Garry's Mod

Garry's Mod

GMissiles
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Pembaruan: 14 Des @ 5:34pm
berdasarkan forsomethings1

Fixed rgm 84 scale and added detail and normal maps

Pembaruan: 14 Des @ 2:52am
berdasarkan forsomethings1

Added fixed dupe support to launchers

Pembaruan: 14 Des @ 1:18am
berdasarkan forsomethings1

Fixed wire mod dupe support, Was a typo in wiremod function calls.

Pembaruan: 12 Des @ 1:07am
berdasarkan forsomethings1

Added setting in the gmissiles settings panel to allow missiles to be frozen upon spawning, by default this is false. This fixes the annoying bug where missiles fall over immediately upon spawning. Added safety checks so that missiles being created by weapons or launchers are not frozen by default and work as expected. The added setting convar is gmissiles_disable_motion_on_spawn.

Pembaruan: 11 Des @ 2:25pm
berdasarkan forsomethings1

A few minor changes, Merged drivable tomahawk into gmissiles

Pembaruan: 5 Des @ 7:30pm
berdasarkan forsomethings1

The Big MISSILE update:

NOTE:Alot of new missiles are still (WIP) And some have the same explosion effects and sounds, these will be updated as I or the community gets around to it.

ADDED the following new missiles:

-AGM-65 Maverick

-AIM-7 Sparrow

-AIM-9 Sidewinder

-GBU-12 Paveway II

-Hellfire

-HJ-10

-JDAM

-JDAM (2)

-KAB-500L

-Kh-29

-PL-11

-PL-11 (2)

-R-27

-R-27 (2)

-R-77

-TY-90

Added a Missile target control screen. This new entity allows you to filter through targets within its range. It has a built in radar :P

Added missile spammer, and Missile Launcher RPG.

Missile Launcher rpg can now right click to fire a homing missile. Left click to set any entity or prop as a target.

Moved IR target into Targeting category

Fixed duplicate sounds when missiles would hit targets

Pembaruan: 2 Des @ 2:06pm
berdasarkan forsomethings1

Fix weapon error

Pembaruan: 2 Des @ 1:40pm
berdasarkan forsomethings1

Weapon name fix

Pembaruan: 2 Des @ 12:08pm
berdasarkan forsomethings1

Fix duplicate categories

Pembaruan: 1 Des @ 4:24pm
berdasarkan forsomethings1

Changes made(Forsomethings1):

-Added new missile base class system, and new targeting logic ect.

-Added new sound system and shockwave system and base classes(This should fixe the multiplayer no sound bug)

-Changed a few missile parameters and made a missile base class for all missiles to use

-New screen entity and some random test entities that are not quite finished yet

-Removed redundant code

Commit by SmithersMohawk converts all the missiles to use the existing baseclass, and a couple other small tweaks.

Changes made(by SmithersMohawk):
- converted a few of the missiles to the new baseclass system
-An ENT.Dumb boolean variable was added to all dumb-fire missiles, and used this to create logic to prevent dumb-fire missiles from tracking and aiming while using the baseclass with the ENT:Think() function
-Commented out a self.Dumb condition in ENT:Use(). Prior to the additions in this PR, It was the only reference to this variable, with no other existing logic
-(Client) Added logic using the ENT.Dumb variable to prevent the hover info box from showing tracking information on dumb-fire missiles, and instead will only display the missile name
-Removed redundant sound.Add functions from missile entity code. These sounds were already being added in autorun/GMissiles_Sounds.lua
-Other notes
-Some missiles may not perform precisely as before due to unique (or unclear)
-variables in the respective missile's code before conversion
-Some variables may need to be tweaked