Garry's Mod

Garry's Mod

[simfphys] LUA Vehicles - Base
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Update: 5 Nov, 2016 @ 3:58am

- CPPI Owner is now set for all attached parts (seats, wheels, attachment props..)
- Added cl_simfphys_hidesprites convar. cl_simfphys_hidesprites 1 to hide the sprites. Emergency lights will still be drawn.
- Added sv_simfphys_gib_lifetime convar. value is in seconds. If set to 0 gibs will never despawn. However the fire will extinguish after 2 minutes.
- Some small performance tweaks related to convars.

Tips on increasing performance are appreciated. But don't tear me to pieces for doing something wrong. I'm not very experienced in lua.

Update: 4 Nov, 2016 @ 1:28pm

- Added Forward/backward air controls
- Added Transmission Editor tool
- Vehicle editor tool R now restores default settings
- Added support for the DarkRP Keys. This means you can lock the vehicles now.
- Added SpawnAngleOffset

Update: 3 Nov, 2016 @ 9:54am

- Fixed drawing/rendering order issues for attachments & sprites.

Update: 2 Nov, 2016 @ 12:10pm

- Fixed a few lua errors

Update: 2 Nov, 2016 @ 10:58am

- Moved all vehicles to our new tab. Old vehicles that are still listed on garrys vehicle list should automatically be added to the new tab. However i recommend to update your spawnlists to get rid of the unused lists in garrys tab.
Main things that have changed in the spawnlist are:

list.Set( "Vehicles", "sim_fphys_vehiclename", V )
to
list.Set( "simfphys_vehicles", "sim_fphys_vehiclename", V )
and the SpawnOffset is no longer inside the members table.


- Fixed missing sounds and hud for new connected players
- Removed Sound Editor from the Edit Properties Menu. Not sure if anyone did actually use it but its gone for technical reasons. TODO: make an sound editor TOOL
- Updated trabant sounds


- Attachments can now be set to use the vehicle bodys color
Attachments = { { model = material = useVehicleColor = true, pos = ang = } }


- Wheels are now colorable with the color tool
- Wheel Color can now be set in the spawnlist
ModelInfo = { WheelColor = Color(100,255,255,50) },


- Added Fog Lights support + Added foglights to some vehicles
- Reworked the Headlights for the madmax interceptor
- Added simple emergency light support (check out the madmax light_table list in simfphys_lights.lua).
Quicky press and release the Horn key to turn on the Sirens. Hold for a short time and then release to turn off. If the vehicle has multiple hornsounds you can switch through them by tapping the Horn key
TODO: Make an vehicle that actually uses this. For now its just the madmax interceptor wich doesnt have anything special when it comes to emergency lights


- Light sprites can be defined more detailed now.
(except for FrontMarker_sprites and RearMarker_sprites. There is no point to allow it there since you can just use the Rear or Headlight table instead)
Headlight_sprites = { -- lowbeam { pos = Vector(102,27.5,-1), material = "sprites/light_glow02_add_noz", size = 60, color = Color(0,0,250,255), } },


- Light sprites can now be made to only show if a specific bodygroup is active
for example:
FogLight_sprites = { { pos = Vector(-19.35,97.08,15.81), color = Color(255,255,255,255), material = "sprites/light_ignorez", size = 25, OnBodyGroups = { [3] = {1,2,3,4,5} } }, }
sprites will be drawn if bodygroup 3 is set to 1 2 3 4 or 5

Update: 27 Oct, 2016 @ 6:18pm

- Added Hornsounds
(You can add hornsounds to the vehicle editor tool by making an lua file in lua/autorun with

list.Set( "SimfphysHornSounds", "Put display name here", { simfphyseditor_hornsound = "path/to/hornsound.wav" } )
The vehicle editor tool will only allow sounds that are in the list)

- Added mousesteer exponent setting
- Added mousesteer deadzone setting
- Changed the countersteering system for mousesteer
- Changed repair tool view model from v_physcannon.mdl to c_physcannon.mdl
- Removed wheel gibs for valvescript based vehicles because people see them as "bug"
- Added bouncy rev limiter (Revlimiter = true in the spawnlist to enable)
- Sprites should fade properly now
- Turning on the lights will now turn on the lowbeams aswell
- Light-Key with lights active toggles lowbeam/highbeam instead of just turning highbeam on/off
- Added sv_simfphys_lightmode convar. 0 = disable projected lights, 1 = front only, 2 = front and rear, 3 = highbeams only
(Serverside only. Sorry. I tried the clientside ProjectedTexture() function but i couldn't parent them to the vehicle and calling setpos every frame looked ugly)
- Fixed some wheel spazz issues
- Engine soundpitch smoothing should now be less dependent on fps

Update: 24 Oct, 2016 @ 4:00am

- Disabled shadows for the lamps and increased NearZ from 12 to 65
- Added Pose Parameter support for lights

Update: 23 Oct, 2016 @ 10:40am

- Added mousesteering
- Added Exhaust effects for some vehicles
- Added dynamic light for burning wrecks
- Added Lights for most vehicles. Press F to turn on the lights. When the lights are on you can toggle the projected texture lamps by tapping F. Hold F for about half a second and then release to turn lights off.
- Added additional tiresmoke for slow burnouts/skids
- Changed Rendergroup to RENDERGROUP_BOTH (fixed transparency issues for glass)
- Suspension with custom wheels enabled can now be RAISED in the EDIT Properties menu (it will make handling worse if you hit the limiters)
- Reworked the entire control system to use numpad.ondown instead of convars. Hopefully reduces input lag on servers.
- re-balanced some vehicles to feel more "heavy" (mainly the trucks)

Update: 15 Oct, 2016 @ 7:38am

- Fixed? animation issues from previous update causing the vehicles to become invisible.

Update: 15 Oct, 2016 @ 3:38am

- Fixed wheels triggering crazy physics on spawn causing them to disappear or crashing the server
- Fixed "floating" playermodel when entering the driverseat with noclip enabled
- Fixed physical steer angle sometimes not matching visual steer angle on low speed
- Fixed vehicle editor tool default values "powerbandend" and "powerbandstart" beeing swapped
- Fixed grass skid sound not beeing looped
- Added "ModelInfo" table so you can change the default skin/bodygroup/color the vehicles spawn with. (there is an commented out example in the simphys_spawnlist.lua)
- Added "presets" option for the wheel editor tool
- Added cruise control (Default key R, Press "clutch" to coast and "throttle modifier" to accelerate)
- rebalanced HL2 EP2 jalopy
- Changed soundpreset -1 volume fading method for high RPM sound
- Changed explosion sounds (I think these fit alot better)
- Vehicle controls are now disabled if the chat window is open

Please let me know if this update broke anything especially the disable control on chat thingy. I tested it but there is still a chance that it breaks on custom chat windows