• Jackarunda's Explosives
    301 replies, posted
This is one of the most entertaining addons I've tried. I have a small request: Can you add improvised explosives such as a pipe bomb, IED and molotov cocktail?
I agree with a Molotov. I'd like to see that if you ever have the time.
[QUOTE=SwedishSpy;36704243]This is one of the most entertaining addons I've tried. I have a small request: Can you add improvised explosives such as a pipe bomb, IED and molotov cocktail?[/QUOTE] Hm. Would you settle for an incendiary grenade (napalm, not thermite)? Behaves like the grenade in terms of weapon but explodes like the mini napalm bomb with a smaller effect?
[QUOTE=Jackarunda;36708542]Hm. Would you settle for an incendiary grenade (napalm, not thermite)? Behaves like the grenade in terms of weapon but explodes like the mini napalm bomb with a smaller effect?[/QUOTE] I would think that's a good idea if you're not able to do a Molotov. However, I think it would be worth having a Molotov because unlike a grenade, it instantly explodes on contact with the world. Whatever you think is a good idea, boss.
[QUOTE=HighdefGE;36712563]I would think that's a good idea if you're not able to do a Molotov. However, I think it would be worth having a Molotov because unlike a grenade, it instantly explodes on contact with the world. Whatever you think is a good idea, boss.[/QUOTE] Right, I hadn't considered that. ... I will think of something. [editline]10th July 2012[/editline] [don't laugh at me for this] What about a vending machine that builds and vends to you a grenade-like weapon with your choice of fuzing mechanism and casing (impact, bouncy, timed, sticky, etc) explosive (frag, thermobaric, napalm, thermite, HE, radiological etc.) Kind of like the build-a-bomb stations in Assassin's Creed: Revelations (although they stole that idea from me)
[QUOTE=Jackarunda;36714972]Right, I hadn't considered that. ... I will think of something. [editline]10th July 2012[/editline] [don't laugh at me for this] What about a vending machine that builds and vends to you a grenade-like weapon with your choice of fuzing mechanism and casing (impact, bouncy, timed, sticky, etc) explosive (frag, thermobaric, napalm, thermite, HE, radiological etc.) Kind of like the build-a-bomb stations in Assassin's Creed: Revelations (although they stole that idea from me)[/QUOTE] Do it. That actually sounds fun.
[QUOTE=Jackarunda;36714972]Right, I hadn't considered that. ... I will think of something. [editline]10th July 2012[/editline] [don't laugh at me for this] What about a vending machine that builds and vends to you a grenade-like weapon with your choice of fuzing mechanism and casing (impact, bouncy, timed, sticky, etc) explosive (frag, thermobaric, napalm, thermite, HE, radiological etc.) Kind of like the build-a-bomb stations in Assassin's Creed: Revelations (although they stole that idea from me)[/QUOTE] I approve your silly idea.
Have you thought of making a SAM?
[QUOTE=SexualShark;36715495]Have you thought of making a SAM?[/QUOTE] I thought about making large self-propelled munitions, but at a certain point one has to recognize that this is gmod. Stick thrusters and an impact fuze on a MOAB :V Or did you mean like "Call it in" kind of munitions? Cause you have the artillery radio. The next update like I said will bring nocs that will make the radio quicker to use. The update was gonna come out today, but power outage pissed me off while I was working on it, and then Danwguard happened. Will be soon.
Update out. Now you have nukes. And radiation. Have fun with your cancer. I expect bugs. Millions of them. Let me know. ... It kind of depresses me how poor a score this post has compared to how much work I've put into it.
Hello how can i explode a bomb in impact or mid air like cluster bomb?
[QUOTE=daniel199578;36726523]Hello how can i explode a bomb in impact or mid air like cluster bomb?[/QUOTE] Explode on impact: Use detonator setting [B]Acceleratory[/B] and adjust setting as needed Mid-air explosion: Use detonator setting [B]Barometric[/B] which allows you to set a specific height/altitude. You may also use the [B]Timed[/B] setting and set a countdown from activation. And you can also use the [B]Remote[/B] setting which will allow you to manually detonate the bomb as you see fit. [editline]11th July 2012[/editline] [QUOTE=Jackarunda;36726078] It kind of depresses me how poor a score this post has compared to how much work I've put into it.[/QUOTE] With your permission, I'd like to make a few short tutorial/showcase videos of your work here. I think it'd help promote this awesome set of explosives as well as help out with some of these questions.
[QUOTE=Nicksil;36726801]With your permission, I'd like to make a few short tutorial/showcase videos of your work here. I think it'd help promote this awesome set of explosives as well as help out with some of these questions.[/QUOTE] That'd be real nice :D
I think I may have found a bug ... Using the "Bomb;" when spawned normally, it's of normal size. However, when "E" is pressed at spawn, the bomb becomes a much, much larger bomb. I don't know if this was intentional or not, but figured I'd make you aware just in case. [IMG]http://i.imgur.com/vKrU5.jpg[/IMG]
[QUOTE=Jackarunda;36726078]Update out. Now you have nukes. And radiation. Have fun with your cancer. I expect bugs. Millions of them. Let me know. It kind of depresses me how poor a score this post has compared to how much work I've put into it.[/QUOTE] Even though you said you put work into this update, it still surprised me how much had been added to the pack, maybe bullet point each change changelog style next time and we'll have a better idea of the size of updates great job on the pack so far, the different things you can do with the entities (lighting dynamite has to be my favourite, but it won't light if pressed against an ignited prop? no sure if it's meant to, because i don't know how to inflict burn damage on stuff aside from direct ignition) puts this way above gbombs for example, along with the added detail in the realism and explosions also if that huge bomb is a bug (im sure it's not, as it has about 10 times the power of the small version and killed me from across the map) I vote for it to stay rather than be fixed :v:
That nuke is tasty.
[QUOTE=Nicksil;36727855]I think I may have found a bug ... Using the "Bomb;" when spawned normally, it's of normal size. However, when "E" is pressed at spawn, the bomb becomes a much, much larger bomb. I don't know if this was intentional or not, but figured I'd make you aware just in case. [IMG]http://i.imgur.com/vKrU5.jpg[/IMG][/QUOTE] Oh, LOL I had added that feature, but I forgot about it and I forgot to update the bomb's in-game info to warn you about it lol [editline]11th July 2012[/editline] [QUOTE=The Rizzler;36728131]snip[/QUOTE] Perhaps I'll write a list as I go of updates when I make them so that when the time comes to release I don't get lazy and fail to enumerate what I changed. Also, dynamite IS supposed to ignite when pressed against a burning prop. It does when [i]I[/i] try it at least :/ [editline]11th July 2012[/editline] [QUOTE=UberEvil;36728394]That nuke is tasty.[/QUOTE] Has anyone built a nuke proof bunker yet :V NOTE: Yes, I know the nuke explosion looks horrible when detonated in the air. I'm going to add some checks and another effect to remedy this.
[QUOTE=Jackarunda;36728503] NOTE: Yes, I know the nuke explosion looks horrible when detonated in the air. I'm going to add some checks and another effect to remedy this.[/QUOTE] Maybe someone in here is good enough at making effect that they could give editing the base nuke effect to include a dust cloud? Hell, maybe Vman might give it a shot.
I've actually tried detonating the nuke in the city while I was inside the lowest level of the bunker in rp_apocalypse. Still ended up killing all the NPC's in it and eventually me via radiation. :(
[QUOTE=HighdefGE;36745672]I've actually tried detonating the nuke in the city while I was inside the lowest level of the bunker in rp_apocalypse. Still ended up killing all the NPC's in it and eventually me via radiation. :([/QUOTE] Lol. Neutron and gamma radiation readily pass through solid matter. And in a very small-scale detonation, radiation is probably the biggest danger (lower proportion of energy makes it away as radiation when the explosion is larger. 2 kT is [i]tiny[/i]). [spoiler] [secrets] Since I can't calculate the mass or density of a section of the world, the world itself will never completely protect you from radiation. Try lining the ceiling of your bunker with dense props. [/secrets] [/spoiler]
[QUOTE=Jackarunda;36745750]Lol. Neutron and gamma radiation readily pass through solid matter. And in a very small-scale detonation, radiation is probably the biggest danger (lower proportion of energy makes it away as radiation when the explosion is larger. 2 kT is [i]tiny[/i]). [spoiler] [secrets] Since I can't calculate the mass or density of a section of the world, the world itself will never completely protect you from radiation. Try lining the ceiling of your bunker with dense props. [/secrets] [/spoiler][/QUOTE] I managed to make a bunker in which I could survive in the epicenter of a detonation of 3 nukes at one with only one health lost. Of course, I used the weight stool to make everything weight 50000, so it's not entirely kosher.
[QUOTE=Neobdragon;36746773]Is there anyway to spawn versions of the explosives that explode on impact? It's getting kind of tedious to have to wire them or attach a detonator when all I'm doing is spawning them into my rocket pod and launching them into my fortress to test out how strong it is.[/QUOTE] (you know you can just look at the bomb and spawn the detonator and it will spawn welded to the bomb, right? Ok, just making sure) I was thinking of a console command to change the default setting of any detonators you spawned. For each person. So that each person can set their preference to whatever they use the most. But this morning as I was walking through the corridors of my house, I DID briefly entertain the notion of making things like cannons and rocket pods (like gCombat) so that people could use this addon to actually arm their forts and vehicles with things more interesting than gmod turrets and prop throwers. [editline]12th July 2012[/editline] [QUOTE=UberEvil;36746203]I managed to make a bunker in which I could survive in the epicenter of a detonation of 3 nukes at one with only one health lost. Of course, I used the weight stool to make everything weight 50000, so it's not entirely kosher.[/QUOTE] Son, I am appoint. *salute*
[QUOTE=Jackarunda;36747237](you know you can just look at the bomb and spawn the detonator and it will spawn welded to the bomb, right? Ok, just making sure) I was thinking of a console command to change the default setting of any detonators you spawned. For each person. So that each person can set their preference to whatever they use the most. But this morning as I was walking through the corridors of my house, I DID briefly entertain the notion of making things like cannons and rocket pods (like gCombat) so that people could use this addon to actually arm their forts and vehicles with things more interesting than gmod turrets and prop throwers. [editline]12th July 2012[/editline] Son, I am appoint. *salute*[/QUOTE] Should I make a vid?
[QUOTE=UberEvil;36747508]Should I make a vid?[/QUOTE] If you want, if you have the time, it'd be nice. The only thing keeping me from making a vid is the lack of an AdvDupe that works in Gmod 13.
[QUOTE=Jackarunda;36747865]If you want, if you have the time, it'd be nice. The only thing keeping me from making a vid is the lack of an AdvDupe that works in Gmod 13.[/QUOTE] Ah. I'm still using 12, since 13 made the detonators not work for me. Also, I'm an unemployed teenager, so I have shitloads of time.
That wire link i sent you has an adv dupe link under it which works in gmod 13 for me. [url]http://www.wiremod.com/[/url] [QUOTE=Jackarunda;36747865]If you want, if you have the time, it'd be nice. The only thing keeping me from making a vid is the lack of an AdvDupe that works in Gmod 13.[/QUOTE]
[b]SO[/b] doing it. Aight so far we have: 1. breaching charges - small Penetrator-Bomb-like bombs that can be stuck to surfaces and have a propensity to knock down whatever object they explode on, and also that have some compound in them that produces smoke upon detonation, which screens entry 2. a vending machine that, when given a dollar (lol) builds (with GUI) and vends to you whatever grenade you choose (sticky timed, bouncy timed, impact, HE, frag, FAE, incendiary) 3. two sizes of wire-controlled rocket pods. They're just pods full of holes (and special electronic and pyrotechnic modules). You take the J.I. Rockets of your choosing and load them manually into the pod. When given a signal, the pod fires a rocket in the direction it's pointing with all the standard traits as if you had fired the rocket from the J.I. shoulder-mounted single-shot rocket launcher. The rockets are fired in the order you loaded them, and you can load any combination of rockets you want. The pods are armored and thus resilient, and they are standard physics object that you can mount to any vehicle, fort whatever. Small will be a pod that holds 7, and large will be a pod that holds 19. I already have the loading tech constructed in LUA. It's part of my magazine loading system that I have for my new firearms (yes I already have it and a firearm made along with holsters, magazines, many different ammo types, bullets with penetration/drop/travel time/ricochet/injuries/bleeding. But I'm not releasing it. Because it's mine. MUAHA eventually though) [b]Edited:[/b] The M67, being made of metal, is going to get different bounce characteristics depending on the surface it lands on. I'm sick of throwing it on soft dirt and grass to watch it skitter back behind my foe as if the ground was concrete. [b]Edited[/b] Going to try to fix the C4 so it doesn't sit the wrong way. Also going to change the C4 and shaped bomb think rates to be more smooth. [b]Edited:[/b] Also adding some gib models to the table for concrete in the gib system. [b]Edited:[/b] EMP will disable detonators that fail to resist. I can't believe I didn't think of that before :V [b]Edited:[/b] Some improvements to the rocket :V
You know one thing I love about your mods? You add an industry name and give a very good description ingame.
What guns are you going to include in your firearms pack? Please not run-of-the-mill m4a1s and m9s...
[QUOTE=Jackarunda;36749667] I already have the loading tech constructed in LUA. It's part of my magazine loading system that I have for my new firearms (yes I already have it and a firearm made along with holsters, magazines, many different ammo types, bullets with penetration/drop/travel time/ricochet/injuries/bleeding. But I'm not releasing it. Because it's mine. MUAHA eventually though)[/QUOTE] SWEP base? SQUEE--- If you ever need lots of random links to high-quality Gamebanana skins (if that's what you're going to use with your SWEP base), just give me a PM, lol.
Sorry, you need to Log In to post a reply to this thread.