• Jackarunda's Explosives
    301 replies, posted
FINALLY THEY ARE UP [video=youtube;CIxPdDRyjR4]http://www.youtube.com/watch?v=CIxPdDRyjR4[/video] [video=youtube;3eDeuezMvTc]http://www.youtube.com/watch?v=3eDeuezMvTc[/video] [video=youtube;Pn8IfHahl2M]http://www.youtube.com/watch?v=Pn8IfHahl2M[/video] [video=youtube;3gfZ4mMOSec]http://www.youtube.com/watch?v=3gfZ4mMOSec[/video]
[QUOTE=DwarfOverlord;36815136]FINALLY THEY ARE UP [video=youtube;CIxPdDRyjR4]http://www.youtube.com/watch?v=CIxPdDRyjR4[/video] [video=youtube;3eDeuezMvTc]http://www.youtube.com/watch?v=3eDeuezMvTc[/video] [video=youtube;Pn8IfHahl2M]http://www.youtube.com/watch?v=Pn8IfHahl2M[/video] [video=youtube;3gfZ4mMOSec]http://www.youtube.com/watch?v=3gfZ4mMOSec[/video][/QUOTE] Woot woot.
Took a break from coding for a second to do something stupid. DRUG BUST [video=youtube;wxWsD5F7nUU]http://www.youtube.com/watch?v=wxWsD5F7nUU[/video] [b]Edited:[/b] Holy fucking shit, the Claymore mine will cause casualties (100% strike probability on a man-sized target) out to a whopping [b]fifty meters[/b]. This isn't a landmine, it's a fucking PLATOON SLAYER. Gosh [i]damn[/i]. Video games REALLY suck at representing these. Lesson: Fragmentation/shrapnel explosives are extremely effective against personnel. A small unit will go a long way when it's fragmentary and being employed against soft targets. Every video game underrepresents frag explosives.
Hey jack, hows dat shrapnel vest goin? Any news on gmod 13 *nudge nudge* Sorry if I'm being a pain, this is my favourite pack atm ;3
[QUOTE=DwarfOverlord;36822825]Hey jack, hows dat shrapnel vest goin? Any news on gmod 13 *nudge nudge* Sorry if I'm being a pain, this is my favourite pack atm ;3[/QUOTE] The shrapnel vest will be a snap, I just gotta get around to it. 1. placing the vest on a player, simple ClientsideModel() hooked to PostPlayerDraw() 2. reducing damage, simple: [LUA]if ( damage is from the entity called "ent_jack_shrapnel") and ( player.HasShrapnelVest == true) and (hitgroup == HITGROUP_CHEST) then ScaleDamage(0.2) end[/LUA] 3. make a real tasteful J.I. skin for the vest using envmaps, bumpmaps, phong and Photoshop The gmod 13 news is that it's incredibly unstable. ONCE this next update is out, I will work on the NPC survival entities. In all seriousness I can't wait to get to them because I already have them planned in my head (easy) and I imagine them being really really fun to use. At the moment I'm marveling at the sheer magnitude of the M18A1 Claymore mine's purported capabilities. Gosh [i]damn[/i]. [editline]18th July 2012[/editline] Well, ok see. The mine's capabilities make [i]sense[/i], when you analyze it. An M67, with nought but a fragmentation casing, [i]smaller than a baseball[/i], attains a casualty radius of 15 meters. 15 meters of casualties in every direction. The claymore is 4 times the mass of the M67 and has not a frag casing but a sheet of steel ball bearings, AND is directional. So a 60 degree cone of death out to 50 meters is right I suppose. Still, after having played CoD:4, MW2 and BF3 for so many years... you just get really brainwashed I guess... fuck video game developers.
pony physgun :v: aside from that, i really like the placing mechanism for the breaching charge, looks very simple and easy to use
[QUOTE=noobcake;36825862]pony physgun :v: aside from that, i really like the placing mechanism for the breaching charge, looks very simple and easy to use[/QUOTE] ? what are you talking about? Also I cannot wait for the next update :D edit: Just saw progress, Rate me Agree if he should release it with whats done now Rate disagree if you don't. (Not trying to be a rating hoarder) [editline]18th July 2012[/editline] Damn Facepunch forums are inactive sometimes.
So I found this model pack on garrysmod.org of all places. It has all the weapon models from the game HAWX. [IMG]http://i.imgur.com/baL67.jpg[/IMG] Here is what I plan for what real-world self-propelled munitions I'm going to have in the end: 1. AGM-114 Hellfire, [b]laser-guided[/b] 2. AIM-9X Sidewinder Block II, [b]autonomous high-maneuverability vehicle-seeking[/b] 3. AGM-130, [b]manually controlled via video screen and joystick[/b] 4. A Hydra-70 pod (with seven rockets), [b]unguided[/b] The Hydra-70 will be a rocket pod like the J.I. pod, reloadable, but it only takes the Hydra-70 rocket (which is HE in this pack) and holds 7. the advantage over the J.I. pod is that it's much smaller. The Hellfire will simply seek the nearest laser dot (from the J.I. Optics) that it can see. The sidewinder will lock on to the closest vehicle (chair, pod, etc) that's not obscured by the world and within its 180 degree field of view immediately after launch. That way you'll be able to have wars because every gmod vehicle has a chair or pod or something. The AGM-130 will come with a module that you press E on to launch and control it. The module takes over your view just like a gmod camera does while you're piloting the missile. It's sorta funny that modern heatseeking missiles (like the AIM-9) are largely immune to infrared countermeasures like flares. Inclusion of electro-optical target imaging and all that. But of course, only the Hellfire is going to come out before I go make the survival entities. Everything else will come after. And I'm still trying to decide if I'm going to have any cannons and if so how to do it. [b]Edited:[/b] THE HELLFIRE MOVES AT MACH 1.3 [b]GOSH DAMN[/b]
Is anyone hosting a server/know of a server where wars with these are the basis/encouraged? I'd happily participate but sifting through hundreds of servers is a drag.
[QUOTE=Jackarunda;36828987]So I found this model pack on garrysmod.org of all places. It has all the weapon models from the game HAWX. [IMG]http://i.imgur.com/baL67.jpg[/IMG] Here is what I plan for what real-world self-propelled munitions I'm going to have in the end: 1. AGM-114 Hellfire, [b]laser-guided[/b] 2. AIM-9X Sidewinder Block II, [b]autonomous high-maneuverability vehicle-seeking[/b] 3. AGM-130, [b]manually controlled via video screen and joystick[/b] 4. A Hydra-70 pod (with seven rockets), [b]unguided[/b] The Hydra-70 will be a rocket pod like the J.I. pod, reloadable, but it only takes the Hydra-70 rocket (which is HE in this pack) and holds 7. the advantage over the J.I. pod is that it's much smaller. The Hellfire will simply seek the nearest laser dot (from the J.I. Optics) that it can see. The sidewinder will lock on to the closest vehicle (chair, pod, etc) that's not obscured by the world and within its 180 degree field of view immediately after launch. That way you'll be able to have wars because every gmod vehicle has a chair or pod or something. The AGM-130 will come with a module that you press E on to launch and control it. The module takes over your view just like a gmod camera does while you're piloting the missile. It's sorta funny that modern heatseeking missiles (like the AIM-9) are largely immune to infrared countermeasures like flares. Inclusion of electro-optical target imaging and all that. But of course, only the Hellfire is going to come out before I go make the survival entities. Everything else will come after. And I'm still trying to decide if I'm going to have any cannons and if so how to do it. [b]Edited:[/b] THE HELLFIRE MOVES AT MACH 1.3 [b]GOSH DAMN[/b][/QUOTE] My mech is doomed,
get me some fucking radaway ok the rad sickness is annoying even when it's being counteracted by my regeneration
[QUOTE=noobcake;36832960]get me some fucking radaway ok the rad sickness is annoying even when it's being counteracted by my regeneration[/QUOTE] I agree. We need like anti-rad or something. Maybe vodka?
works for me :v:
Is it possible to make some kind of hazmat or whatever suit to protect you from radiation?
[url]http://steamcommunity.com/id/MrBix/screenshot/541806785235259556[/url] the cargo container near the top right was originally near the bottom left when i detonated a shaped charge not believin' it
[QUOTE=noobcake;36833165][url]http://steamcommunity.com/id/MrBix/screenshot/541806785235259556[/url] the cargo container near the top right was originally near the bottom left when i detonated a shaped charge not believin' it[/QUOTE] The shaped charge provides bugged force when you use it on hollow objects. Because the explosion comes through one wall, then HITS the other wall of the object, thus forcing it across the map. I will probably have to add a check to make sure we're not applying force to the same entity we just blew through.
[QUOTE=Jackarunda;36833593]The shaped charge provides bugged force when you use it on hollow objects. Because the explosion comes through one wall, then HITS the other wall of the object, thus forcing it across the map. I will probably have to add a check to make sure we're not applying force to the same entity we just blew through.[/QUOTE] Jump through your ass? WHAT!?!?!?!?!
The update'll come out tonight if I don't get distracted by Reach, Skyrim or BF3. [video=youtube;fAmauGlst4I]http://www.youtube.com/watch?v=fAmauGlst4I[/video] (effects always delay for some reason with the Source recorder, damnit) Lockheed Martin, U S of A [IMG]http://upload.wikimedia.org/wikipedia/en/thumb/a/a4/Flag_of_the_United_States.svg/22px-Flag_of_the_United_States.svg.png[/IMG]
I didn't know you were a brony. Also now my countermeasures are sure to fail because of penetration. What will block your shrapnel?
UPDATE OUT. WOOT LOLZORS ROFLCOPTER. I did all these things: [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Breaching charge. 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 [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] 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) [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] One size of wire-controlled rocket pod. Just a pod 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. It'll hold 19 rockets. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] 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. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Going to try to fix the C4 so it doesn't sit the wrong way. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Also going to change the C4 and shaped bomb think rates to be more smooth. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Also adding some gib models to the table for concrete in the gib system. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] EMP will disable detonators that fail to resist. I can't believe I didn't think of that before :V [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Some improvements to the rocket :V [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] An AGM-114 Hellfire missile. My father was a big fan of these. Combat-proven, tandem HEAT and FAE warheads combined with an excellent guidance system. I'm thinking that they'll be either unguided or laser-designated entities that are wire-ignited and remove their own constraints upon ignition. That way you can weld them to your heli and just fire them at will. You can even have someone with the J.I. optics on the ground lasering a target for you so you don't have to aim them yourself. Extremely deadly. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] M18 Claymore directional APERS mine. I need one. I just need one. Too epic not to have. Yes you will have to rig it yourself, just like with real ones, though it will have the ability to be placed on a surface with its little spike legs. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] More rocket variants. You have the seven types, but now you will be able to choose three loadings for each type. Heavy, standard, and light. Heavy rockets will contain a larger payload (whatever that may be) and have more power but will contain less propellant, accelerate slower (worse ballistics) and won't fly as far. Light variants will contain a smaller payload and be less powerful, but will accelerate faster (better ballistics) and will fly farther. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] I've figured out how to register functions with the numpad library. So the chat-controlled detonators are becoming numpad-controlled detonators. [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] A pretty firework [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]Make it so there isn't that stupid error that shows up whenever you detonate a napalm explosive [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] due to a [b]MAJOR[/b] failure on my part to be a smart person, shit wasn't right. Now, it's fixed, and shrapnel explosives are more reliable and cause less lag at their moments of detonation XD Also I changed and fixed some stuff that I can't be bothered to mention here. The operations and characteristics of the vending machine, pod and missile are sure to confound some people, so I'll be here for questions. [editline]18th July 2012[/editline] [QUOTE=ROFLBURGER;36834701]Also now my countermeasures are sure to fail because of penetration. What will block your shrapnel?[/QUOTE] Any objects will block shrapnel... it's just chunks of metal o_0
We need to have a JI wars server.
why does the lever pop off every manufactured grenade
If no one else is hosting a server for this pack for maybe wars and such, I might be willing to if that's fine with Jackarunda.
[QUOTE=HighdefGE;36840070]If no one else is hosting a server for this pack for maybe wars and such, I might be willing to if that's fine with Jackarunda.[/QUOTE] I don't care bro, I'd love to play with this stuff with other people :D But I know hosting a server yourself is a pain, so it's your call [don't tell anyone but the Zombie Survival entity is 75% complete, and progress is slow-going because I'm HAVING SO MUCH FUN PLAYTESTING IT GOOD FUCKING GRACIOUS XD just pulled an all nighter]
[QUOTE=Jackarunda;36840125]I don't care bro, I'd love to play with this stuff with other people :D But I know hosting a server yourself is a pain, so it's your call [don't tell anyone but the Zombie Survival entity is 75% complete, and progress is slow-going because I'm HAVING SO MUCH FUN PLAYTESTING IT GOOD FUCKING GRACIOUS XD just pulled an all nighter][/QUOTE] Do want. Edit: Just a suggestion, but maybe add a way to know how many rockets are in the rocket pod, like an output for wire or something. Also, it'd be cool if you made rocket packs for quick pod reloads.
also, doors blown off by the breaching charges should respawn after a while
Minor bug with the hellfire that I see on gmod12. The model of the maverick is twisted 90 degrees to the left of where the actual missile is going, making positioning on pylons a little strange. *edit* Fixed the problem by deleting HAWX in my addons directory.
i stood at ground zero of the tacnuke and lived the radiation sickness led to some pretty amusing [url=http://steamcommunity.com/id/MrBix/screenshot/541806785245437044/?]hallucinations[/url]
Welp, I have a server up and running with this addon. Looking forward to see some faces! 69.121.191.83:27015
[QUOTE=HighdefGE;36842457]Welp, I have a server up and running with this addon. Looking forward to see some faces! 69.121.191.83:27015[/QUOTE] Good [i]gracious[/i], that's a lot of addons to download. [b]Edited:[/b] Oops, I didn't have wire plugged in.
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