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 Post #1
 28th September 2007 Last edited by SB2DevTeam; 1st September 2009 at 06:39PM.. (Garry)
SB2DevTeam's Avatar
September 2007
151 Posts
ByeBye
 Post #2
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
I'll update this post as I see fit
If anyone has any questions / think you found a bug in cds please tell me.

Note: You can hit the use key to fire these sents (unlike gcomabt)

List of SENTS included in this release (all made by me):
  1. Gun - EMP: Turns off all supplies are a location for 5 seconds
  2. Gun - Freeze: Freezes all props in a location for 1.5 seconds
  3. Gun - Heat: Causes heat in a location which can cause the ship to overheat if the ship doesn't have a space shield / temp regulator
  4. Gun - Machine: Shoots bullets at a location
  5. Gun - Pierce: Pierces up to 3 props damaging the props armor first, then health
  6. Gun - Disintegrate: Goes through ANY prop that gets in its way and disintegrates it. This is one of the strongest guns.
  7. Gun - Super: It's the all-in-one gun everyones been looking for
  8. Missile Launcher - Anti-Gravity: Shots a anti-gravity missile which messes with the props gravity near the area where it hits
  9. Missile Launcher - Disintegrate: Shots a disintegrate missile which disintegrate's any props in the location where it hits
  10. Missile Launcher - EMP: When it's missile collides it will turn off all supplies are a location for 8 seconds
  11. Missile Launcher - Explosion: Shots a explosion missile which does a lot of damage to the area where it hits
  12. Missile Launcher - Seeker
  13. Missile Launcher - Freeze: Shots a freeze missile which freezes props in a wide radius for a while
  14. Bomb Bay - Freeze: Similar to freeze missile but doesn't use fuel and is dropped
  15. Bomb Bay - EMP: Similar to EMP missile but doesn't use fuel and is dropped
  16. Bomb Bay - Explosion: Similar to explosion missile but doesn't use fuel and is dropped
  17. Bomb Bay - Disintegrate: Similar to disintegrate missile but doesn't use fuel and is dropped
  18. Space Shield: Protects your ship from ANY damage. It protects your ship from any cds weapon attacks..besides emp (This is a total rewrite of my old ent. It does nothing like the other one)
  19. Wireless Resource Syncer: You can wirelessly sync resources between 2 locations
  20. Ammo Factory - Basic: A basic ammo generator
  21. Ammo Factory - Pierce: A pierce ammo generator
  22. Ammo Factory - Explosion: A explosion ammo generator
  23. Ammo Factory - Fuel: A fuel ammo generator for missile launchers

For Wire Users (Applies to all ents):
Inputs
  1. Fire: Fires what the use key would normally do
  2. Disable Use: Disables the use key for that ent (anti-minge protection)
  3. Draw Beam: Draws a beam so you know where your weapon will hit
Outputs
  1. Disable Use: Based on the input
  2. Can Fire: Will output 1 when you can shoot the weapon
  3. Shots Left: Calculates how many more shots you have with your weapon
  4. Hit Ent: Will output 1 when it's trace hits an ent
 Post #3
 28th September 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
I made all the effects. :D
 Post #4
 28th September 2007
Froogle_'s Avatar
September 2006
944 Posts
Sounds cool
 Post #5
 28th September 2007
MythBuster's Avatar
August 2007
309 Posts
Thank you very much again again lol
 Post #6
 28th September 2007
hedhunta95's Avatar
July 2007
1,036 Posts
-snip-
 Post #7
 28th September 2007
gilly_54's Avatar
June 2006
989 Posts
Looks like Gcombat now has some tough competition, I'm going to try this out.
 Post #8
 28th September 2007
Razot's Avatar
April 2007
61 Posts
where do i get svn and how do i use it
 Post #9
 28th September 2007
Froogle_'s Avatar
September 2006
944 Posts
Hosting server when RD2 gets released.
 Post #10
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
Froogle_ posted:
Hosting server when RD2 gets released.
It is released :)
 Post #11
 28th September 2007
gilly_54's Avatar
June 2006
989 Posts
Again, Razot, look here:
http://forums.facepunchstudios.com/s...9&postcount=20
 Post #12
 28th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
LPine, your work on this makes me far more inclined to forgive you for past troubles. :D
 Post #13
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
Omnimmotus posted:
LPine, your work on this makes me far more inclined to forgive you for past troubles. :D
He's a professional at effects. All he needs to do is finish a shield effect
 Post #14
 28th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
I've been curious about the future of shields in SB. (And CDS) Have you got a good way to block bullets yet?
 Post #15
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
Omnimmotus posted:
I've been curious about the future of shields in SB. (And CDS) Have you got a good way to block bullets yet?
The new space shield will block ANY damage done to anything in the shields radius.
 Post #16
 28th September 2007
SB2DevTeam's Avatar
September 2007
151 Posts
Spacetech posted:
The new space shield will block ANY damage done to anything in the shields radius.
It won't always stop the effects though
 Post #17
 28th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
Spacetech posted:
The new space shield will block ANY damage done to anything in the shields radius.
Nice. That sounds like it should do the job nicely. Good work.
 Post #18
 28th September 2007
Dennab
June 2005
1,373 Posts
Official Download: http://www.garrysmod.org/downloads/?a=view&id=22345
 Post #19
 28th September 2007
sman789's Avatar
June 2007
23 Posts
Ok. This IS cool. Thanks a lot mate ;)
 Post #20
 28th September 2007
Gold Member
tad2020's Avatar
December 2006
1,656 Posts
LPine posted:
I made all the effects. :D
I set up the overlay text system
 Post #21
 28th September 2007
Dennab
April 2006
3,056 Posts
Does anyone else have a problem with Errors coming up when either damaging props or spawning CDS weapons?
 Post #22
 28th September 2007
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
Finally released.
But please get rid of the .svn revision info files in the Zip. There is no need to keep them and as more files you have in /addons, as slower GM starts up.
 Post #23
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
What are the errors?
 Post #24
 28th September 2007
Gold Member
Sodisna's Avatar
May 2007
3,381 Posts
I'm assuming Gcombat doesn't conflict with COmabt Damage System?
 Post #25
 28th September 2007
Gold Member
aVoN's Avatar
December 2005
8,603 Posts
Just a little suggestion: I'm a person who dislikes any way of using Thinks, especially when it's looping through many entities.
How I see in CDS_Think() (ok it's more a timer :)), you are only updating the values for HP, armor and heat so you can get the specific values by doing the_entity.health.
Well, why not to edit the metatable of the Entity class instead? Pros: No need to update all entities values every second even when you don't need them. And you have always the latest values, not only after a second. Cons: None so far :)
local enttable = FindMetaTable("Entity");
if(enttable) then
	local meta = getmetatable(enttable);
	local old__index = meta.__index; -- I'm sure, garry uses a function for __index
	meta.__index = function(t,k)
		if(k == "health") then
			if(t:IsNPC() or t:IsPlayer()) then
				return t:Health();
			else
				return math.Clamp(rawget(t,k),0,t.maxhealth);
			end
			-- And so on :)
		else
			return old__index(t,k);
		end
	end
end
Note, I haven't tested the code above, but maybe you are getting the idea :)
 Post #26
 28th September 2007
Dennab
April 2006
3,056 Posts
The errors are :
Spawning Weapon -
entities/base_cds/init.lua:264: attempt to call global 'Wire_TriggerOutput' (a nil value)

Damaging props -
Error:[Scripted Entity Functon] entities/base_rd_entity/init.lua:34: attempt to index global 'ent' (a nil value)

could this be my Wiremod not working right? It's been a little wonky lately.
 Post #27
 28th September 2007
Irish_Cereal's Avatar
June 2006
643 Posts
So does this basically replace GCombat? Or can they be used together?
 Post #28
 28th September 2007
nagachief's Avatar
June 2007
1,158 Posts
Irish_Cereal posted:
So does this basically replace GCombat? Or can they be used together?
Just use CDS for SB if you want to keep GCombat, the weapons in CDS are more suited for space than Gcombat. I would assume they confilict.
 Post #29
 28th September 2007
Dennab
April 2006
3,056 Posts
On second thought I may have found the problem. I had the older Space Anomalies (which i'm pretty sure was put into SB2 if i'm not mistaken) and my wiremod was installed incorrectly lol. I'm gonna fix those up and see if that fixes it.
 Post #30
 28th September 2007
Spacetech's Avatar
January 2006
886 Posts
IceWarrior98 posted:
The errors are :
Spawning Weapon -
entities/base_cds/init.lua:264: attempt to call global 'Wire_TriggerOutput' (a nil value)

Damaging props -
Error:[Scripted Entity Functon] entities/base_rd_entity/init.lua:34: attempt to index global 'ent' (a nil value)

could this be my Wiremod not working right? It's been a little wonky lately.
I just svn committed a fix :)
 Post #31
 28th September 2007
SB2DevTeam's Avatar
September 2007
151 Posts
Spacetech posted:
I just svn committed a fix :)
Commited a fix for the base_rd_entity problem, will be in the next RD2 update.
 Post #32
 28th September 2007
Dennab
April 2006
3,056 Posts
I'll try the fix in a few moments. I rebooted my computer and am now updating and such.
 Post #33
 28th September 2007
SB2DevTeam's Avatar
September 2007
151 Posts
Going to update the zip file with the updates in the morning.

Edit:

Also going to update the first post with some more detailed info then.
 Post #34
 29th September 2007
Dennab
April 2006
3,056 Posts
The fix works, thanks. I don't care much about the damage problem, i'm not that far into my SB2 exploration just yet haha.
 Post #35
 29th September 2007
Gold Member
LPine's Avatar
April 2007
2,469 Posts
IceWarrior98 posted:
On second thought I may have found the problem. I had the older Space Anomalies (which i'm pretty sure was put into SB2 if i'm not mistaken) and my wiremod was installed incorrectly lol. I'm gonna fix those up and see if that fixes it.
I'll be making a new version of the anomalies after we're done patching the SB stuff and when I'm done genesis.
 Post #36
 29th September 2007
Gold Member
Dennab
September 2006
2,005 Posts
do you need to delete the old g-combat for this to work?
 Post #37
 29th September 2007
hedhunta95's Avatar
July 2007
1,036 Posts
This is an entirely different thing then Gcombat.
 Post #38
 29th September 2007
CerusVI's Avatar
September 2007
388 Posts
So here's a question.

Is there any way to repair something that's been damaged?
 Post #39
 29th September 2007
Gold Member
StickyNade's Avatar
February 2005
4,122 Posts
I've just tested this and seen a problem - the props are INCREDIBLY STRONG or the guns are INCREDIBLY WEAK. One of the two.

Either way, it took 10 or so rockets to destroy a fridge. That's not right.
 Post #40
 29th September 2007
Dennab
July 2007
605 Posts
StickyNade posted:
I've just tested this and seen a problem - the props are INCREDIBLY STRONG or the guns are INCREDIBLY WEAK. One of the two.

Either way, it took 10 or so rockets to destroy a fridge. That's not right.
It's based on materials. Metal things should be hard to break otherwise minges will just blow every spaceship out of the atmosphere.
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