Garry's Mod

Garry's Mod

GMissiles
Viser 11–20 av 23 bidrag
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Oppdatering: 11. des. @ 14.25

A few minor changes, Merged drivable tomahawk into gmissiles

Oppdatering: 5. des. @ 19.30

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

Oppdatering: 2. des. @ 14.06

Fix weapon error

Oppdatering: 2. des. @ 13.40

Weapon name fix

Oppdatering: 2. des. @ 12.08

Fix duplicate categories

Oppdatering: 1. des. @ 16.24

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

Oppdatering: 3. mars 2020 @ 9.20

Fixed cl_init error when in multiplayer

Oppdatering: 3. mars 2020 @ 6.28

Oppdatering: 2. mars 2020 @ 12.29

UPDATE 3/2/2020

1. Completely overhauled missile guidance code.(Missiles work much better with multiple targets)
2.Added 3 new missiles.
3.Added target information GUI to guided missiles.
4.Added RGM-84 Launcher
5.Added target thruster option in settings
6.Added missile GUI toggle option in settings
7.Some of the non guided missiles now have realistic flight patterns and characteristics.(Try launching the Harpoon :P)
8.Optimized and cleaned up some of the code.
9.Fixed missiles not targeting players.
10.Fixed a crash with the hunter npc.

Oppdatering: 1. feb. 2020 @ 11.17