[QUOTE=wauterboi;43241170]In response to the Runspeed/Walkspeed mechanics problem, I can't think of a logical way to resolve the issue without obliterating the ability to change player speeds. I'll add a variable to turn off the Player Movement Speed changing altogether, but I don't know of a way to reset the player speed when the player switches to another, non-AWB weapon.[/QUOTE]
couldn't you store a few variables on the weapon for old :GetRunSpeed() and :GetWalkSpeed() when SWEP:Deploy() is called, and when SWEP:Holster() is called, use those variables to set the speed again?
[QUOTE=skullorz;43253523]couldn't you store a few variables on the weapon for old :GetRunSpeed() and :GetWalkSpeed() when SWEP:Deploy() is called, and when SWEP:Holster() is called, use those variables to set the speed again?[/QUOTE]
I thought of that, but what if you spawn with the weapon?
Well, actually, you know what, that might work if it gets called before the speeds get set.
[editline]20th December 2013[/editline]
[QUOTE=Vincii;43248723]You can't set a reload sound ?
Also deploy sounds?
Also holster sounds ?
[editline]20th December 2013[/editline]
Also, I'm guessing this is a glitch if you sprint and switch weapons and switch back you are stuck in the sprint position until you hit shift...[/QUOTE]
Deploy and holster sounds: yes. I can add these.
Reload sounds: yes, but it wouldn't change any pre-existing reload sounds. Reload sounds are often built-in to the weapon animation, so I don't know of a way that will mute the reload sound or replace it with something else.
[QUOTE=wauterboi;43256009]I thought of that, but what if you spawn with the weapon?
Well, actually, you know what, that might work if it gets called before the speeds get set.
[editline]20th December 2013[/editline]
Deploy and holster sounds: yes. I can add these.
Reload sounds: yes, but it wouldn't change any pre-existing reload sounds. Reload sounds are often built-in to the weapon animation, so I don't know of a way that will mute the reload sound or replace it with something else.[/QUOTE]
if you spawn with the weapon i believe it's SWEP:Equip()
it calls when a player picks up the gun, which should happen on use as well
[QUOTE=wauterboi;43256009]I thought of that, but what if you spawn with the weapon?
Well, actually, you know what, that might work if it gets called before the speeds get set.
[editline]20th December 2013[/editline]
Deploy and holster sounds: yes. I can add these.
Reload sounds: yes, but it wouldn't change any pre-existing reload sounds. Reload sounds are often built-in to the weapon animation, so I don't know of a way that will mute the reload sound or replace it with something else.[/QUOTE]
I don't have reload sounds at all...
Wauterboi, most HL2 weapon models and reskins do not have sound scripts, so you have to script it into the weapon itself and have a custom variable for it. I'll post my version of this if you'd like.
Also, can you add a delay time for when you pull out a gun so you cant shot it right away?
[editline]21st December 2013[/editline]
Theres also this: [video] [url]http://www.youtube.com/watch?v=qPRHj64FzKM&feature=youtu.be[/url][/video] One one them is when you aim down sights and shot you can fire faster(if you repeat it) and one is when shot and sprint at the same time it shots faster(also if you repeat it)
[QUOTE=Vincii;43257625]Also, can you add a delay time for when you pull out a gun so you cant shot it right away?[/quote]
Totally easily doable. I'll look into it.
[QUOTE=Vincii;43257625]Theres also this: [video] [url]http://www.youtube.com/watch?v=qPRHj64FzKM&feature=youtu.be[/url][/video] One one them is when you aim down sights and shot you can fire faster(if you repeat it) and one is when shot and sprint at the same time it shots faster(also if you repeat it)[/QUOTE]
That's... weird. I'm not really into that.
[editline]20th December 2013[/editline]
[QUOTE=BFG9000;43256273]Wauterboi, most HL2 weapon models and reskins do not have sound scripts, so you have to script it into the weapon itself and have a custom variable for it. I'll post my version of this if you'd like.[/QUOTE]
Go ahead and post whatever you like. I'll take a gander and include the edits I'm okay with. (and give credit)
So, today I was going to work on the base, but instead I've gotta do more work on a website for my job, so I'll get back to it ASAP.
The reason why the scopes would be really hard for me to work on is the fact that I have to do three things: create a mesh, render a camera onto the mesh with stencils and stuff, then create variables for everything so it's easy for everyday users to use. I'm totally lost with the mesh, stencil, and render library, so progress on that shares a direct coorelation with the amount of hours Kilburn is awake. ('cause he's cool and helping me out with what he can)
The old 3D scope method I was using included replacing the AWP's scope texture which was really cheap-looking and didn't compliment the missing poly's in the viewmodel. Plus, I would imagine that not every view model has a separate scope texture for easy swapping.
Can you make it so you can't aim down sights when your reloading or sprinting ?
Pretty much it's just this:
[code]
if (self.Weapon:Clip1() < self.Primary.ClipSize) and (self.Owner:GetAmmoCount(self.Primary.Ammo) > 0) then
if self.Primary.ReloadSound then
self:EmitSound( self.Primary.ReloadSound )
end
end
[/code]
thrown somewhere in the reload function.
Looks like the download link is down.
it is, but if you poke around in the "older versions" archive you can get the latest version with no problem.
[QUOTE=Crossu88;43290475]Looks like the download link is down.[/QUOTE]
I missed a pesky little period in the file name. It's fixed! Thanks for pointing it out, by the way.
So, I've been mucking around with the mesh library and it seems like I do more crashing than progress, and stencils are a behemoth of mind trembles. So, I'll do the better thing for the next version and make a simple overlay based scope. I also plan on adding breathing variables to go along with it.
Here's where the breathing fun comes in: should it be based on Call of Duty where a key should be pressed to sustain breathing? What key? Should there just be breathing without the ability to control it? Should there be breathing period?
I also want to make it so the player isn't accurate when they first aim with the scope. Oh, and implementing bugfixes! Those are incredibly important to me, and they're real simple fixes.
Also, I don't hope for this weapon base to die nor do I plan on it doing so. I've just been doing a whole lot of work and family stuff. Yesterday I was arm deep in masa for our annual tamale cooking family bonding whatever-you-call-it, and for the last couple weeks I've been working quite hard for the job I'm enjoying. There's stuff going on that I've gotta pay attention to, but I plan on working on this weapon base in the gaps of time that I have, and I hope that the community can pitch in with little bits and pieces. (That reminds me, I have to learn how to use GitHub. I've gotta bug Banana Lord about that.)
But yeah, just letting you guys know what's up. Thanks BFG9000 and the rest of you for your interests, help, and enthusiasm. (and non-smite for the gun glitches!)
yes, breathing and holding your breath would be a nice feature. Surprisingly I haven't seen it done before, and I think this would attract a lot of adopters.
[sp]I secretly want this project to kick M9K's ass[/sp]
As for GitHub, that would be great! You'd definitely see a few pull requests from me.
best option for the breath holding would be the shift key i think, its not like anybody sprints while looking down a scope so may as well put that key to use (that and its dead easy to remember)
Small typo on your website:
[IMG]http://puu.sh/5XfjR.png[/IMG]
Should be 256 instead of 20 in the last line.
OBVIOUSLY I'M DIVIDING THE RANGE.MIN BY 12.8 FOR NO REASON IT'S BASIC MATH DUDE. (Will fix in the next update!)
[t]http://dotbsp.com/images/111.jpg?1387954081[/t]
New things for the next update:
- [b]aa_debug[/b] is a new ConVar that does a few things to help developers. The first thing, you'll notice in the image is a laser beam. The color of the beam represents the amount of damage that your gun will deal. Yellow means high damage, orange means medium damage, and red means low damage. The beam also disappears when the player is unable to attack. This should be a huge help to newbies messing around in Lua, and this was inspired by an ex-Facepunch user who added me on Steam.
It also attaches some text to your net_graph, and by "attach" I mean it literally moves around with your net_graph depending on it's height and setting. This annexing of the net_graph shows the base damage your gun will deal, along with the rounded distance from your target. Shooting will print the damage and distance to your chatbox.
aa_debug requires sv_cheats to be enabled, and is server-side.
- [B]Burst is now fixed[/B]. I peered over BFG's code and saw what I did wrong, although I don't know what he's talking about with the burst strangely affecting the range. It works like it's supposed to.
- [B]Reloads are now done automatically when attacking and running out of ammo[/B] partially because it's more convenient and expected, and partially because I encountered a strange bug that caused the reload sound to play endlessly in a stream of ear destruction. Not sure what was calling CanPrimaryAttack( ) endlessly, but I will look into it because I'm pretty sure it'll happen when the player has run out of ammo. If you want a demonstration of this glitch, it's the same glitch that happens when the Garry's Mod RPG runs completely out of ammo.
- [B]Deploying the weapon now causes the player to be unable to fire during the duration of the sequence[/B], and is correctly affected by SWEP.DeploySpeed. Woo!
How do you guys think scoping should work in the eyes of the developer? Should it rely on the default CS:S "quadrant"-based textures, or should it use an entirely unique overlay texture method? I was planning on having a SWEP.Primary.Scope.Enabled variable along with a SWEP.Primary.Scope.Texture variable. I'm also thinking a SWEP.Primary.Scope.Overlay would be nice to have, so you can add dust flecks or whatever for more realism or prettiness.
Does anyone know why shotguns stop in the middle of the reload animation? and are you gonna make bases for Assault Rilfes, shotguns, snipers, pistols (etcetera, etcetera) i think that would be helpful... also are you gonna add reload sounds most of the guns i want to use don't have the 'script' folder in them so they don't play reload sounds by default... anyways love the base so far hope you keep working on it :)
[QUOTE=Vincii;43302824]Does anyone know why shotguns stop in the middle of the reload animation? and are you gonna make bases for Assault Rilfes, shotguns, snipers, pistols (etcetera, etcetera) i think that would be helpful... also are you gonna add reload sounds most of the guns i want to use don't have the 'script' folder in them so they don't play reload sounds by default... anyways love the base so far hope you keep working on it :)[/QUOTE]
you only really need 3 bases:
non-scoped, scoped, and shotgun.
[QUOTE=Vincii;43302824]Does anyone know why shotguns stop in the middle of the reload animation? and are you gonna make bases for Assault Rilfes, shotguns, snipers, pistols (etcetera, etcetera) i think that would be helpful... also are you gonna add reload sounds most of the guns i want to use don't have the 'script' folder in them so they don't play reload sounds by default... anyways love the base so far hope you keep working on it :)[/QUOTE]
That's really weird, it shouldn't be doing that at all. Could you send me the script you have right now? I'll take a gander at the weirdness.
[QUOTE=skullorz;43304000]you only really need 3 bases:
non-scoped, scoped, and shotgun.[/QUOTE]
I'm trying to keep everything condensed into one Lua file.
[b]self.Primary.ReloadSound[/b] now exists in my totally unreleased version of AWB! Sound the alarms.
[b]aa_debug[/b] is now [b]awb_debug[/b]!
I have a basic scope that's kind of coming together with strange glitches and stuff! I'm working those out and I'm hoping I can get them sorted out for tomorrow.
Fixed the reload sound weirdness along with the transition glitches (you're now forced out of ironsights and running when you switch weapons) AAAaaaAAAAnd...
[video=youtube;YRmaRXqvtRY]http://www.youtube.com/watch?v=YRmaRXqvtRY[/video]
Closer to a next release! You zoom with ALT/+walk. I haven't implemented breathing yet.
About your confusion about an earlier post of mine;
The timers don't affect range, they affect bullet angles and spread.
when you shoot a bullet on a timer, it travels with zero spread to the right and down of where you actually aim. I fixed this by having a duplicate shootbullet function which manually sets the bullet direction based on math.Rand and the player's eye angles.
Sorry if I confused you.
This is really scrubby I know, but how do I use this base to create new weapons? I've already made a very feeble attempt at and can't seem to figure it out.
[url]http://pastebin.com/drsBhZZz[/url] for scrubby reference, thanks if you help me out.
So, I've realized that there's a huge problem with my weapon base - namely the fact that it completely crumbles to malfunctioning bits when there's another player in-game with you. I believe this is because of the localized variables that are outside of the functions, but I've got a plan to fix them. It's going to be plenty annoying though.
I totally didn't know that it would fall apart like that in-game though, so I sincerely apologize!
[QUOTE=wauterboi;43326523]So, I've realized that there's a huge problem with my weapon base - namely the fact that it completely crumbles to malfunctioning bits when there's another player in-game with you. I believe this is because of the localized variables that are outside of the functions, but I've got a plan to fix them. It's going to be plenty annoying though.
I totally didn't know that it would fall apart like that in-game though, so I sincerely apologize![/QUOTE]
I actually think it's your timers.... when you create a timer, it becomes global. The solution, then, is to move all your timers to be timer.Simple instead, as each instance of these is unique.
Although for things like the burst timer I'm not sure what you could do. Perhaps you could name the burst timer according to the player's Steam ID? so the name would be "burstTimer"..steamid
Bots would be screwed though since they all share the same ID
[editline]27th December 2013[/editline]
OR you could do a for loop that creates a new simple timer for the number of bullets in each burst
ugh that's also pretty ghetto
I haven't taken a gander at the timers, yet, but everything else specific to the weapon from what it looks like. The magic of client-side self variables and Banana Lord's ideas.
Actually, the timers are specific to the player's weapon, so I don't think it's an issue. But I will be testing in a little bit with my brother.
[b]EDIT:[/b] Well, I would, except my little brother doesn't want to help or anything. So I'm going to snipe him in TF2 until he gives in. (or exits Steam, let's hope for the first one)
I'll be keeping a close eye on this project. I know I'm not a very good Lua scripter so I regret that I won't be of much use, but there is one feature that I would like to see that I've found to be rare these days.
There used to be a sniper rifle back in the day called "Tactical Aggro Rifle," and what made it special is that it had ricocheting bullets and penetrating bullets. It would be cool if there were variables that would allow the bullet to either ricochet X times or until it hit a target, or if it could penetrate X walls/props or until it hit a target.
[QUOTE=SGTNAPALM;43331222]I'll be keeping a close eye on this project. I know I'm not a very good Lua scripter so I regret that I won't be of much use, but there is one feature that I would like to see that I've found to be rare these days.
There used to be a sniper rifle back in the day called "Tactical Aggro Rifle," and what made it special is that it had ricocheting bullets and penetrating bullets. It would be cool if there were variables that would allow the bullet to either ricochet X times or until it hit a target, or if it could penetrate X walls/props or until it hit a target.[/QUOTE]
rare? are you kidding? penetration and ricochet is in mad cows base, siminovs base, cstm base, the fas2 alpha sweps, m9k base and GDCW base..basically every major weapon base that exists in gmod
[QUOTE=legendofrobbo;43331691]rare? are you kidding? penetration and ricochet is in mad cows base, siminovs base, cstm base, the fas2 alpha sweps, m9k base and GDCW base..basically every major weapon base that exists in gmod[/QUOTE]
"siminov's" base
and m9k ricochet is really just Mad Cow's ricochet
but does this call even more so for wauterboi's base to have it? Or are you trying to say that his base should run [I]anathema[/I] to the status quo and not have it, just cause?
[sp]I'll never stop[/sp]
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