Garry's Mod

Garry's Mod

[simfphys] LUA Vehicles - Base
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Update: Apr 9, 2017 @ 6:40am

- [Fixed] Remote Controler holding the player hostage when the linked vehicle gets removed or destroyed

Update: Apr 9, 2017 @ 2:57am

- [Added] joystick support.
You will need this addon: https://github.com/MattJeanes/Joystick-Module
(server needs the addon, client the "gmcl_joystick_win32.dll" module. Read the README.md if you are confused.)

- [Added] remote controler
- [Changed] Vehicles no longer turn off when "Engine auto start/stop" is unchecked

- [Added] Wiremod inputs/outputs

- [Fixed] Wheel tool allowing wheels the server doesn't have (wich resulted in wrong angles + wrong size)
- [Fixed] Wheel tool applying wrong angles for some wheel combinations
- [Fixed] Wheel tool not resetting steering before applying wheel

Update: Apr 6, 2017 @ 11:27am

tool changes:
- Fixed suspension editor modified vehicles causing an lua error for the Vehicle Duplicator
- Added Vehicle Duplicator updating functionality
- Added Suspension Editor copy functionality
- Fixed vehicle editor default values for "redline", "turbochanged" and "supercharged" being always checked
- Added LW wheels pack to the Wheel Editor
- Reworked the transmission editor and added transmission type forcing functionality
- Updated Sound Editor so it can copy and edit all presets
- Added Misc Sound Editor

base changes:
- Added Server settings menu
- Added convar for playerdamage in vehicles
- Added vehicle damage multiplicator convar
- Alternative HUD arcs are no longer shown but can be re-enabled in the client settings menu
- Vehicle defined steering speed, steer angle fade speed and fast speed steer angle can now be overwritten with the client settings menu
- Removed ability for front wheel drive cars to do a (rear wheeled) wheelie
- Edit Properties max efficiency raised to 4
- Edit Properties max traction raised to 1000
- Changed OnGround checking method so the wheels are less likely to loose power if one wheel is in air
- Updated alfa romeo paint texture (it shares the same material with the dukes now)

- Added Submaterial changing for lights. Its still wip and might change in the future but if you are interested (copied from the dukes):

SubMaterials = { off = { Base = { [10] = "" }, Brake = { [10] = "models/gtav/dukes/lights/brake" }, Reverse = { [10] = "models/gtav/dukes/lights/reverse" }, Brake_Reverse = { [10] = "models/gtav/dukes/lights/brake_reverse" }, }, on_lowbeam = { Base = { [10] = "models/gtav/dukes/lights/lowbeam" }, Brake = { [10] = "models/gtav/dukes/lights/lowbeam_brake" }, Reverse = { [10] = "models/gtav/dukes/lights/lowbeam_reverse" }, Brake_Reverse = { [10] = "models/gtav/dukes/lights/lowbeam_brake_reverse" }, }, on_highbeam = { Base = { [10] = "models/gtav/dukes/lights/highbeam" }, Brake = { [10] = "models/gtav/dukes/lights/highbeam_brake" }, Reverse = { [10] = "models/gtav/dukes/lights/highbeam_reverse" }, Brake_Reverse = { [10] = "models/gtav/dukes/lights/highbeam_brake_reverse" }, }, }
this goes into the lights list


there are probably a few more changes wich i can not remember. For more detailed info please visit my github.
I apologies in advance for any problenms this update may cause for you.

Update: Mar 12, 2017 @ 6:05am

- added convar to disable forced workshop downloading. set sv_simfphys_forceworkshop to 0 to disable. Requires a map reload.
- added vehicle duplicator tool
- added client setting for engine autostarting

- added entering + exit anims for vehicles that have them. (Jalopy, Jeep, Charger and MadMax Interceptor)
the script will figure out by itself what attachments and animations to use however you can define that by yourself in the spawnlist if you want:

ModelInfo = { LinkDoorAnims = { ["ENTERPOS_EXITPOS_ATTACHMENT_NAME"] = { enter = "ENTERING_ANIMATION_NAME", exit = "EXIT_ANIMATION_NAME", }, } },
How it works: once E is pressed the script will look wich of the attachments are closest to the player and then trigger its linked entering or exit animations.
The camera/player will also follow the "vehicle_driver_eyes" attachment just like prop_vehicle_jeep vehicles.

- fixed various bugs, errors and crashes
- fixed weapon holding animation in vehicle (thanks to rebel1324)
- fixed spawnlist "FastSteeringAngle" variable not working

- suspension and steering movement on prop_vehicle_jeep based models is now moved to client (and should no longer lag behind in singleplayer)
- automatic transmission clutch is now smoothed to somewhat simulate an torque converter
- redesigned the controls menu
- camera transition on entering and exit is now smoothed
- moved mousesteer to client. It should also no longer ignore some vehicle settings.

- Transmission type can now be forced in the spawnlist:
ForceTransmission = 1, -- 1 = Automatic, 2 = Manual

So.. yeah..
i was concerned that im changing too many things at once and decided to release this now. Should make it easier for me to backtrack an error in case something went horribly wrong.

Update: Mar 12, 2017 @ 5:40am

Update: Jan 25, 2017 @ 12:30pm

- a few changes to the hud:
* Replaced most draw.arc functions with images so the amount of drawn polys is significantly reduced.
This means the chance of hud spazzm should be alot less now and it saves a few fps.

* fixed "alternative hud" being outside the visible screenspace for some 4/3 resolutions (the proportions are still off though. Does anyone actually use 4/3?)

The hud will be a little less transparent but i think thats an good trade off for having more fps and less spazzm


- Fixed seat ejecting when switching to driverseat if there already is a driver.
- Vehicle classnames can now be copied from the spawnlist icons (right click on the icon => copy to clipboard)


- Added camber support for the spawnlist and for the wheel replacer tool.

CustomWheelCamber = 30, -- wheel camber, just visual
note that it doesn't work for valvescript based vehicle models. It requires "CustomWheels" to be set to "true"


At some point i need to make an wiki for all the spawnlist variables and lua functions.
This addon has become much more complex than i would have ever expected.

Update: Jan 23, 2017 @ 10:30am

- (possibly) fixed crash on duping still happens... meh ;_;
- clamped differential gear to minimum 0.01 (differential gear is used as dividor and caused an servercrash if set to 0 )
- fixed smoke/sparks always flying backwards

Update: Jan 21, 2017 @ 9:49am

- Lights are slightly less vulnerable now
- Added an variable to enable translucent rendering for attachments:

Attachments = { { model = "models/hunter/plates/plate075x105.mdl", pos = Vector(0.04,57.5,16.74), ang = Angle(90,-90,0), IsGlass = true, -- if set to true the attachment will be rendered in the DrawTranslucent function (will fix rendering order issues/flickering for glass) }, }

- Mousesteer Hud can now be disabled in the mouse steering menu

- Added poppable tires feature. Tires can be made indestructable in the spawnlist with:
BulletProofTires = true

Update: Jan 14, 2017 @ 8:51am

- overhauled the damage system
* spark effects on collision
* smoke when damaged

* proper fire effect instead of sources ignite function. You will need to add an engine position to your spawnlist:

EnginePos = Vector(65.01,0,31.83), -- used for the smoke and fire effects. if not defined the script will use the attachment pos "vehicle_engine". if the attachment is not found it will use the vehicles position instead

* backfiring when heavily damaged



- overhauled the lights system
* Projected Texture lamps are now clientside and can be disabled in the client settings menu (this means sv_simfphys_lightmode convar is no longer used)
* lights are now destroyable too. (can be disabled in the client settings menu)
* lights can be repaired with the repair tool (they reappear once you maxed out Health)



- View direction now resets when you enter the vehicle
- HUD RPM now matches the engine sound
- Removed seat switching with A and D. Use the number keys instead.
- Removed Debug Wheels from the client settings menu. I doubt anyone used this since it didnt work so well anyway.
- Added a few lua functions for other devs to use. You can check them out here[github.com]

Update: Jan 8, 2017 @ 7:11am

- rewrote the sprite drawing code to (hopefully) save a few fps
- added an warning message if the servers tickrate is too low because im getting sick of these bug reports
- removed some unnecessary timers in the spawner script