[QUOTE=cis.joshb;27649898]Do entities have health?[/QUOTE]
Some of them do, a lot depends on the entity it self, the way the code works is anything that doesn't have health to start with gets health based of the options (mass & vol). Also if the entity has code in it to stop health loss, it usually won't damage them.
Vehicles?
[QUOTE=cis.joshb;27656176]Vehicles?[/QUOTE]
Vehicles are a strange story, they are some odd parented thing (my guess) , like the jeep, if you shoot the seat or close to it, it will take damage, but you can shoot the tires and other parts and no damage, the air boat is similar, and the jaloppy it's the wall behind the seat that takes the damage.
Edit:
By all that, I mean the vehicles use no special code, but are somewhat destructible.
I think it's because only part of the vehicle has any substance. Like you can't place thrusters on the wheels.
TY so much. This script cured my cancer.
Shit, explosive barrels and such don't blow up now, they just turn into gibs and sparks
odd, they blow up for me, maybe you need to add them to the pdmg_exclusions.lua file in the model table, yea, that's what I did, here's the code for it
pdmg_exclusions.lua
[lua]
-- This file is for Exclusions to the Damage System
-- Above each table is an example of how they work
-- The pdmgClassEx table will exclude all listed classes from taking damage from this addon
--pdmgClassEx = { "npc_grenade_frag", "gmod_thruster" }
pdmgClassEx = {}
-- The pdmgModelEx table will exclude all listed models from taking damage from this addon
--pdmgModelEx = { "models/props_c17/concrete_barrier001a.mdl", "models/props_c17/canister01a.mdl"}
pdmgModelEx = { "models/props_phx/mk-82.mdl", "models/props_phx/ball.mdl", "models/props_c17/oildrum001_explosive.mdl"}
--
[/lua]
After I get the rest of the explosives in the list i'll commit it to the svn.
[QUOTE=Fantym420;27706587]odd, they blow up for me, maybe you need to add them to the pdmg_exclusions.lua file in the model table, yea, that's what I did, here's the code for it
pdmg_exclusions.lua
[lua]
-- This file is for Exclusions to the Damage System
-- Above each table is an example of how they work
-- The pdmgClassEx table will exclude all listed classes from taking damage from this addon
--pdmgClassEx = { "npc_grenade_frag", "gmod_thruster" }
pdmgClassEx = {}
-- The pdmgModelEx table will exclude all listed models from taking damage from this addon
--pdmgModelEx = { "models/props_c17/concrete_barrier001a.mdl", "models/props_c17/canister01a.mdl"}
pdmgModelEx = { "models/props_phx/mk-82.mdl", "models/props_phx/ball.mdl", "models/props_c17/oildrum001_explosive.mdl"}
--
[/lua]
[b]After I get the rest of the explosives in the list i'll commit it to the svn.[/b][/QUOTE]
Please do this soon! Mainly because this seems really nice, and that I have no idea what you just said and what to do with that lua.
v2.7:
Added PHX Explosives and Explosive Barrel to default exclusions
NOTE: If there are any more that should be added please post the model or if it's an entity post the class and I'll add them to the list when I get time.
I think the final thing to make this excellent would be some sort of gibbing system based on the material of the prop. (Ie, metal props drop metal chunks, wood props drop wood chunks, plastic plastic etc.) And amount of gib props is based on the props size or mass.
This is ofcourse toggleable in the stool menu.
[QUOTE=Zenreon117;27724403]I think the final thing to make this excellent would be some sort of gibbing system based on the material of the prop. (Ie, metal props drop metal chunks, wood props drop wood chunks, plastic plastic etc.) And amount of gib props is based on the props size or mass.
This is ofcourse toggleable in the stool menu.[/QUOTE]
It's funny you mention that. When I started this, long before release I was trying to do just that, a universal gib system for props, however grabbing the material without doing a trace requires a modelinfo module, and after some tinkering I got it working, but it was prone to crashes, if physical clipping ever evolves to a solid thing maybe i'll try the gibs thing again, cause then I can just clip things into several chunks without getting the material.
Fantym420 Have you got Carter Addon Pack?
[QUOTE=Neesk;27725731]Fantym420 Have you got Carter Addon Pack?[/QUOTE]
no, why? is it a bug?
[QUOTE=Fantym420;27725949]no, why? is it a bug?[/QUOTE]
If I activate on laser weapon his health go down and it disappear(
I see, in the propdamage/lua/autorun is pdmg_exclusions.lua, there is a table for classes and a table for models, anything added(after a reload of the script) will be excluded from damage, I added all the phx and hl2 explosives I could think of, but i've never done much with the stargate stuff. If you make a list of the things that can damage themselves from the stargate stuff i'll add it to the svn.
Every Laser weapon
-Gate weapon
-ori satellite
-AG-3 satellites
and some others, I'll post them later
The new SVN works *sigh* I'm so glad.
Great addon, but you have to add two more things before its perfect:
-an visual effect like in [URL=http://www.facepunch.com/threads/562270-Simple-Prop-Damage]SPD[/URL] (props turn red when their health goes down)
-when you activate PDMG only new spawned props are affected, this should be fixed
[QUOTE=MyNameIsEarl;27816885]Great addon, but you have to add two more things before its perfect:
-an visual effect like in [URL=http://www.facepunch.com/threads/562270-Simple-Prop-Damage]SPD[/URL] (props turn red when their health goes down)
-when you activate PDMG only new spawned props are affected, this should be fixed[/QUOTE]
I originally was going to have the color thing, but instead went with a number display, I guess I can add it in the next update. I also noticed the issue with the new props only having health and the old ones not, I believe I almost have it fixed and should be in the next update. I plan on trying to clean and optimize my code some more then I'll release the update.
This addon is awesome , but why does it work on npcs?
Dissapearing metropolises arent fun
[QUOTE=superstepa;27892228]This addon is awesome , but why does it work on npcs?
Dissapearing metropolises arent fun[/QUOTE]
Hmm, they don't disappear for me, I'll look into it.
Edit:
What weapon are you using? And it works on NPC's so the NPC health regen will work.
[QUOTE=Fantym420;27893291]Hmm, they don't disappear for me, I'll look into it.
Edit:
What weapon are you using? And it works on NPC's so the NPC health regen will work.[/QUOTE]
I was using some toybox stuff , and crossbow
[QUOTE=superstepa;27896354]I was using some toybox stuff , and crossbow[/QUOTE]
Still can't get em to disappear, are you using the SVN version or the old garrysmod.org version?
I'll keep an eye out for the problem though and fix it if I find it.
v3.0:
Fixed Several Bugs dealing with enabling and disabling of things.
Added Visual Color Damage Effect, can be turned on and off in menu.
Made a bunch of stuff local, and changed the file name
[editline]6th February 2011[/editline]
New Video
[media] [url]http://www.youtube.com/watch?v=ZhXXYDm-Eno[/url] [/media]
Very Nice :)
Here are two more things you could add:
1. a health multiplier (in form of a NumSlider)
2. an "only physics props" option (good for all the wiremod stuff)
I did the multiplier slider for myself, but i guess i could give it to you too. After all it was mostly following a template. You can set it to 0.01-1000 by the slider. Content of the pdmg.lua:
[code]
-snip-
[/code]
Hope I don't get banned or something. For some reason when I tried the prop only suggestion it wouldn't work at all, so I leave that to the author.
[QUOTE=Virus_Zero;27914570]I did the multiplier slider for myself, but i guess i could give it to you too. After all it was mostly following a template. You can set it to 0.01-1000 by the slider. Content of the pdmg.lua:
[code]
Code
[/code]
Hope I don't get banned or something. For some reason when I tried the prop only suggestion it wouldn't work at all, so I leave that to the author.[/QUOTE]
I will probably add the multiplier in the next update, and the props only thing I can implement too.
Please do not edit my code and paste it here, make a suggestion and I will add and update.
Edit:
Just realized that might have sounded a bit harsh. I just mean I'm running an SVN and actively working on this, so I don't want a bunch of people thinking they need to add things themselves.
If you want to edit your copy that's fine, but don't post/release your edits please or it will confuse some people and I'll get a bunch of "Your addon doesn't work after I added the multiplier code" which I will not support because I didn't add or test it myself.
[QUOTE=Fantym420;27915034]I will probably add the multiplier in the next update, and the props only thing I can implement too.
Please do not edit my code and paste it here, make a suggestion and I will add and update.
Edit:
Just realized that might have sounded a bit harsh. I just mean I'm running an SVN and actively working on this, so I don't want a bunch of people thinking they need to add things themselves.
If you want to edit your copy that's fine, but don't post/release your edits please or it will confuse some people and I'll get a bunch of "Your addon doesn't work after I added the multiplier code" which I will not support because I didn't add or test it myself.[/QUOTE]
Makes sense. Snip-ing the code. I understand why people don't trust the code from a person with one post. I have to say I like how you write the comments mostly everywhere, though.
Edit:
I just realized that if you shoot at a stargate from a staff/ori weapon you can destroy the event horizon D: .Could you add stargates to exceptions on the next update too?
I am planning to add the stargate addon stuff, but first I need to get a list of the classes and models it uses. I don't use the stargate addon myself, so when I get around to installing it i'll add them to the pdmg_exclusions.lua tables, I also need to add the wire stuff. If someone were to post the list I could add it tonight along with the multiplier and a props only option.
[editline]7th February 2011[/editline]
If there are any other models or classes people want excluded please post them and i'll make that the focus of my next update. I'll also add a Health Multiplier option and a check for props (prop_physics) only.
And Thanks for all the feedback and downloads.
Happy destruction.
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