 50
ENT.EnginePower = 250
ENT.FuelBurnoutTime = 0.35
ENT.IgnitionDelay = 0.5
ENT.ArmDelay = 0.5
ENT.RotationalForce = 130
ENT.Buoyancy = 0
ENT.Timer = 0
function ENT:ExploSound(pos)
if not self.Exploded then return end
if self.UseRandomSounds then
sound.Play(table.Random(ExploSnds), pos, 160, 130,1)
else
sound.Play(self.ExplosionSound, pos, 160, 130,1)
end
end
function ENT:SpawnFunction( ply, tr )
if ( !tr.Hit ) then return end
local ent = ents.Create( self.ClassName )
ent:SetPos( tr.HitPos + tr.HitNormal * 16 )
ent:Spawn()
ent:Activate()
return ent
end
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