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sometimes the player view gets limited to weird angles
sometimes the target view position is cauculated as nan on the client, thus blanking the player's view screen.
sometimes none of these happen.
all of them happen mostly because of the lack of enter / exit anims and a proper view position.
overriding the combine_apc.mdl with required attachments and anims fixes the problems above, but i don't want to override default models.
I wonder if you could give the other APC addon your console commands?
fix pls
5.1-) if npc_apcdriver has an enemy, your crosshair will not aim and it will assist you with aiming and shoot the target for you. it will use only one weapon at a time but you can use the other weapon to assist with the apc.
5.2-) if the npc_apcdriver has a valid route, it'll track the route even when you're still the driver. while npc_apcdriver is driving, you can still command your apc to either move forward & backward, steer or break, that will alter npc_apcdriver's behaviors. when the npc_apcdriver doesn't have any route, you are fully in command of the apc.
2-) this overrides apc default functionality and can't be an aim within this mod.
3-) i intentionally disabled boosting feature because default turbo settings are incorrectly set in apc_npc.txt, temporarily breaks apc physics and makes the apc loose gravity and occasionally flip upside-down instead.
4-) this functionality actually exists. bind +attack3 to any button and when you press it, the apc will select a target closest to your crosshair.
I would like an ammo display if possible to come on, along with a variable that makes the APC Gun act like the Airboat's in terms of ammo regeneration.
An option for the rockets to shoot straight out the barrel instead of fly in a weird angle from the APC's side before shooting forward.
And a less clumsy way for the auto-target to work that doesn't disable the vehicle's boost function.
I would have either the reload key or a combination between the RMB and reload key on a target enable the APC's missiles to focus on an enemy selected with the crosshairs.
I would add an option in the convars for the ability to have the Machine Gun also target a selected enemy so that the player can drive and shoot without having to worry about aiming much.
1. APC_WeaponModifiers - lua/autorun/prop_vehicle_apc_fixer.lua:206
2. APC_WeaponThink - lua/autorun/prop_vehicle_apc_fixer.lua:274
3. v - lua/autorun/prop_vehicle_apc_fixer.lua:428
This got spammed whenever I entered the APC.
I hope that all goes well. And, if you can, please try to make the headlight functionality as vanilla/Valve as possible, using the game's code. If that doesn't work and you have to code custom headlights in, can you please try to make it as accurate to Valve's headlights as possible?
If you don't do it, that's fine. There's always the lamp and weld tools.
I feel like we're missing something, and we can't just change that value. Is it possible to access internal functions, such as HeadlightTurnOn();, through GLua?
Not only that, but in the client part of the code, there's UpdateHeadlight();, m_pHeadlight, and m_bHeadlightIsOn->TurnOn();. Surely there's a way to access all of those, right? I couldn't find a way, but I'm not very good with coding in any language.
Do you think you can reenable the headlights on the jeep? I know the jeep isn't really the focus of this addon, but it would still be cool to see.
In HL2's code, the code to trigger toggling the headlights was commented out (impulse 100 while in the jeep). But the code for the headlights are still there, which means it can still be triggered. In fact, I think the headlights still get turned off when you exit the jeep, even if they're not on.
Just an idea I had, is all.
Your playermodel doesn't move with prop_vehicle_driveable.
That, and sometimes the enter/exit animations break. Sometimes your camera doesn't move with the vehicle, either.
I think this happens with prop_vehicle_apc, too. But it's much rarer. This can be fixed by despawning the vehicle and spawning in another.
There's also an issue where both entities spit you out the wrong side when you exit them (easy to see with enter/exit animations). I'm not sure if this is the addon playing up, or if the original entities did that.
I also like that you implemented the alt-fire thing that fires SLAMs. Reminds me of that beta Combine APC thing.
There's one issue where prop_vehicle_driveable starts rolling backwards when it spawns, though. But that happens with the original entity, it's not the addon breaking or anything like that.
Overall, the update works great and I love it. 10/10.
If you destroy it while it's empty, sure some explosions will appear, but it won't properly launch missiles & explode into props unless you enter the destroyed APC.
I think this is the reason why in Route Kanal, You can damage the 2 APCs in the Garage, but never seem to "destroy" them.
It's because they lack drivers & they need one to initiate the destruction sequence properly.
Whatever, thanks for clearing that up!
prop_vehicle_jeep_old is for hl2 jeep and doesn't have the rear light sprites.
Thirdperson would definitely be a challenge to get right, because, like I said, the driving animation clips through the APC a LOT. I know this because I've used custom driveable Combine APC models in GMod lots of times in the past (with prop_vehicle_jeep, of course).
Also, what's the difference between prop_vehicle_jeep and prop_vehicle_jeep_old, anyway? From what I could gather by messing around with them in-game, and the little documentation of the latter online, they seem to be exactly the same.
(Off-topic but I gotta say that the ability to aim the gun backwards is so weird but cool since you can't normally do that.)
i haven't thought about the thirdperson view of the apc, since i focused mostly on basic driving concept, especially in singleplayer.
If you get in the APC, then get back out, and freeze the APC with the Physics Gun, the game will either freeze with the APC, or it'll just crash.
I'm not sure if this is the addon at fault, though, because I feel like I remember seeing some patch notes for the game a while back that mentioned fixing something similar with prop_vehicle_jeep.
1. The "locked" sound still plays. Maybe that shouldn't play when the APC is unlocked?
2. The playermodel is using the sitting animation, and not the driving animation (although the driving animation clips through the APC a lot).
3. The APC doesn't turn off when you go underwater.
The only other issues with this are all model-related, I think, because combine_apc.mdl isn't made to be driven by the player (it's missing the required attachments).
I would also like to see whatever prop_vehicle_cannon is fixed too. I honestly don't know what that's supposed to be, though. I assume it doesn't work properly, like everything else.
Gordon? GORDAN!, sorry but I will not be releasing that. You'll have to ask kwaHliveD for that to be implemented into the addon officially as like a toggle or something like that.
Also, the broken camera and player positioning can be fixed with a modified model that adds the proper attachments for those.
the only thing is that it is really unnecessary to patch prop_vehicle_driveable in hl2 based mod, since we already have "prop_vehicle_jeep_old" in hl2 branches. they are the same picture, when you disable tau cannon for "prop_vehicle_jeep_old" as for other source engine branches, we have https://github.com/Mikusch/source-vehicles
still, i am glad someone enjoyed this mod.
I wonder if you might release your updated version of Prop_vehicle_apc, possibly with an edit to make the player face the forward end of the vehicle?
I actually made my own version which disables the auto-aim stuff and re-enables the boost/turbo, because that feels more "vanilla" or "Valve" to me (this version isn't public, I made it for private use).
With all that being said, can you make a version of this addon that fixes prop_vehicle_driveable instead? And do you think you can port prop_vehicle_jetski to GMod, and fix that too? I would love to see both of those entities working properly again, and it would be even better if all of this could be backported to Half-Life 2 and its Episodes (and maybe other games, just for laughs).
I think the reason you can enter the APC at all is a remnant of a time when the player COULD drive it.
If I remember correctly, the player drove one to fool the Combine and the functionality had a small test map made on it.
The APC at the original drivable state had different weapons from retail. It didn't have a gun or rockets and instead the center cannon was a grenade launcher.
https://youtu.be/gWzmjBhXa0o
It's located at one of the bridges next to a wooden platform 2 SMG-using Metrocops are on.
If you instead park the Airboat next to it instead of smashing it, you can get on the platform and use it to get onto the bridge & use the Prop_Vehicle_Apc.
because it was optimized for the NPC AI.
The 2-sec reload is likely the burst delay.
I believe the mag size is 10
1. v - lua/autorun/prop_vehicle_apc_fixer.lua:158
2. unknown - lua/includes/modules/hook.lua:96 (x924)