Garry's Mod

Garry's Mod

Draconic Base
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Opdatering: 19. sep. 2019 kl. 20:27

New Features
  • Added "sv_drc_movement" serverside config, which allows server owners to completely disable custom movement on all DSB weapons when set to 0.
  • Added "sv_drc_movesounds" serverside config, which allows server owners to completely disable custom move sounds on all DSB weapons when set to 0.
  • Added lua effect/particle support for tracer & impact effects. See SWEP.Primary.Tracer & SWEP.Primary.ImpactEffect.

CHANGES & FIXES
  • Fixed burst fire rendering 2x as many shots on battery base weapons.
  • Partially reworked the viewmodel position system to properly lerp ironsights in/out and passive in.
  • Fixed overheat holdtype not showing for other clients on a server.
  • Lowered the recoil of some of the example weaponsto make them actually usable and not overglorified shakeweights.
  • Fixed movement modifiers overwriting one another from one player to another, so no more conflicting movement settings.

Opdatering: 15. sep. 2019 kl. 9:13

Some minor bugfixes in the melee base
- Crouch holdtype now points to the correct holdtype setting.

Attempt at fixing the odd problem of hooks overwriting one another in sandbox by changing the hook to be SWEP-relative instead of globally relative.

Opdatering: 4. sep. 2019 kl. 18:29

Fixed all the stuff I broke in the last update. Dedicated servers were acting differnetly in ways I didn't anticipate.

Opdatering: 4. sep. 2019 kl. 12:36

FIXES
  • Venting & Overheating animation cycles
  • Firing interruptions and desyncs of overheating & venting animation cycles
  • probably something small I forgot to write down when I fixed it

CHANGES
  • Battery base's ammo functionality has had a slight tweak. Primary clip size is now defaulted at 100, and should not be treated like "shots left", but should instead be treated as "battery percentage left". Battery ammo is now controlled by a networked integer, so ammo can be subtracted in decimal values to allow the range of the clip from 0-100 to be interpreted as the amount of power left in the gun. This introduces a new setting as well: "SWEP.BatteryConsumPerShot", with 0.5 being the default value. Every shot made on a battery weapon subtracts the defined amount from the networked integer. So the default value of 0.5 would give the weapon 200 shots before running out of ammo. 0.25 = 400 shots, etc.
  • This integer system ahs been integrated in the same way within the gun base as well, so if for some need you wanted to use half-shots per shot in a weapon's current clip then go for it.
  • "Plasma Gun Example" SWEP has been updated to better suit this new system.

NEW FEATURES
  • FIRING MODES. Hell yes. With this update the gun & battery base both now support firing modes (changeable using the use key + secondary attack). The firing modes are "Auto", "Semi", and "Burst". These settings have been added to the Github wiki (find link on main workshop page) for documentation on how to enable these features. By default they are disabled.
  • ^ Burst fire mode.
  • Optional secondary attack delay. A simple setting which if set will cause a timed delay from the secondary attack key being pressed to the attack actually happening. (User request).
  • "Passive" aka "Safety" system. At any time while holding a gun/battery base weapon its user can hold their sprint key, use key, and then press the secondary attack key to toggle weapon safety/passive holdtype on or off. (User request.)
  • Added ability to drop a magazine entity on reload (Entirely optional, disabled on new SWEPs by default. Needs an entity set to happen.) See GitHub wiki for more information on how to use. (User request.)
  • Added "magazine" type to the projectile base entity, and included "drc_mag_ar2" as an example entity for this.
  • Added HL2 AR2 Exmple SWEP. Makes use of the new magazine entity system, secondary attack delay, and chargesound.
  • "scripted" secondary attack type. Set the secondary attack's projectile to "scripted" and the secondary attack will trigger the new SWEP:DoScriptedSecondaryAttack() function.

NEW DEVELOPER FUNCTIONS
  • SWEP:DoCustomSecondaryAttackEvents()
  • SWEP:DoScriptedSecondaryAttack()
  • Material proxy: drc_PlayerColours // grabs the player's colour.
  • Material proxy: drc_PlayerWeaponColours // grabs the player's weapon colour.
  • SWEP.InfoName // Currently only used when switching firing modes, this is to be the "slang name" of a weapon, the thing people call it in casual conversation. E.g. Halo's SMG is named the "M7 Casless Submachine Gun", but every just says casually, "SMG". If left blank the firing mode switch will just display "Siwtched to <mode>". I highly recommend setting this name as I do plan to use it for other things later on, and your sweps will look kind of... bad with it undefined.

Opdatering: 29. aug. 2019 kl. 18:17

  • Redid how the battery base handles overheating entirely.
  • Added a few new settings and features for the battery base
  • Updated the plasma gun example SWEP to make use of SCK elements to show how people can integrate ammo counters, heat gauges, etc.
  • Removed melee key input option. Seemed pointless to let people create a bunch of different melee inputs instead of just a global melee key. Global combokey to melee on a gun that supports it is now Use + Primary Attack.
  • Update to the base projectile entity: New type, "grenade" and accompanying ENT.FuseTime setting. grenades explode after the FuseTime has passed from being spawned.
  • Update to gun/battery secondary attacks, autoreload and and doreloadanimations. Self explanatory.

New battery base settings:
  • SWEP.DoOverheatAnimation true/false | Controls whether the weapon overheating should play an animation or not
  • SWEP.DoVentingAnimation | ^^^
  • SWEP.DoOverheatSound true/false
  • SWEP.DoVentingSound true/false
  • SWEP.OverheatSound Sound("")
  • SWEP.VentingSound
  • SWEP.VentingStartSound
  • SWEP.VentingStopSound

Added a bunch of empty functions tied to their relevant functions with the intent for use with SCK but provide SWEP authors to basically add anything they want to any swep.
  • SWEP:DoCustomPrimaryAttackEvents()
  • SWEP:DoCustomVentEvents()
  • SWEP:DoCustomVentHoldEvents()
  • SWEP:DoCustomFinishVentEvents()
  • SWEP:DoCustomOverheatEvents()
  • SWEP:DoCustomReloadEndEvents()
  • SWEP:DoCustomReloadStartEvents()

Opdatering: 28. aug. 2019 kl. 15:46

lets kindly ignore how stupidly I failed to implement the SCK code. Fixed.

Opdatering: 28. aug. 2019 kl. 12:49

Removed redundant DrawCustomAmmo function from the base swep that was left in for testing but was never used.

Opdatering: 28. aug. 2019 kl. 9:57

oops I broke it by nulling a reference globally.
Fixed.

Opdatering: 28. aug. 2019 kl. 9:11

Fixed a problem where doing a taunt on a gun base weapon would just error out.

Opdatering: 28. aug. 2019 kl. 2:53