Garry's Mod

Garry's Mod

CPTBase Redux
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Update: Jan 7, 2016 @ 8:32pm

Version: 1.5.3

  • Added SWEP.cpt_UseSemiReloadSystem
  • Revised OnTakeDamage() function, everything should work amazing!
  • Fixed up some bugs

I am trying very hard to make my base sequence compatible. I need to work with some engine functions because my SNPCs can use sequences when ai is disabled. When ai is disabled, no engine task are being ran which leads me to the conclusion that I need to work in that area. So, keep an eye out for future updates that may containt sequence code!

Update: Dec 29, 2015 @ 11:32pm

Version: 1.5.2
Just fixed up some things, although I did do these:

  • Added self:cpt_TakeDamage(dmg,dmgtype,ent)
  • Added self:cpt_IsCurrentSequence(seq)
  • Added self.cpt_HasCustomViewPunch = false
  • Added self:cpt_CustomViewPunch(dmg,dmgtype,ent)

Sorry that I haven't documented lately. A lot has changed in recent updates

Update: Dec 28, 2015 @ 11:59am

Version: 1.5.1
Too much to list here. Developers I advise you look over all of your CPTBase content as a lot has changed!

Update: Dec 11, 2015 @ 9:57pm

Version: 1.5.0

12/12/15 Pre-Christmas Update


Hello all! This is a pre-christmas update sense I am not sure if I will be able to make a christmas update on christmas day. So, I am going to release a pre-christmas update due to popular demand. I did not document anything this time(sorry developers). However I will say that you will need to revise your SNPCs as everything has changed.

Note that this is not the final version of the Christmas update. The finished product will be released around 12/21/15 - 12/28/15.

Merry Early Christmas!

Update: Oct 24, 2015 @ 9:54pm

Version: 1.4.2

10/25/15 Update


  • Added Gordon Freeman SNPC
  • Fixed some bugs
  • SNPCs now use SetLastPosition instead of Schedules to move about
  • Fixed a problem where the SNPC still tried to play an animation even if the table is empty
  • Fixed a problem with the new world model system for SWEPs
  • Added Turret Base
  • Removed useless files

Update: Oct 21, 2015 @ 1:17pm

Version: 1.4.1

10/21/15 Hotfix


  • Just fixed some shit..

Update: Oct 14, 2015 @ 10:21pm

Version: 1.4.0

10/15/15 Changelog


Note, I forgot to document once again and I added a lot of stuff so be warned this is not accurate!

CPTBase
  • Added self:cpt_AimAtEntity(ent,transition,usehead)
  • Melee attack code now damages turrets
  • Fixed range attack code
  • Fixed leap attack code
  • Added self:cpt_PlaytblHitboxAnimation(hitbox,time)
  • Added self.cpt_tblHitboxes
  • Fixed crippling system
  • Added optimization for GMApocalypse gamemode
  • Added theme music and leap sound tables
  • Brand new pathfinding and idle sound system + combat idle
  • Fixed custom idle animation system
  • Fixed SNPCs trying to move while attacking
  • Fixed some problems with self:ClearPoseParameters()
  • Fixed footstep sounds not always playing
  • Brand new possessor SWEP
  • Added self:cpt_PossessCommand(possessor)
  • Added self:cpt_PossessCommandMove(possessor)
  • Added self:cpt_PossessAttack(possessor)
  • Added self:cpt_PossessAttack2(possessor)
  • Added self:cpt_PossessDuck(possessor)
  • Added self:cpt_PossessJump(possessor)
  • Added self:cpt_PossessReload(possessor)
  • Removed some useless code that caused lua overstack errors
  • Remove citizen SNPC(broken for no reason at all)
  • Added fade corpse option in menu
  • Added a lot of new particles by your's truely, Cpt. Hazama
  • Added melee and conjuration sub bases

Zombie Master SNPCs
  • Updated to new code
  • Fixed shambler hit code
  • Optimized for upcoming gamemode

Update: Sep 29, 2015 @ 9:11pm

Version: 1.3.1

9/30/15 Quickfix

  • Just fixed some bugs

Update: Sep 28, 2015 @ 9:24pm

Version: 1.3.0

9/29/15 Update


Sorry to all who read these but I forgot to document this update so I might miss a few things in here.

CPTBase

  • SNPCs
    • Fixed SNPCs hearing code that I broke by accident
    • Added 2 new sound tables "AreaCleared" and "IdleCombat"
    • Fixed Idle sounds not playing during combat
    • Fixed hitbox code
    • Fixed SNPC State code
    • Fixed SNPCs not resetting their memory
    • Added self:cpt_OnKilledEnemy()
    • Added self:cpt_OnAreaCleared()
    • Added self:cpt_CheckArea()
    • Added self.cpt_dmgHasBlood
    • Fixed errors with prop/door attack if there was no attack animation
    • Added a new section called Misc that's full of several new functions for your amusement
    • Added new developer functions: self.cpt_dbgRemoveVJBaseEnts, self.cpt_dbgRemoveSLVBaseEnts, self.cpt_dbgRemoveNextbotEnts
    • WIP Added ammo base
    • Made spawnicon for Slasher
    • Added self.cpt_MemoryCount
    • Added self:cpt_SetupRelationshipsOnSpawn()
    • Added self:cpt_PrecacheAdvancedTable()
    • Added self:cpt_PrecacheTable()
    • Added self:cpt_PrecacheSoundTable()
    • Added self:cpt_SetRelationship(ent,value)
    • Added self:cpt_CheckRelationshipForEntity(ent)
    • Added self:cpt_CheckDispForEntity(ent)
    • Added self:cpt_CanSee(ent)
    • Added self:cpt_RESETACTIVITY()
    • Fixed Pose Parameters not resetting
  • SWEPs
    • Completely re-made the base
    • Call of Duty like Idle animations with multipliers
    • Ironsights
    • Custom tracer rounds
    • Fixed bullet.Callback()
    • Somewhat fixed NPC fire rate
    • NPCs are more accurate now
    • Added several new functions
  • UI
    • Added some new functions for SWEPs

Zombie Master 2

  • Fixed a lot of bugs I did not notice
  • New death effects for Whistler and Hulk
  • They now use the original blood particles from Zombie Master
  • Fixed Whistler targeting code
  • Fixed Banshee leap
  • Fixed attack range

Update: Sep 18, 2015 @ 10:50pm

Version: 1.2.5

9/19/15 Update


  • Fixed a bug with the animation system
  • Added self:cpt_StopSound(snd)
  • Added self:cpt_StopAllSounds(misc)
  • Added self:cpt_NearestPoint(ent)
  • Fixed SWEP Base(broken from newest update)
  • Added some new debugging functions
  • Added self:cpt_CanPlayAnimation() | Returns if it can use self:cpt_PlaytblAnimation
  • Fixed a problem with the range attack
  • Added self:cpt_TurnToEntity(ent)
  • Added self:cpt_PrecacheSoundTable(name)
  • Added self:cpt_PrecacheTable(name,snd)
  • Added self:cpt_PrecacheAdvancedTable(tblname,name,snd)
  • Added self:cpt_AttachToBone(bone,mdl,skin,mat)
  • Updated idle animation system
  • m_iClass is now default, so you don't need to mess with it
  • Added Shake screen on move settings
  • Added Shake world(entities,props,ect) on move settings