• Jackarunda's Explosives
    301 replies, posted
Just my opinion, but the sloppy comments and folder structure / file names seem a little unprofessional and dirty to me. Maybe consider cleaning things up eventually.
[QUOTE=XeroG;36539751]You should add some kind of beacon that you throw and if you say "locate beacon and report position" in an artillery radio it will tell the coordinates of the beacon, would make it easier to hit and find cords.[/QUOTE] Use this Expression 2 I made. [code] @name JI Radio Assist @inputs @outputs @persist @trigger interval(1000) Pos = round(owner():aimPos()) Distance = round(Pos:distance(owner():pos())) if (owner():keyUse() && owner():keyReload()) {printColor("Position:",vec(0,255,0),Pos:toString()+"\n",vec(255,255,255),"Distance:",vec(0,255,0),Distance:toString())} #action fire 5 HE impact #x y z radius 230 [/code] Holding Use + Reload will print The distance and coordinates of the position you are looking at.
i cant get the moab to expload. i put explosions right next to it
[QUOTE=CHOCOLATEPERV;36597360]i cant get the moab to expload. i put explosions right next to it[/QUOTE] Try the nitroglycerin. Use it as a detonator.
already tried that and it didnt explode
This may sound stupid, but how do you communicate with the Arty Radio?
[QUOTE=CHOCOLATEPERV;36599333]already tried that and it didnt explode[/QUOTE] I'm sorry, I just realized that with the new way I revamped the explosions, no explosive now provides enough power to detonate the MOAB. I'm working on the J.I. Detonators right now though, so with the next update I'll fix the MOAB's explosion resistance as well. Currently the only way to detonate the MOAB is with wire. [editline]2nd July 2012[/editline] [QUOTE=OficerHonkHonk;36599408]This may sound stupid, but how do you communicate with the Arty Radio?[/QUOTE] Press E on it, then stand within 200 units of it and just talk via the game's chat.
[QUOTE=OficerHonkHonk;36599408]This may sound stupid, but how do you communicate with the Arty Radio?[/QUOTE] Call him mean names until he launches a MOAB on your current location. Or Press E and say action fire [Number of Explosives] [Type of bomb] impact then x y z radius [radius number]
[QUOTE=ROFLBURGER;36599445]Call him mean names until he launches a MOAB on your current location. Or Press E and say action fire [Number of Explosives] [Type of bomb] impact then x y z radius [radius number][/QUOTE] technically it's action fire [Number of Salvos] [Type of Projectile] [Type of Fuze] where type of fuze can be impact or airburst. Airburst fuzes are required for some rounds to work acceptably and generally an airburst explosion has a greater chance of killing personnel when there's too much cover on the ground that might shield someone from a ground level explosion :3 [editline]2nd July 2012[/editline] Gah just noticed a glitch where the explosions aren't producing the proper force. Agh. Will be fixed in the next update.
No its not. I planted 10-15 blocks of c4 next to it and it went BOOM. Nice explosion effect as well :3 Oh and not to be a pain or anything, but I am really interested in the gmod 13 beta version of these. Have you any progress on that atm? I'll test them for you lol :3 [QUOTE=Jackarunda;36599436]I'm sorry, I just realized that with the new way I revamped the explosions, no explosive now provides enough power to detonate the MOAB.[/QUOTE]
Use dynamite to explode the moab
[QUOTE=ChocolateTDE;36605907]Use dynamite to explode the moab[/QUOTE] That reminds me. I am [b]SO[/b] going to add some good old-fashioned dynamite to the pack. SO DOING IT.
The detonators aren't complete yet. However, I did just finish adding dynamite to the pack. There's just something inherently entertaining about classic red sticks of "Acme" dynamite with a fuze that goes SSSSSSSSSSSSSSSS and produces sparks and stuff. I've been playing with it for the past hour X3 With the next update you will get bags of Cordite. Or canisters of Cordite. I'll think of a container. The reason for Cordite: Cordite is an obsolete propellant. It is NOT a high explosive. It explodes, but it does so with a subsonic burn wave. It's just a slower-burning explosive. I had been trying to propel objects with my explosives. I had been getting pissed because the high-energy HE would always obliterate my cannon or my projectile if I put in too much charge. But if I put in a safe charge, it wouldn't propel very well. The solution is to include an actual propellant in the pack. The Cordite bags will still be capable of destruction, but their propensity to destroy or break will be MUCH lower than their propensity to propel objects. So with them, you can now LITERALLY make a cannon in gmod. Take a cannon, drop in however many bags of Cordite you want, drop in your projectile and fire. The Cordite explosion will be less damaging but much more forceful. And their explosion will scale, so you can choose how heavy a propellant charge you want. Also, detonating a bag of Cordite will raise Gmod's speed limit so that using this propellant you can propel projectiles to legendary speeds if you wish instead of being clamped by gmod's pathetic default speed of 2000 UpS. And I'll finish the detonators before the next update.
Ok, maybe it won't be cordite. I'm still doing research. I'm no pyrotechnics school graduate. Rest assured you'll get some kind of propellant charge SENT. [editline]3rd July 2012[/editline] [QUOTE=UberEvil;36545343]Hey for the nukes you should try and use [url=http://www.youtube.com/watch?v=NeIMz0PEo2s&feature=channel_video_title]this[/url] particle effect. No one ever really made use of it well, and it looks awesome. Vman made them, and I would link to the thread about them, but for some reason I can't use search.[/QUOTE] I can't find it.
Ballistite is another propellent that could be good. You might want to add good ol black powder as well, just so that when we make ye olde cannons they will have an olde fashioned smoke cloud.
[QUOTE=DwarfOverlord;36618220]Ballistite is another propellent that could be good. You might want to add good ol black powder as well, just so that when we make ye olde cannons they will have an olde fashioned smoke cloud.[/QUOTE] Lol, before I read that I had already changed the cordite box to a black powder sack. Just a small burlap bag of black powder. IRL you could use little bits of it at a time to load your muzzleloading rifle, or you could ignite the whole bag all at once and turn an old computer monitor into a kinetic monstrosity :D ...or you could ignite 6 bags all at once and turn a fullsize cast-iron stove into a ballistic WMD, like I've been doing XD EDIT: I just finished the detonators, GUI and all. So happy with how they turned out I'm whirling about in my chair like a loon. The update will come out in the next day or two. Real soon here, but it might be delayed while I shoot explosives off the roof of my house for 4th of July. It's... oddly fitting that I'm finishing the update now, heh. Maybe in the future I'll include something stupid like roman candles or firecrackers or something in the pack.
[QUOTE=Jackarunda;36615403]Ok, maybe it won't be cordite. I'm still doing research. I'm no pyrotechnics school graduate. Rest assured you'll get some kind of propellant charge SENT. [editline]3rd July 2012[/editline] I can't find it.[/QUOTE] [url=http://www.garrysmod.org/downloads/?a=view&id=123603]Here it is.[/url]
Update out. I fixed some bugginess with the explosions and stuff. Added dynamite, black powder and detonators. The detonators are your key to being able to create whatever kind of explosions when and wherever you want. If you have any questions about their use, talk to me. Though I think it's pretty straightforward. The GUI looks very nice. Made it myself. TAKE NOTE If you look at an object (that's not the world) while spawning a detonator, the detonator will spawn welded to the surface of the object. This is for the sake of convenience. The detonator is set up with default settings so you can use it quickly if you want. The simplest thing is spawn the detonator, press E on it, click "Arm" and then you're done. Then, stand back and in chat say "0" without the quotes (0 is the default remote channel) to trigger it. I wanted to do it by numpad, but there are significant lua complications with that. Want to make an impact bomb? Stick a detonator to a bomb with it on "Accelratory" mode. Set the sensitivity to something high enough so you won't blow yourself up while maneuvering the bomb out the bottom of your airplane. As the bomb falls, it undergoes a constant acceleration. When it hits the ground, it immediately comes to almost a complete stop, which the detonator senses as massive acceleration, and triggers. You can make bombs that explode on impact. Want a cluster bomb to detonate above the target? Stick a detonator to it on "Barometric" mode. The detonator will trigger when it [i]crosses[/i] the set altitude. Set the altitude to 20 meters, then arm it before you drop it out of your plane. It will explode when it hits 20 meters above sea level and rain submunitions on your prey. Or you can arm it on the ground and throw it up with the physgun. It will detonate when it crosses 20m, and throw its payload upward (which will then rain down on you). [highlight]HAPPY FOURTH OF JULY[/highlight] EDITED: Next update, among other things, is going to contain two small fixes I already implemented in my version. 1. the black powder takes into account its [i]center of mass[/i] instead of its position in order to force, making it work more reliably in small cannons. 2. explosions have the ability to ignore blocking objects [i]if the objects are very small[/i] when determining what to apply force to. This will make it easier to make your own makeshift shrapnel bombs and shotgun-cannons.
Just wanted to say thank you for developing this add-on! I love it! I appreciate all the time and hard work that you put into the making of the final product! Cheers!
I approve of this release :3 Here's some moar suggestions for the next update as well: Breaching charges- Similar to c4 but a smaller explosion which is directional so it only breaks/unwelds/unfreezes the prop it is on (door etc). It has a 5 second timer so you can get out of the way. Acetone Peroxide- Like nitroglycerin but doesn't explode when it's moved too fast. Suicide vest- Put it on and it gives you a detonator v_model. Simply charge at your enemy and left click, pressing the detonator and killing both you and your foe in a cataclysmic explosion. (lol) [url]http://www.garrysmod.org/downloads/?a=view&id=84138[/url] <- thats a link to a kevlar vest, which could be useful in making a suicide vest. I know that with lua you can add different entities to other entities; i have seen it done before (just dont ask me how cause I suck at lua :L) Oh and one more thing. Using that kevlar model would it be possible to make a vest entity that protects from shrapnel? Decreases damage by ~50% or something? It would just be useful to have lol :3
[QUOTE=DwarfOverlord;36630385]I approve of this release :3 Here's some moar suggestions for the next update as well: Breaching charges- Similar to c4 but a smaller explosion which is directional so it only breaks/unwelds/unfreezes the prop it is on (door etc). It has a 5 second timer so you can get out of the way. Acetone Peroxide- Like nitroglycerin but doesn't explode when it's moved too fast. Suicide vest- Put it on and it gives you a detonator v_model. Simply charge at your enemy and left click, pressing the detonator and killing both you and your foe in a cataclysmic explosion. (lol) [url]http://www.garrysmod.org/downloads/?a=view&id=84138[/url] <- thats a link to a kevlar vest, which could be useful in making a suicide vest. I know that with lua you can add different entities to other entities; i have seen it done before (just dont ask me how cause I suck at lua :L) Oh and one more thing. Using that kevlar model would it be possible to make a vest entity that protects from shrapnel? Decreases damage by ~50% or something? It would just be useful to have lol :3[/QUOTE] Breaching charges, yes I was planning that. You can already use the shaped bomb like that, but a heavy-shelled 15 kilogram HEAT bomb is a bit overkill for a single door. So I'm going to make a simple plate-backed breaching charge like the ones you saw in MW2 (unless I find out that they really don't look like that). A small directional explosive that's capable of being stuck to shit and knocking down even a moderately heavy door. Even brush entities like the basic animating HL2 "doors." I don't understand what the point of TATP would be. My cursory research indicates it's a sensitive high explosive just like nitroglycerin. Also, note: nitroglycerin doesn't explode because you "moved it too fast." The vial is sensitive to shock/acceleration. If you shake it up or otherwise smack it against something (high acceleration, rapid changes of motion) it will explode. It can move fast just fine. Just don't move it to a high speed too fast. I dunno... I don't really like the idea of putting a suicide vest in, especially with how easy it is to rig up a bomb and run into your enemy with it. Like this: take a small bomb (like the shredder bomb), stick a shock-sensitive detonator on it, then pick the bomb up with the gravity gun. Run toward your enemy as fast as you can then punt it which will cause it to detonate instantly, killing you both. [speaking of which, I'm going to add a medium-weight HE iron bomb to the pack just to even things out. It's gonna be the size of the mini thermobaric bomb, but of course it'll have the color scheme and behavior of the Mk. 82. Most importantly it will be grav-gun-able] With those awesome vests that you linked me, though, I will indeed make ballistic vests. They'll protect your chest very well from shrapnel and moderately well from bullets (which you guys don't have yet. I do. Bwahaha). They'll be released as the tool pack though. Damn. I need to get the tool pack into some kind of presentable form so I can give you guys the things you need >_<
I'm having an issue and for some reason I do not have permission to use the search function of this site. Anyways the nuclear explosion looks brilliant from the ground (I'm using a CLuaParticle system I made along with Vman's nuke particle effect). The Vman thing is the central mushroom cloud and the regular particle system is the smoke particles that spread out along the ground. For some reason the CLuaParticles are rendering IN FRONT OF the mushroom cloud, even those that are physically BEHIND the cloud. The result is that the explosion looks brilliant from the ground and looks abysmally stupid from the air. Even particles that are rapidly losing their opacity AND are behind the cloud render in front.
[QUOTE=Jackarunda;36665372]I'm having an issue and for some reason I do not have permission to use the search function of this site. Anyways the nuclear explosion looks brilliant from the ground (I'm using a CLuaParticle system I made along with Vman's nuke particle effect). The Vman thing is the central mushroom cloud and the regular particle system is the smoke particles that spread out along the ground. For some reason the CLuaParticles are rendering IN FRONT OF the mushroom cloud, even those that are physically BEHIND the cloud. The result is that the explosion looks brilliant from the ground and looks abysmally stupid from the air. Even particles that are rapidly losing their opacity AND are behind the cloud render in front.[/QUOTE] Yeah, search is disabled for us blues for some reason :( Also, have you made use of that positioning code someone posted yet? The arty radio is still a bit clunky to use, especially compared with the detonator's fancy menu.
[QUOTE=G-Enigma;36665649]Yeah, search is disabled for us blues for some reason :( Also, have you made use of that positioning code someone posted yet? The arty radio is still a bit clunky to use, especially compared with the detonator's fancy menu.[/QUOTE] The next update will contain the nuke, emp weaponry, radiological weaponry, a few more explosives, and I'll release the tiny version of the tool pack that will contain my J.I. Optics (instant coords for the position you're looking at) and a geiger counter so you know when you're getting quietly killed.
[QUOTE=Jackarunda;36665681]The next update will contain the nuke, emp weaponry, radiological weaponry, a few more explosives, and I'll release the tiny version of the tool pack that will contain my J.I. Optics (instant coords for the position you're looking at) and a geiger counter so you know when you're getting quietly killed.[/QUOTE] I beg you to release. :quagmire:
For some reason, firing the rocket launcher causes my gmod to freeze indefinitely, as I run in windowed mode.
[QUOTE=itak365;36666740]For some reason, firing the rocket launcher causes my gmod to freeze indefinitely, as I run in windowed mode.[/QUOTE] o_O I'm a coder, so my gmod is always windowed. And I've been playing with the rocket launcher for months... I'm sorry, I don't know
Is your build dated? Check how your system is using RAM and CPU/GPU power and make sure they are allocating enough memory for the game to properly load the particles etc.[QUOTE=itak365;36666740]For some reason, firing the rocket launcher causes my gmod to freeze indefinitely, as I run in windowed mode.[/QUOTE]
Well, I mean, my build is rather ancient, but explosions and particles tended to load and work properly. It just seems to be whenever a rocket is involved. Could it be to do with the way this addon increases Gmod's default speed?
[QUOTE=itak365;36674218]Well, I mean, my build is rather ancient, but explosions and particles tended to load and work properly. It just seems to be whenever a rocket is involved. Could it be to do with the way this addon increases Gmod's default speed?[/QUOTE] ...perhaps. The rocket [i]is[/i] one of the objects that raises the speed, because it's one of the objects that accelerates to pretty high speeds. Rockets are fast. Faster than most games make them appear. But if that was the sole cause, then any object producing shrapnel would also cause your game to crash :/
Sorry, you need to Log In to post a reply to this thread.