Garry's Mod

Garry's Mod

Draconic Base
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Opdatering: 5. nov. 2019 kl. 13:28

New Features
  • "Ammo Station" entity base. Settings will be listed at the bottom of this changelog.
  • Fied TFA lean support (idfk what happened its like it just didnt commit in the last update? Sorry I guess...)
  • Started implementing a charging system for guns. It's not fully complete yet so I'd advise only playing around with it for now and not using it seriously. Anything you make wiht it now will likely break when I finish it later on.

Removal of some example weapons, renaming of others
  • Premade Half-Life 2 SWEPs have been removed from the base addon, and have been moved to the [DSB] Half-Life Collection addon, where any and all future Half-Life SWEPs made by me will be going.

Ammo Station Base Entity
  • ENT.UseDelay = 0 // Delay (in seconds) that has to be waited between each use.
  • ENT.ATR = 0 // "Ammo To Return" -- if 0, restores amount of ammo the weapon's magazine size is.
  • ENT.HidePopup = false // Whether or not to hide the popup that tells you you picked up the ammo
  • ENT.RemoveOnUse = false // Should the entity be removed when used?
  • ENT.PickupType = "ammostation" // "ammostation" - "batterystation" - "universalstation"
  • ENT.UseSound = "" // Sound to play when the player successfully takes ammo.
  • ENT.DenySound = "" // Sound to play when the delay timer hasn't finished, and deny the player taking ammo.

Opdatering: 28. okt. 2019 kl. 21:07

  • Added support for the "Tactical Leaning" addon
  • Added new SWEP setting "SWEP.CanTFALean" (true/false, defaulted to true), whether or not a weapon can perform the "tactical lean".
  • Added new projectile type: "sticky", sticks to the first thing it touches and explodes after fusetime passes.
  • Added new projectile type "playersticky", same as above but it only sticks to players, NPCs, and vehicles.

Opdatering: 27. okt. 2019 kl. 1:24

Updates
  • Fixed, Overhauled, and Extended the hell out of the debug derma

Fixes
  • Fixed plasmagun example causing wonky visual problems due to font issues.

Opdatering: 26. okt. 2019 kl. 1:17

New Features
  • Debug Menu -- In the "Options" tab, under "Draconic" in "SWEP Settings", under the "Client" section, there is a checkbox to enable / disable debug mode. Currently this makes a nifty box pop up only when a Draconic SWEP is equipped to show useful information.
  • SWEP:DoCustomHolster()
  • SWEP:DoCustomRemove() -- I could have sworn I had these two already but I guess not.

Fixes
  • Made a fallback for worldmodel muzzle detection when a model was using a css muzzle_flash attachment point.
  • Fixed gun melees being triggered when they shouldn't be allowed to (such as in passive, with sights down, etc.)
  • Fixed / Added: Gun melees now play an animation on playermodels. two-handed holdtypes will play the "shove" animation, where one-handed holdtypes will play a crowbar melee animation.

Opdatering: 25. okt. 2019 kl. 0:05

Deleted a temporary weapon I was using to test something I left in by accident.

Opdatering: 25. okt. 2019 kl. 0:04

New Features
  • SWEP.Secondary.SpreadRecoilMul = 1.0 // I hate this setting. This provides unrealistic Call of Duty-esque setting where by using a value lower than 1, you can make your weapon's spread magically drecease when you are using sights.
  • More entries & settings on the "SWEP Settings" menu in the options tab:
  • "Allow Call of Duty Spread" (enabled by default), disabling this prevents any DSB SWEPs from unrealistically altering their spread cone just because you're using their sights.
  • "NPC Accuracay Handicap", a slider from 0-10 which affects the accuracy of any NPCs using a DSB SWEP. 0 = ST6, 2 = HL2 Accuracy, 10 = Can't hit anything.

Fixes
  • Fixed any possible initialize firing mode selection errors.
  • Fixed NPCs reloading after every shot past the first clip.

Opdatering: 24. okt. 2019 kl. 1:35

New Features
  • SWEP.PassivePos -- Passive Position
  • SWEP.PassiveAng -- Passive Angle
  • SWEP.WepSelectIcon = surface.GetTextureID( "" ) -- Mtaterial to use for the weapon select HUD (All Draconic SWEPs that leave this undefined will have a default draconic lua image placed on them.)
  • Made it so that all melee sweps can now be holstered
  • Started a basic settings menu (Options -> Draconic -> SWEP Settings) which includes admin-only (serverside) settings currently, but will include both client and server settings in the future, as well as expanded server settings such as global npc accuracy modifiers.
  • Probably something small I'm forgetting that I'll edit into this changelog later.

It's late as fuuuuug right now, I'll update the wiki with all the new stuff I've been adding tomorrow.

Bug Hunt
On some servers, there is an issue where vFire weapons will instead fire bullets when they should be creating vFire entities. Reason and cause is unknown; anyone who experiences this issue should get in contact with me.

Opdatering: 18. okt. 2019 kl. 14:32

Opdatering: 18. okt. 2019 kl. 12:28

vFire Support & NPC patching update
vFire:
  • Added support for vFire "flamethrower" weapnos.
  • SWEP.Primary.isvFire
  • SWEP.Secondary.isvFire
  • SWEP.vFireVolatility
  • SWEP.vFireSpeed
  • SWEP.vFireSpawnDist
  • SWEP.vFireStopSound

NPCs:
  • Fixed issues with NPCs causing serverside errors caused by some unknown reason (probably a gmod update idk, either way it doesnt error now.)
  • Added support for NPCs to use DSB SWEPs that use vFire functionality

Opdatering: 12. okt. 2019 kl. 7:22

Pre-added a model for a future update.