• Contraption Damage Engine
    643 replies, posted
  • [QUOTE=LimEJET;19323007]I'm wondering, will the conforming shields work on parented props? I prefer parenting to welding, like so many others do, and I'm thinking a shield that only conforms around one prop looks rather cheesy.[/QUOTE] I can test that for you now using [url=http://www.garrysmod.org/downloads/?a=view&id=79531]super parent multi[/url] (and if you don't use that, use it, best parenting tool by far atm). Edit: works fine with SPM as well.
  • [QUOTE=Telepethi;19346376]Buuuut... now my computer/Tortoise SVN isn't registering the folder as being checked out (no green circle with checkmark, no 'SVN Update' option, only "SVN Checkout" what do I doooo[/QUOTE] Easy way: Delete folder, remake, redownload.
  • [QUOTE=LokiSan;19346470]Easy way: Delete folder, remake, redownload.[/QUOTE] Yeah, no. Somehow inside my checkout folder, there were the addon files, and then another folder that was a copy of the main folder, checked out. I just deleted it all and started over.
  • [QUOTE=Telepethi;19364224]Are there any servers running this?[/QUOTE] I'm setting up a server soon hopefully that will run this - will probably wait until it has RD3 support though.
  • [QUOTE=DarkMonkey;19372658]Or you could just turn off the resource usage in the interest of multiplayer testing[/QUOTE] Considering resource usage is supposed to be a factor in this mod, removing it kind of defeats the point of testing no? Fine I'll setup using RD2.
  • I have a SB2 server i added this addon yesterday so far its awesome.If you want to join here's the ip: 89.238.160.44:27016
  • [QUOTE=BlackMac;19376972]I have a SB2 server i added this addon yesterday so far its awesome.If you want to join here's the ip: 89.238.160.44:27016[/QUOTE] I am torn between wanting to play with CODE and playing L4D2 that I just got. nnnnggrrrnnn...
  • I get [code] Timer Error: autorun/server/cengine_damageengine_damagefunctions.lua:52: attempt to compare number with nil [/code] When I turn off Contraption Damage. You seem to have not defined "normaldamage"
  • [QUOTE=Iziraider;19319804]Could you add an effect for the dome shield powering up so it doesn't just apear out of nowhere? I was thinking of something like on Atlantis from SGA.[/QUOTE] I have an idea for a similar effect that i'm planning on putting in for activating shield domes fairly soon. [QUOTE=robowurmz;19321995]EDIT: Okay, now it's being wierd. I don't have RD2, and some of the weapons work, and other times just spew "tried to compare with a nil value" at me at random times. This is in singleplayer, non-svn version.[/QUOTE] I would reccomend using the SVN version, as i'm going to be updating it more frequently than the non-SVN zip (simply because it's very convenient to commit updates using SVN as opposed to uploading an updated zip). The problem you mentioned has been fixed in the SVN version [QUOTE=zachar543;19382145]I get [code] Timer Error: autorun/server/cengine_damageengine_damagefunctions.lua:52: attempt to compare number with nil [/code] When I turn off Contraption Damage. You seem to have not defined "normaldamage"[/QUOTE] Fixed. Thanks for the heads-up on that one
  • I have another idea. I was thinking it would be useful to have an update option for the engine. What I mean is, the same kind of system we have on the hoverballs. You create them and, if you want to change them without respawning them, you can just input the desired settings by changing them in the Q menu and clicking on the hoverballs. I think that we should be able to do this with the CDE because sometimes it's hard to judge exactly how you want it before you create it, and then it gets tiresome to keep deleting the engine and respawning it with slightly altered settings. You can do this with most (if not all) wire components so I think it would be fitting to be able to do it with the CDE.
  • One of the things I love about how the spacecombat turns out is that there is actually a purpose for each weapon. If you're fighting large ships (The usual medbridge or slyfo stuff, even most smallbridge ships) Heavy missiles are the way to go. I use a combination of anti-shield and destructive if i'm firing a lot, usually more AS than D. For small missile batteries just use normal. If you're firing on fighters, like the SBEP entity fighters or a ship built around a vehicle, the beam is by far the best. For the artillery etc, you really want to either create a chip that does some basic target tracking (firing in front of them) or be more agile than your target. I'm going to claim that it turned out this way because I kept nagging Arania till it did, ignoring all the hard work he put in. (I'm the friend that did the video, and told him to put in variable velocity artillery. I want to make a time-on-target chip, damnit!)
  • This is probably an error with restrictions on the server i'm playing on (sax's) but i can't dupe the weapons. It says something along the lines of "Adv duplicator: Can't duplicate weapons or NPC's" which normally appears when i try to dupe sweps or npc's. So yeah, Why are the weapons npc's/weapons?
  • [QUOTE=Arania;18314893] I [i]could[/i] include an option for that, but i would be fairly hesitant about having it on by default. The main problem is that small components (such as wire parts, hoverballs and thrusters, for instance) would have fairly small amounts of health, so if they got hit by a weapon that did a large amount of damage, even only taking a small percentage of the hit would likely still kill them outright, thus bringing back the problem of lucky/random hits shooting off a potentially critical piece of the contraption. I CAN see what you mean though. I'll see what i can do[/QUOTE] That could encourange internal instead of external wiring/building. Maybe leading to core rooms etc. etc. There i go again, lost in happy great mods la-la land.
  • [QUOTE=riddick3(lost riddick2 pw;19413027]That could encourange internal instead of external wiring/building. Maybe leading to core rooms etc. etc. There i go again, lost in happy great mods la-la land.[/QUOTE] That would be nice. If the guys who built the Deathstar thought about lucky-random-shooting-critical-pieces the Star Wars universe would look damn different. :D
  • The only gripe I have with it is the fact you're using that horrible monstrosity of terrible coding the life support system
  • Im sorry to say, but as a voice of mcbuilds and many other spacebuild war server currently imploying the "Core" mod made by Zup, this looks very similar to what we have . . . Not saying it is "stolen" but Core mod was leaked in the past...
  • [QUOTE=Arbitration;19414204]The only gripe I have with it is the fact you're using that horrible monstrosity of terrible coding the life support system[/QUOTE] Opinion. You're welcome to it I disagree. It runs fine without LS installed at all. [editline]01:57AM[/editline] [QUOTE=Crypto;19414934]Im sorry to say, but as a voice of mcbuilds and many other spacebuild war server currently imploying the "Core" mod made by Zup, this looks very similar to what we have . . . Not saying it is "stolen" but Core mod was leaked in the past...[/QUOTE] Having followed what the guy was doing I can assure you it was not nicked from Core. It may look similar yes, but its an easy way of doing things. The guy has different plans for how this mod will progress I think - some of the "to be implemented" stuff in the readme is afaik not Mcbuild.
  • I'd like some input from the creator about the possible cause of advance duplicator thinking it's a weapon/npc. I know it's somehow not your problem but since lots and lots of people use that it might be a good idea to look into. I might be the only one though.
  • hey um how do i disable the damage engine i have another addon for that and its not gcombat or CDS ... how do i disable the CDEs damage engine so it dosent effect my stuff in the server.. i still want the shield and dome
  • [QUOTE=BlackMac;19416728]hey um how do i disable the damage engine i have another addon for that and its not gcombat or CDS ... how do i disable the CDEs damage engine so it dosent effect my stuff in the server.. i still want the shield and dome[/QUOTE] They are linked, you're gonna have to either do without, or a swap over. Most weapons work fine with it out of the box except some SBEP weapons, and they are only a brief change in the LUA files for them to work OK.
  • [QUOTE=Arbitration;19414204]The only gripe I have with it is the fact you're using that horrible monstrosity of terrible coding the life support system[/QUOTE] Ok, do this yourself and report back in half a year.
  • [QUOTE=shozamar;19398966]I have another idea. I was thinking it would be useful to have an update option for the engine. What I mean is, the same kind of system we have on the hoverballs. You create them and, if you want to change them without respawning them, you can just input the desired settings by changing them in the Q menu and clicking on the hoverballs. I think that we should be able to do this with the CDE because sometimes it's hard to judge exactly how you want it before you create it, and then it gets tiresome to keep deleting the engine and respawning it with slightly altered settings. You can do this with most (if not all) wire components so I think it would be fitting to be able to do it with the CDE.[/QUOTE] I'll see what i can do about that. Should be fairly easy to put in. [QUOTE=RealisticCar;19409338]This is probably an error with restrictions on the server i'm playing on (sax's) but i can't dupe the weapons. It says something along the lines of "Adv duplicator: Can't duplicate weapons or NPC's" which normally appears when i try to dupe sweps or npc's. So yeah, Why are the weapons npc's/weapons?[/QUOTE] I remember running into this problem once during testing. It's caused by the Advanced Duplicator refusing to paste entities with 'weapon', 'item', or 'npc' in their class names when running a multiplayer server. To fix, the server CVar 'AdvDupe_NoItems' needs to be changed to 0 (I Think... Feel free to test that and correct me if i'm wrong) [QUOTE=Arbitration;19414204]The only gripe I have with it is the fact you're using that horrible monstrosity of terrible coding the life support system[/QUOTE] It works perfectly fine without LS and RD installed. They're simply reccomended because most of the weapon and shield balance is based on energy usage [QUOTE=Crypto;19414934]Im sorry to say, but as a voice of mcbuilds and many other spacebuild war server currently imploying the "Core" mod made by Zup, this looks very similar to what we have . . . Not saying it is "stolen" but Core mod was leaked in the past...[/QUOTE] ...[i]Excuse me?[/i] I have never heard of the 'Core' addon before in my life, and frankly, the implication that I [i]stole[/i] an addon and re-released it under my own name is erroneous at best, and [i]downright insulting[/i] at worst. With the exception of some code snippets taken from the Gmod Wiki, the CDE Engine itself is [i]entirely[/i] my own work. If i had used 'Core' as a stepping stone, I would have said as much. [QUOTE=BlackMac;19416728]hey um how do i disable the damage engine i have another addon for that and its not gcombat or CDS ... how do i disable the CDEs damage engine so it dosent effect my stuff in the server.. i still want the shield and dome[/QUOTE] The Contraption Shield and Dome Shield use functions from the engine itself. You would not be able to 'disable' CDE's core functions without rendering the shields useless.
  • [QUOTE=Crypto;19414934]Im sorry to say, but as a voice of mcbuilds and many other spacebuild war server currently imploying the "Core" mod made by Zup, this looks very similar to what we have . . . Not saying it is "stolen" but Core mod was leaked in the past...[/QUOTE] Before you go accusing someone of using someone's work without permission, you could at least check yourself. This addon has been released, the code is available. If you aren't able to verify that its not "stolen" just by looking at the lua files, then you aren't the person who should be complaining in the first place. I'm planning on setting myself up as a test weapons developer, I have lots of programming experience but very little lua experience. The idea is to try and develop CDE compatible weapons/entities etc to see how easy it is to extend/break and from that develop fixes/functions and tutorials. Anyone else got ideas for weapons etc? Keeping in mind that Arania has said that the weapons he is making will be very customisable/modular, but keeping the SciFi feel.
  • If i knew how to code, i'd be a testr for you. Unfortunately, i can only do sound effects, and this doesn't have sound effects for me to replace. If possible, however, i coukd work with you still, if you could code things at my request, to some degree. Say i wanted a set of places where a sound effect was supposed to be triggered. Assuming this is Lua, (i don;t know anything about any of that kind of thing, or if it's even he only thing that controls SFX and VFX like on the stargate mod) i could request that, say when the shield bubble effect pops up, have it call for Contrap_eng_domeshield_engage, when it dies hae it call for contrap_eng_domeshield_fail, and when the hit effect, the fluxuation when a stargate drone, or included weapon hits it, have it call for contrap_eng_domeshield_flux. Just thoughts being poure d out, and if such a thing, if i got my point across, is possible, then i'm signing on to be a tester-modifier(you could put it that way?). Oh, and, uh, should i have gotten only the black, blue, and green shield bubbles, and four hit effects, for bubble? I mean, there's alot more in the previews and all..... (put 2/2 together) [editline]12:15AM[/editline] I'm talking to Aran, of course.