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 Post #1
 28th September 2007 Last edited by SB2DevTeam; 1st September 2009 at 07:39PM.. (Garry)
SB2DevTeam's Avatar
September 2007
114 Posts
ByeBye
 Post #2
 28th September 2007
Spacetech's Avatar
January 2006
813 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
893 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
943 Posts
-snip-
 Post #7
 28th September 2007
gilly_54's Avatar
June 2006
932 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
893 Posts
Hosting server when RD2 gets released.
 Post #10
 28th September 2007
Spacetech's Avatar
January 2006
813 Posts
Froogle_ posted:
Hosting server when RD2 gets released.
It is released :)
 Post #11
 28th September 2007
gilly_54's Avatar
June 2006
932 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
813 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
813 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
114 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
7,889 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
813 Posts
What are the errors?
 Post #24
 28th September 2007
Gold Member
Sodisna's Avatar
May 2007
2,827 Posts
I'm assuming Gcombat doesn't conflict with COmabt Damage System?
 Post #25
 28th September 2007
Gold Member
aVoN's Avatar
December 2005
7,889 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
 29th September 2007
nagachief's Avatar
June 2007
1,146 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
 29th 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
 29th September 2007
Spacetech's Avatar
January 2006
813 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
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 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
 29th 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
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 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
Keeshond dog's Avatar
September 2006
1,679 Posts
do you need to delete the old g-combat for this to work?
 Post #37
 29th September 2007
hedhunta95's Avatar
July 2007
943 Posts
This is an entirely different thing then Gcombat.
 Post #38
 29th September 2007
CerusVI's Avatar
September 2007
381 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
3,853 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.
 Post #41
 29th September 2007
The_Naysayer's Avatar
June 2007
1,279 Posts
Oh JEEZ!... SB2, LS2, RD2, AND combat damage system!!!

This is just too much awesomeness all rolled up into one release day.

My head could really just explode right now.

And it would, if it weren't for those glorious svn functions.

Many many many thanks.
 Post #42
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
CerusVI posted:
So here's a question.

Is there any way to repair something that's been damaged?
Will be added in one of the future updates(planned for version 1.1)

Going to update the normal download link with some small bugfixes in about 1 hour(version 1.0.1)
 Post #43
 29th September 2007
mrX225's Avatar
February 2006
292 Posts
could you make a reinforcement type thing that increase the armor of props and props connected to it.
 Post #44
 29th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
mrX225 posted:
could you make a reinforcement type thing that increase the armor of props and props connected to it.
I agree, There should be a device to put more armor/health onto a prop.
 Post #45
 29th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
How can i turn off CDS? I can't make a spaceship. All the props break.
 Post #46
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
mankind_me posted:
How can i turn off CDS? I can't make a spaceship. All the props break.
When you go into space you need to use a space shield or temp regulator. Space is cold you know. If you really want to turn it off though, do this in console.
Code:
CDS_Enabled 0
 Post #47
 29th September 2007
Gold Member
aVoN's Avatar
December 2005
7,889 Posts
Can you please remove that annoying HP forcing thing on players? I do not want everyone having 100 HP as max.
Putting that down from my server until this has been changed.
 Post #48
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
aVoN posted:
Can you please remove that annoying HP forcing thing on players? I do not want everyone having 100 HP as max.
Putting that down from my server until this has been changed.
I'm working on that now. It should be committed soon.
Done: SVN update
 Post #49
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Version 1.0.1 will be released in a couple of hours(waiting for the RD2 update)
 Post #50
 29th September 2007
Dennab
April 2006
3,056 Posts
I don't know how far into the Space Shield you guys are but I would like to make a couple suggestions.

One being that you make it so projectiles (such as the RPG round) are destroyed on impact, kind of like the shield in the Stargate pack (which might I add is pretty freaking awesome!).

And two, you add some options as to how the shield functions, such as it's radius (I saw that's in wire but I think it should have a custom default setting as well) whether or not players or any other objects can penetrate it, and maybe some kind of effect when someone attacks it. You may not being able to prevent weapons fire from a SMG but it would be cool if an effect would appear where the shots would hit on the shield and not just the prop it's on.

I hope my suggestions help, and that they weren't already in consideration so I can feel good about myself ha ha.
 Post #51
 29th September 2007
Gold Member
StickyNade's Avatar
February 2005
3,853 Posts
Yeah, but if I fire a rocket (The SENT or regular weapon kind) at a fridge, chances are it's going to break if it were real.

Does it calculate armor by material and HP by weight? I can't see a cargo container and said fridge having the same HP.
 Post #52
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
StickyNade posted:
Yeah, but if I fire a rocket (The SENT or regular weapon kind) at a fridge, chances are it's going to break if it were real.

Does it calculate armor by material and HP by weight? I can't see a cargo container and said fridge having the same HP.
Your right, armor is based on material and health is based on weight(and material in some cases)
 Post #53
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
IceWarrior98 posted:
I don't know how far into the Space Shield you guys are but I would like to make a couple suggestions.

One being that you make it so projectiles (such as the RPG round) are destroyed on impact, kind of like the shield in the Stargate pack (which might I add is pretty freaking awesome!).

And two, you add some options as to how the shield functions, such as it's radius (I saw that's in wire but I think it should have a custom default setting as well) whether or not players or any other objects can penetrate it, and maybe some kind of effect when someone attacks it. You may not being able to prevent weapons fire from a SMG but it would be cool if an effect would appear where the shots would hit on the shield and not just the prop it's on.

I hope my suggestions help, and that they weren't already in consideration so I can feel good about myself ha ha.
It protects any props inside of it from being damaged. It blocks some stargate weapons as well as grenades and combine balls. I'm working on rpg but it's hard.
 Post #54
 29th September 2007
Cornflake's Avatar
March 2007
823 Posts
Alright guys, I think I noticed a pretty big bug with the CDS.

With it installed and enabled, anyone who gets killed always shows up as getting killed by #worldspawn. If you shoot a player and kill them, if an NPC kills them, or they get a toilet flung at them (:D) it shows up as #worldspawn. And many of my SWEPs like the AWP (normally a one shot kill) only do 25% damage. I will update my server to the SVN version so I can keep track of updates for when you fix it. Thanks!

P.S. Is it normal for the Heat guns, freeze guns, etc to only be fired once every like 20 seconds? Kind of bad for space battle.
 Post #55
 29th September 2007
Kyzer's Avatar
May 2007
346 Posts
I think it's bad to have inputs "Fire" AND "Disable fire". Can't we have a simple "Fire" input that when it's 1: fire and 0:stop fire.

Well i'm not gonna use this addon a lot, but that's interesting anyway. Also yes, i think they eat too much ammos :o And aimed props doesn't seem to take any damage but i need to test better maybe.
 Post #56
 29th September 2007
Spacetech's Avatar
January 2006
813 Posts
Cornflake posted:
Alright guys, I think I noticed a pretty big bug with the CDS.

With it installed and enabled, anyone who gets killed always shows up as getting killed by #worldspawn. If you shoot a player and kill them, if an NPC kills them, or they get a toilet flung at them (:D) it shows up as #worldspawn. And many of my SWEPs like the AWP (normally a one shot kill) only do 25% damage. I will update my server to the SVN version so I can keep track of updates for when you fix it. Thanks!

P.S. Is it normal for the Heat guns, freeze guns, etc to only be fired once every like 20 seconds? Kind of bad for space battle.
Talk to snake about that worldspawn bug.
For freeze guns it would be cheap to keep freezing a ship in space..
 Post #57
 29th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Spacetech posted:
Talk to snake about that worldspawn bug.
For freeze guns it would be cheap to keep freezing a ship in space..
The worldspawn thing is something weird. I tried it out on npc's (sp) and players (mp). When killing an npc the correct name came up, but when killing players it's always showing worldspawn (or when using the CDS weapons).

I'm going to try to get it working in (almost) all circumstances, but it won't be easy (unless someone can help me find the problem)
 Post #58
 29th September 2007
Cornflake's Avatar
March 2007
823 Posts
Yeah, the kill notifications only work when you kill an NPC. Otherwise, any player killed by anything or anyone is a #worlspawn. Even getting killed by env_laser when the stargate turns on, shows up as #worlspawn and you flop to the ground rather than the sparky combine ball effect.
 Post #59
 30th September 2007
Gold Member
PredatorKing's Avatar
July 2006
4,052 Posts
It isn't wired!? :4chan:
 Post #60
 30th September 2007
Dennab
April 2007
3,330 Posts
PredatorKing posted:
It isn't wired!? :4chan:
Wired and numpad
 Post #61
 30th September 2007
1239the's Avatar
December 2005
488 Posts
I tried this out, it's a pretty good competitor to GCombat, however I've found several bugs and have a suggestion or two.

A lot of the weapons and generators list an unneeded resource in their "bubble list" (the dialogue that pops up when aiming at a device) which makes things confusing. For example, the Pierce ammunition generator lists Fuel as one of its requirements.

The weapons seem to take far too long to reload after firing, except for the machine gun. This makes the machine gun the weapon of choice for pretty much everyone, since it works a lot faster and a lot more efficiently to destroy something.

I would suggest allowing people to use weapons to fire them default to zero instead of one, because it means that if you forget to wire it and disable it then anyone can just stroll up and fire it, usually leading to unwanted consequences.

Some more devastating weapons may be needed! I particularly liked the Shockwave weapon from GCombat (which causes a large explosion (about the size of a small planet) and pushes a lot of objects wildly, yet doesn't cause much damage).

(I also can't seem to receive the registration email for the MediaBong forum for SB2 development. No spam filters are enabled.)
 Post #62
 30th September 2007
Roktarok's Avatar
July 2007
402 Posts
I can't wait till the Mining mod comes out :D
 Post #63
 30th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
SERVER: Timer Error: core/sv_cds_heat.lua:76: attempt to compare number with nil

I am getting that with constant spam of the console and it seems to conflict with SB2 due to myself floating in space without an air energy and coolant% meters at the bottom and breathing fine.

I tried removing all addons except for RD2 LS2 CDS and SB2 and I still get the error.

I removed the CDS addon and the error went away But I can still breathe in space and all the addons I have are LS2 RD2 and DODS, CSS content + Default_sent_pack

I am sure SB mode is enabled due to it saying Spacebuild2 LS-RD-SB Team on the score board

I am using the latest available download from garrysmod.org
 Post #64
 30th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
PuddlePirate posted:
SERVER: Timer Error: core/sv_cds_heat.lua:76: attempt to compare number with nil

I am getting that with constant spam of the console and it seems to conflict with SB2 due to myself floating in space without an air energy and coolant% meters at the bottom and breathing fine.

I tried removing all addons except for RD2 LS2 CDS and SB2 and I still get the error.

I removed the CDS addon and the error went away But I can still breathe in space and all the addons I have are LS2 RD2 and DODS, CSS content + Default_sent_pack

I am sure SB mode is enabled due to it saying Spacebuild2 LS-RD-SB Team on the score board

I am using the latest available download from garrysmod.org
Yea just found out, seems like the file got corrupted :s
 Post #65
 30th September 2007
Razot's Avatar
April 2007
61 Posts
can you fix it?
 Post #66
 30th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
For now on, I will always keep a backup copy of the working SB files :D
 Post #67
 30th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Razot posted:
can you fix it?
Yea, tracking down now where the corruption happened.

Found it
 Post #68
 30th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
-snip-
 Post #69
 30th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
mankind_me posted:
Maybe at line.... Ummmm... 76?
Nope, for some strange reason SVN added an unknown symbol at line 1 :s

Compared the last 3 SVN revisions where that file was in
 Post #70
 30th September 2007
mankind_me's Avatar
August 2007
1,767 Posts
It's only at the SVN?
 Post #71
 30th September 2007
Razot's Avatar
April 2007
61 Posts
tell me you have. I'm idle at the moment.
 Post #72
 30th September 2007
SB2DevTeam's Avatar
September 2007
114 Posts
Razot posted:
tell me you have. I'm idle at the moment.
Fixed, update SVN, going to upload the fixed file now.
 Post #73
 30th September 2007
Razot's Avatar
April 2007
61 Posts
WOOP
 Post #74
 30th September 2007
PuddlePirate's Avatar
June 2007
282 Posts
Razot posted:
WOOP
I think I will have to agree with that statement.
 Post #75
 30th September 2007
Gold Member
aVoN's Avatar
December 2005
7,889 Posts
Seems like you have taken garrys propspawn effect as example for the heat etc effects.
	local EyeNormal = self.Entity:GetPos() - EyePos()
	local Distance = EyeNormal:Length()
	EyeNormal:Normalize()
	
	local Pos = EyePos() + EyeNormal * Distance * 0.01
	cam.Start3D(Pos, EyeAngles())
		SetMaterialOverride(matIce)
			self.Entity:DrawModel()
		SetMaterialOverride(0)
		if (render.GetDXLevel() >= 80) then
			render.UpdateRefractTexture()
			matRefract:SetMaterialFloat("$refractamount", Fraction/16)
			SetMaterialOverride(matRefract)
				self.Entity:DrawModel()
			SetMaterialOverride(0)
		end
	cam.End3D()
You can reduce the calculation:
local EyeNormal = self.Entity:GetPos() - EyePos()
	
	local Pos = EyePos() + EyeNormal * 0.01
Before you have normalized the distance vector "EyeNormal" and then you multiplied it by it's length. That's similar to doing x*100/100. :)
And maybe, you can try using ENT:SetModelScale() instead of the cam.Start3D stuff. The cam3D stuff seems to have some clipping problems on props with certain materials. As far as I have seen, using ENT:SetModelScale() does not do that.
 Post #76
 30th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
1239the posted:
I would suggest allowing people to use weapons to fire them default to zero instead of one, because it means that if you forget to wire it and disable it then anyone can just stroll up and fire it, usually leading to unwanted consequences.
You have to remember though, not all servers have wire. In the case of a server not having wire, the only way to fire it is with E, and if you need wire to make that work... the guns are useless.
 Post #77
 30th September 2007
Cornflake's Avatar
March 2007
823 Posts
Wait, what are you saying isn't wired?
 Post #78
 30th September 2007
Q42's Avatar
August 2006
1,939 Posts
I'm really not pleased with you guys for a few reasons. It's not about "stealing my idea" or anything of the sort, as I would not really claim any sort of monopoly in damage systems, and my policy is "if you can do it better than me, then don't bother asking first".

The problem is that you've pretty much ignored the normal gmod dynamic. There's a reason that Gcombat is tough to use. I've been on servers where there were Gcombat sweps, and it really was like war of the servers. As soon as EVERY weapon deals damage to props... Goddammit. why did no one that requested that feature even THINK of how dumb your average player is?

To be brutally honest, I'm VERY impressed, but there's a reason that Gcombat has a bit of a learning curve. I'd rather hear
OMG wy wont it fier!
than
lost connection to server
any day.

And now I must retreat to my lair to one up you. MWAHAHA!

Edit:

Just think: what do you get when you reward the destruction of a prop with cool special effects? REALLY HAPPY MINGEBAGS.
 Post #79
 30th September 2007
Gold Member
Sgt Doom's Avatar
March 2005
23,633 Posts
Just had the chance to try it out. The effects are wonderful and, with the most recent versions of RD2, LS2 and this, I noticed no errors.
However, the weapons themselves don't seem all that interesting in action, nor are they as powerful as they seem, like StickyNade said.
 Post #80
 30th September 2007
Omnimmotus's Avatar
August 2006
1,985 Posts
Q42 posted:
Just think: what do you get when you reward the destruction of a prop with cool special effects? REALLY HAPPY MINGEBAGS.
And really happy players. But I agree that all weapons affecting it is a little off. I'm thinking it'll be better if guns are controlled, but for those who won't have that luxury it can be a problem. A couple guys teaming up on your ship with only their handheld weapons can make even three shields useless. (I had three shields. That thing was a beast. What was its downfall? Turrets.)

Oh, and machinegun never did any damage for me. I donno, maybe I did it wrong. I just use disintegration anyway. A fusion reactor can sustain all you need for a near constant supply of disintegration.
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