• PDMG - Prop Damage
    106 replies, posted
I found a list with all entity classes in gmod+wire: [url]http://www.wiremod.com/forum/expression-2-discussion-help/14835-e2-class-description-documentation.html[/url]
[QUOTE=MyNameIsEarl;27916739]I found a list with all entity classes in gmod+wire: [url]http://www.wiremod.com/forum/expression-2-discussion-help/14835-e2-class-description-documentation.html[/url][/QUOTE] Nice, thanks Also I've decided a way to handle exclusions, I'm going to have a list in the options of major addon groups to enable / disable So like: HL2 Explosives Wire Mod Stargate with a check next to each, and then i'm going to have text boxes with a comma delineated list of other exclusions. One for models and one for Classes. This way it will be back down to one file. Any other major addons I should put in the static list? maybe sCars ? Anyway thanks again for the list
I approve of this :buddy:
The stargate stuff is in the carter addon pack, yes/no?
Yes, i guess. The base is still in the original pack i think. AFAIK the only game-breaking thing is the event_horizon entity. And maybe ZPMs (MK1(aVoN's), 2(Mckay's) and 3(CAP)) as they only get 10 hp. Also: [media]http://img35.imageshack.us/img35/7774/sbforlornsb3r2l0002.jpg[/media] And you die if you try to use the gate. Edit:Huh, the 'unstable vortex' can also be destroyed. That's definately because of CAP, as I doubt particles can be destroyed.
well i'm downloading the carter addon pack at home it was at about 900mb when I left, where's the original stargate addon ?
[url]http://svn.daggeringcats.com/stargate[/url] Does CAP even work without the original pack? Edit: I dont even know how to call this, really. Back before CAP it was just 'Stargate pack' and now the question 'Which one?' arises.
[QUOTE=Virus_Zero;27936242][url]http://svn.daggeringcats.com/stargate[/url] Does CAP even work without the original pack? Edit: I dont even know how to call this, really. Back before CAP it was just 'Stargate pack' and now the question 'Which one?' arises.[/QUOTE] Not sure myself, but I want to be get as much on the exclusions list as possible before I release the next update. So far I have the gmod stuff, wire stuff, and hopefully by tonight or tomorrow i'll have added the stargate stuff. Thanks for the link
I forgot it was passworded, but i guess you guessed it. Anon/anon =/= good protection. It sounds kinda funny 'guess you guessed'.
v3.2: Added Check Marks for Exclusions will add custom text box later Added Health Multiplier Option
[QUOTE=Fantym420;28102106]v3.2: Added Check Marks for Exclusions will add custom text box later Added Health Multiplier Option[/QUOTE] did you update the exclusions.lua to implement wire stuff too?
Should be
I got this lua error after some time: Hook 'PropDamageTick' Failed: [@lua\includes\modules\constraint.lua:167] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type) 1 = models/props_phx/misc/potato_launcher_explosive.mdl 2 = models/props_phx/oildrum001_explosive.mdl 3 = models/props_phx/amraam.mdl 4 = models/props_phx/ball.mdl 5 = models/props_phx/cannonball.mdl 6 = models/props_phx/mk-82.mdl 7 = models/props_phx/torpedo.mdl 8 = models/props_phx/ww2bomb.mdl 9 = models/props_phx/misc/flakshell_big.mdl 10 = models/props_c17/oildrum001_explosive.mdl 11 = models/props_junk/gascan001a.mdl 12 = models/props_junk/propane_tank001a.mdl 13 = npc_grenade_frag 1 = models/props_phx/misc/potato_launcher_explosive.mdl 2 = models/props_phx/oildrum001_explosive.mdl 3 = models/props_phx/amraam.mdl 4 = models/props_phx/ball.mdl 5 = models/props_phx/cannonball.mdl 6 = models/props_phx/mk-82.mdl 7 = models/props_phx/torpedo.mdl 8 = models/props_phx/ww2bomb.mdl 9 = models/props_phx/misc/flakshell_big.mdl 10 = models/props_c17/oildrum001_explosive.mdl 11 = models/props_junk/gascan001a.mdl 12 = models/props_junk/propane_tank001a.mdl 13 = npc_grenade_frag It still worked, only the props did not become red anymore.
ok, i'll look into it as soon as I can
any progress?
Been messing around with some practical testing while working on a new gamemode that's derived from sandbox. Checking code for errors and odd situations, hoping to have an update by end of week, i've comitted some changes to the svn a bit ago it may have fixed that error above i forget.
[QUOTE=Fantym420;28714928]Been messing around with some practical testing while working on a new gamemode that's derived from sandbox. Checking code for errors and odd situations, hoping to have an update by end of week, i've comitted some changes to the svn a bit ago it may have fixed that error above i forget.[/QUOTE] i got a few glitches like ragdolls dont take damage anymore and npc dont regenerate health anymore. any updates for that?
I'll look into it when I get a chance, have you checked the settings?
Sorry about the length of time between updates.... but... Commited -- Rev. 13 ----------------------------------------------- Updated file structure, broke pdmg.lua in to 3 files Fixed Break Constraints and UnFreeze so they can be disabled. Changed SWEP to auto fire, 0.3 delay primary, 0.6 secondary Updated the effect to come from the entity's center of mass. Removed Unneeded print's and PrintTable's Tested all in sandbox, seems to work good for me. My dedicated server is down at the moment so i only tested in single player. When it's up i'll test in multi player. If people are still having issues please post the following: 1. The error, an exact copy paste would be good. 2. What addons you had installed when this happend. 3. What were you doing when the error occoured, i.e. "I was blowing up 100 Exploding Barrels with npc's on top". This information will help me figure out what went wrong or is going wrong. [editline]10th May 2011[/editline] [QUOTE=MyNameIsEarl;28190067]I got this lua error after some time: Hook 'PropDamageTick' Failed: [@lua\includes\modules\constraint.lua:167] Tried to use invalid object (type IPhysicsObject) (Object was NULL or not of the right type) 1 = models/props_phx/misc/potato_launcher_explosive.mdl 2 = models/props_phx/oildrum001_explosive.mdl 3 = models/props_phx/amraam.mdl 4 = models/props_phx/ball.mdl 5 = models/props_phx/cannonball.mdl 6 = models/props_phx/mk-82.mdl 7 = models/props_phx/torpedo.mdl 8 = models/props_phx/ww2bomb.mdl 9 = models/props_phx/misc/flakshell_big.mdl 10 = models/props_c17/oildrum001_explosive.mdl 11 = models/props_junk/gascan001a.mdl 12 = models/props_junk/propane_tank001a.mdl 13 = npc_grenade_frag 1 = models/props_phx/misc/potato_launcher_explosive.mdl 2 = models/props_phx/oildrum001_explosive.mdl 3 = models/props_phx/amraam.mdl 4 = models/props_phx/ball.mdl 5 = models/props_phx/cannonball.mdl 6 = models/props_phx/mk-82.mdl 7 = models/props_phx/torpedo.mdl 8 = models/props_phx/ww2bomb.mdl 9 = models/props_phx/misc/flakshell_big.mdl 10 = models/props_c17/oildrum001_explosive.mdl 11 = models/props_junk/gascan001a.mdl 12 = models/props_junk/propane_tank001a.mdl 13 = npc_grenade_frag It still worked, only the props did not become red anymore.[/QUOTE] The error is from a PhysObj that was removed while a constraint was trying to use it, not sure why I can't seem to reproduce it, I may have accidentally fixed it. The table is PrintTable spam I forgot to remove, my bad sorry. [editline]10th May 2011[/editline] Also I'm going to be moving in a little less than a month, so once again updates may take a while. Happy Destruction!
perhaps instead of turning red, you could have a texture overlay the prop signifying damage. like cracks or somthing
I can see this mod becoming very useful for me in the future! great job :)
Added Some Missing nil checks to stop hook crashes sometimes., @ rev.15 now. No Version Change.
Let's not make this die. What features are you planning to add?
[QUOTE=NitronikALT;30305798]Let's not make this die. What features are you planning to add?[/QUOTE] none. It does everything I wanted it to and most of things previously mentioned in the thread. Most of the things I didn't add would lead to too many features, heck some of the ones in this I'd already consider too much for the simple prop damage script it started as. If people come up with enough ideas I might make an along side addon that complements this one, but I don't want to end up with more than the mile of options it has already. With that said please post any ideas, if it fits good enough or is just that cool I might add to this. Right now I'm concentrating on my GCC entry before I have to move on the 15th, so between the 14th and ??th I'm going to be offline.
I've added "models/Gibs/HGIBS.mdl" to the pdmg_exclusions.lua file, but it doesn't work. The object still takes damage. I've tried placing it in different places in the file but I can't get it to work.
Well for anyone trying to make specific props invincible without going through the trouble of figuring out how to use the exclusions file, I found out that the unbreakable STool works. You can find it on Garrysmod.org.
Sorry for the lack of support recently, I moved and currently do not have internet on my dev computer. When that happens I can finally update gmod and fix some things, I have been considering an exceptions tool that will save to a .txt in the data folder, but we will see.
[QUOTE=Fantym420;32151518]Sorry for the lack of support recently, I moved and currently do not have internet on my dev computer. When that happens I can finally update gmod and fix some things, I have been considering an exceptions tool that will save to a .txt in the data folder, but we will see.[/QUOTE] I saw your link to a [url]http://www.facepunch.com/threads/1075314-Gmod-Loading-screen[/url] And I want to join that server. Any ip or something, Since it looked so awesome from my point of view
Nice Work! Is there a way to make it so you can't destroy world props/blocked entries? That would be nice so i could use this for a RP server :D
[QUOTE=Wallace Breen;32155600]I saw your link to a [url]http://www.facepunch.com/threads/1075314-Gmod-Loading-screen[/url] And I want to join that server. Any ip or something, Since it looked so awesome from my point of view[/QUOTE] The problem with that is it was a server on my home network, which is non existent at the moment, however I should get internet back next week and I plan to work on it again, along with fixing up PDMG. [QUOTE=Lt.DoomY;32343169]Nice Work! Is there a way to make it so you can't destroy world props/blocked entries? That would be nice so i could use this for a RP server :D[/QUOTE] Yes, I could, however some world props crash the game when destroyed, I'll see about allowing certain ones to destroy.
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