This might help you all you people who cant get it to work;
Does anybody know where the new SBEP thread is? I can't find it anywhere, and the old one got auto-closed... Dammit.
I love you.
I have SB3 installed as an addon but when I hit activate it tells me "Couldn't Enable the Addon for the following reason: nil". I also have LS3, RD3, and all the other good stuff installed as well.
What map have you been trying this on?
And do you have the latest CAF?
I dont fuckin want CDS, but i have everything else, and still this whole thing is unplayable..
I tried different things from various addons, starting from *working* Tiberium mod to Life support itself.
And 80% from what i tried, spammed me errors related to CAF.
Seriously, whole SB3 thing is almost 10 addons or maybe even more! And it has less content than some small addons.
Why can't it just be 2 addons. SB3 and LS3. It is obvious you always need Ls3 Rd3 and CAF so why are them in 3 different folders?
If something is in addon it should contain all you need, or if it is something like wire, it should be optional!
It turned out that the person who owned the server was having a 1d10T error. He had the old sb3 svn in the addons folder and I didnt catch it untill I looked at the SVN link when nothing else worked. Thanks for the help though.
LS isn't required to play sb, it only adds more realism to it.
CAF was made to reduce the code in certain addons, add more options (so you can disable if for example if you want).
CDS and the mining addon aren't even alfa yet for the current versions...
LS Entities are now in a seperate addon to.
This way people can use the Entities without having to use the LS core if they don't want it.
Once there is a release for all of them I'll make 1 addon which contains ALL of them together:
Meaning SB, LS, RD and LS Entities.
Example: If you compare having only PHXSVN and having 2 little weapon/tool packs. PHXSVN loads faster. But if you put these 2 weapon packs together in 1, load time is shorter than with PHXSVN.
Then another question.
Why would you have to use CDS?
Anyway i found 1 annoying bug.
It is about gravity.
Example: If you make some prop and disable gravity on it, and then throw it in space and back to planet it gets gravity back.
So maybe something like this would work?
when prop leaves orbit and then when it goes to orbit.
if ent:GetNWInt("original_gravity") then
ent:SetGravity( ent:GetNWInt("original_gravity") )
It takes a max of 1 second before SB would kick in and change the gravity atm...
If you won't make it, scripts like WeltEnsTurms Gravity Controller and ents withouth gravity get gravity, even if you don't want and it is quite annoying.
MEaning that ents that got no gravity in their Initialize or a lower gravity will keep that lower gravity...
This might not work for others you manualy set afterwards...
Well, apparently there is no way to get the Gravity of an Entity, meaning that no mather what method we would try, we wouldn't even be able to get the 'old' gravity anyways.
This will only become a possibility if Garry would/could add a method to retrieve the Gravity somehow...
Only change gravity when the ent doesn't have ent.IgnoreGravity = true
Would be a good solution.
I had this problem too, I was trying to make a zero g takeoff and landing system and this got in the way.
So will objects remain gravity-less after leaving and coming back now?
I assume you mean the physical properties tool?
yeah for gravity
Lol you didn't read our posts, I already knew about the gravity controller.
I was reffering to the stool he mentioned in his post.
I don't know where to ask, so I'll do it here.
PLEASE rename the "Custom Addon Framework" tab to "CAF".
Now that SB3 is an addon how do you know when the gamemode will be SB3 when starting the game?