Garry's Mod

Garry's Mod

Draconic Base
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Update: Feb 23, 2020 @ 8:15pm

Update: Feb 23, 2020 @ 7:16pm

New Features
holy FUCK where do I begin

oh right probably with the base itself

SWEP Base
  • CHARGING. This was a week of coding hell to make work and a lot of rewriting the base to make it work without breaking anything already existing. Right now it is only plugged in to work properly for primary attacks but will be hooked into secondaries at a later date.
  • SWEP.Primary.UsesCharge = true/false // Determines whether or not the primary attack utilizes the charging functions.
  • SWEPChargeRate = <number> // percentage that the charge should.. well charge, every 1/10th of a second. so 10 = 1 second charge time.
  • SWEP.ChargeHoldDrain = <number> // amount of ammo to be subtracted every 1/10th of a second when a charge is held (if a holdable type (see next).
  • SWEP.ChargeType = "dualheld" // The following "type" strings produce the following effects:
  • >> "defaultprim" // Does normal primary attack but only when charge is at 100%
  • >> "discharge" // Immediately fires an overcharge attack (see settings further down)
  • >> "held" // Allows the charge to be held until the battery is drained (subtracts ammo based on setting every 1/10th of a second)
  • >> "dualheld" // Allows the charge to be held until the battery is drained. If the trigger is released before 100%, the weapon will perform a single normal primary attack.
  • >> "dualaction" // Weapon will fire an overcharge immediately upon 100% charge being reached, will do normal primary attack below 100%.

Overcharge settings
These are honestly a copy-over of the normal primary/secondary attack settings, not going to bother to describe them but I will list them.

  • SWEP.OCNumShots
  • SWEP.OCSpread
  • SWEP.OCSpreadDiv
  • SWEP.OCKick
  • SWEP.OCRecoilUp
  • SWEP.OCRecoilDown
  • SWEP.OCRecoilHoriz
  • SWEP.OCIronRecoilMul
  • SWEP.OCForce
  • SWEP.OCDamage
  • SWEP.OCAPS
  • SWEP.OCHPS
  • SWEP.OCTracer
  • SWEP.OCTracerEffect
  • SWEP.OCSound
  • SWEP.OCDistSound // distant sound
  • SWEP.OCSoundDist // distant sound minimal distance to play
  • SWEP.OCNPCSound
  • SWEP.OCProjectile
  • SWEP.OCProjSpeed

Projectile Base
And I crieeeed, I cried all the waaaayyy. I just crieeeeeed. I couldn't get trackiiiiing, I couldn't get held triggeers.

  • ENT.ExplosionType = "hl2" // "hl2", or "lua". Intended to replace setting the projectile type as "lua_explosive". Much omre universal. Please stop using "lua_explosive" as a projectile type. It is now deprecated and you will not receive support if you still ues it and run into problems in the future.
  • ENT.HideModel = true/false // Hides the model & shadow, allowing users to make projectiles that are purely particles / sprites / trails. Speaking of,
  • ENT.TrailMat = "material/directory/here"
  • ENT.TrailColor = Color(255,255,255)
  • ENT.TrailAdditive = true/false
  • ENT.TrailStartWidth = 20
  • ENT.TrailEndWidth = 0
  • ENT.TrailLifeTime = 1
  • ENT.Light = true/false
  • ENT.LightColor = Color(255,255,255)
  • ENT.LightBrightness = 1
  • ENT.LightRange = 100
  • ENT.LightType = 0
  • ENT.SpriteMat = "material/directory/here"
  • ENT.SpriteWidthMin = 10
  • ENT.SpriteWidthMax = 10
  • ENT.SpriteHeightMin = 10
  • ENT.SpriteHeightMax = 10
  • ENT.SpriteColor = Color(255, 255, 255)
  • All of the sprite ones again but put "2" at the end, allowing you to add a 2nd sprite natively.
  • ENT.EMP = true/false // Enables the projectile to do an "EMP" effect. This will strip players of armour, and stun any LFS, Simfphys, or HL2 vehicle that it hits so long as their engine is currently active; and automatically restart them again after the next setting's time passes.
  • ENT.EMPTime = 5
  • ENT.EMPSound = <sound string>

Changes
  • Tons of tiny changes to client-serverside stuff.
  • A hopeful fix for the "jumpy" ammunition counts, if not it's whatever I'll look into it later.

This update is honestly a clusterfuck and there's more than likely to be some kind of new issue popping up. Please inform me if there is.

Update: Feb 10, 2020 @ 6:45pm

Changes
  • The Draconic SWEP Base now functions off of a "Dynamic Spread" AKA "Bloom" system for its weapon accuracy. Weapons will have an overall tighter spread control by the user when doing things which keep your aim tight (standing still, crocuhed, using sights, not running around, not melee attacking, not reloading, etc.) For SWEP Authors: This new system is tied directly to SWEP.Primary.Kick and scales from 0.0-1.0. If your Kick value is anything over 1.0 and is not a revolver / sniper / shotgun / similarly powerful weapon then I'm sorry but you aren't doing this right.
  • I rewrote the interpolation system. Again. I hope this is the last time I have to do this. It's slowly killing me each time I have to do it and I know it. Stuff should now all properly transition in & out, and weapons no longer play a draw animation when exiting passive.

Update: Jan 31, 2020 @ 10:36pm

just a quick little hotfix to fix two little redundant errors I didn't catch.

Update: Jan 31, 2020 @ 3:19pm

New Features
  • Added support for empty reload animations, which is where a weapon plays a unique animation if the weapon is reloaded with zero ammunition left in the current load. If your model does not have a supported animation, it will just play the standard reload.
  • Added a built-in heat colour change display system via material proxy "drc_CurHeat". In Battery Base weapons, SWEP.BatteryToVec & BatteryFromVec can be set to interpolate between these two colour vectors based on the weapon's current heat, granted a material is using the proxy and has a resultVar plugged in.
  • ^ This, but add a two at the end of each variable, allowing two different colour shifts on a single weapon.
  • Added a "compass" material proxy, "drc_Compass". This rotates a texture from its center, keeping it facing North at all times. Plug into resultVar $basetexturetransform
  • SWEP.Primary/Secondary.LoopingFireSound / LoopingFireSoundIn / LoopingFireSoundOut // These three settings allow you to use a looping firing sound. Might be a little iffy. Rushed implementation. Will be ironed out later.
  • SWEP.Primary/Scondary.DistSound & SWEP.Primary.SoundDistance // Distant firing sounds woo! These function very basic and I wouldn't be surprised if they break. Please tell me if and how they do. The first setting sets the sound you want to use for a distant sound, the second setting is the dance at which the weapon will start playing a distant sound (default: 1500)
  • SWEP.Primary/Secondary.HealthPerShot // (user request) Subtracts set health when weapon is fired
  • SWEP.RegenAmmo = true/false // (false by default) (user request) Regenerates ammo dependant on the next two entries in this list
  • SWEP.AmmoInterval = number // number (in seconds) of the interval a weapon should regenerate ammo at
  • SWEP.AmmoRegenAmount = number // amount of ammo to regenerate every interval.
  • probably something else I'm forgetting about.

Projectile Base
  • New projectile type: "lua_explosion", removes a prop and does a util.effect particle, controlled by (next item in list)
  • ENT.LuaExplEffect = "lua_effect_name" // Does a lua effect on the position that the projectile impacts upon for type "lua_explosion"
  • ENT.SpawnEffect = "lua_effect_name" // Does a lua effect on the psition of hte projectile when it spawns
  • ENT.Effect = "lua_effect_name" // An effect that is being constantly emitted from the projectile.
  • ENT.LoopingSound = "sound.name" // (MUST BE A SOUND ADDED THROUGH A SOUNDSCRIPT.) A looping sound effect attached to the projectile which stops upon projectile being removed.
  • ENT.ExplodeSoundNear = "sound.name" // Sound to be played when the projectile is detonated within a distance of the player.
  • ENT.ExplodeSoundFar = "sound.name" // Sound to be played when the projectile is detonated beyond a certain distance from the player.
  • ENT.ExplodePressure = 5 // The pressure of an explosion. Scales the physics force of it.
  • ENT.AffectRadius = 150 // The radius around the projectile's position that it can affect / damage objects (currently only used in the various explosive types.)
  • ENT.DamageType = DMG_GENERIC // Damage enum type

Ammo Station Base
  • ENT.Whitelist = { "table_of_weapons", "goes_here" } // A whitelist to only allow specific weapons to use the station
  • ENT.WhitelistIsBlack = true/false // Makes the whitelist setting function as a blacklist.

Changes, Fixes, and Updates
  • Fixed a problem with battery base venting animations would not loop properly, and only play the intro animation repeatedly.
  • Lua effect tracers are now handled via SWEP.Primary.TracerEffect, and SWEP.Primary.Tracer just uses gmod's stock decimals of 0-4 for built-in tracers.
  • SWEP.Primary.ImpactEffect removed. See template tracer lua effect in base code on GitHub.
  • Changed how clientside kick is calculated; no longer spazzes out when a player's framerate is lower than a server's tickrate.

Update: Dec 30, 2019 @ 5:01pm

  • Fixed a problem with overheat/venting holdtypes being overrided instantly

Update: Dec 27, 2019 @ 10:36am

New Features
  • SWEP.DoesPassiveSprint = true/false // This makes the weapon animate in and out of the passive position when the user is sprinting, and prevents firing of guns.
  • SWEP.VMPosCrouch = Vector(x,y,z) // Weapons now animate in and out of a unique crouch offset position/angle. This offset is relative to SWEP.VMPos and VMAng respectively.
  • SWEP.VMAngCrouch ^^^^
  • SWEP.Primary.CanFireUnderwater = true / false // Pretty self explanatory.
  • SWEP.Secondary.CanFireUnderwater = true / false // ^^^^
  • SWEP.Primary.KickHoriz = 0.26 // Horizontal kick (visual kick that doesn't affect weapon's actual accuracy) is now a thing the base can do, and yes like the vertical kick it scales with the user's current stance.
  • SWEP.Secondary.KickHoriz = 0.26 // ^^^^
  • SWEP.Secondary.SightsKickMul = 1.0 // Multiplier. This setting can be used to increase or decrease the amount of visual kick the weapon has while the sights are down. Intended mainly for sniper rifles, but hell lets see what people make with it.
  • A new server setting, which has been added to the menu, "sv_drc_force_sprint", which if enabled forces all weapons on a server to use the new passive sprint system. In the next update this will be switched from a checkbox to a dropdown menu of "disable all" "SWEP setting" "force all". Just don't have time currently to do this.

Changes
  • Viewmodel sway has been disabled for the time being due to weird server-sync control that causes jittery movements. Research is being done to replicate the effect by other means.
  • The settings menu in the "options" tab has been changed into a button which simply states "Open Menu", this menu contains a tabbed window for client settings, server settings (only admins can change these, obviously), a controls list (which updates relative to the user's actual keybindings), and a credits tab.
  • The interpolated movement of weapon viewmodels has been recoded entirely, and overall performs a lot better now.
  • A majority of the example SWEPs have been moved out of the base addon, and will be added into a "Modern SWEP pack" that will be uploaded soon.
  • Removed Herobrine.

Oops I broke it and dont have time to fix it right now
AKA "Known Bugs"
  • Idle/walk animations. I know. I'm sorry. I dont have the time to fix the idle/walk animation cycle right now. After rewriting the interpolated movement system it broke the one I had before, and I was left in a position where I could either leave the broken timer in place where it would interrupt inspections, reloads, deploys, melees, etc. Or I could disable the system entirely for now, which will allow reloads, deploys, melees, and etc to play without interruption. I will fix it later, right now I do not have the time to and am pressed to get what I do have complete out the door.
  • The interpolated movement doesn't adjust properly when going from passive sprint -> crouch, I know. It will require further rewriting of the interpolation system which I will be doing as part of the next update, as well as many other features I have planned out but haven't had time to start. I wanted this to be a mega update, but instead its just going to end up being two big updates.

Update: Nov 23, 2019 @ 12:59am

Just a small patch. Removed refract from default scope overlay. Reason being is because of an engine rendering issue whihc caused the scope to freeze the player's view when overlayed.

Update: Nov 18, 2019 @ 9:38pm

Update: Nov 18, 2019 @ 7:26pm

Updates
  • Added viewmodel sway
  • Added client slider in the options menu to scale the viewmodel sway effect (default: 1)
  • Fixed ironsight interpolation when a weapon has a viewm VMPos and/or VMAng