Garry's Mod

Garry's Mod

HerrDoktor's Bofor
41 Comments
teodor99 30 Sep, 2017 @ 12:20pm 
hmm. does outside models work too. or does it just require a model from any source?

http://www.indiedb.com/games/traction-wars/news/news-update-4-requesting-artillery-support

this may be useful
teodor99 30 Sep, 2017 @ 12:19pm 
not as far as i know.
Herr Doktor  [author] 30 Sep, 2017 @ 12:18pm 
Hmm. I'll keep that in mind. Any conventional weapon you want to see?
teodor99 30 Sep, 2017 @ 12:15pm 
teodor99 30 Sep, 2017 @ 12:12pm 
then there's nothing i can do. some of them have to be custom made. but ill see the workshop
Herr Doktor  [author] 30 Sep, 2017 @ 12:05pm 
That made my day, I meant like a weapon model that I can use. For the most part, m9k uses 3 things. LUA, models(and materials which usually come with), and sounds. I can do lua and sounds well enough, but without the models and materials, it's nothing. Well I geuss I can look somewhere for a arty peice, but it may end up being some generic american gun.
teodor99 30 Sep, 2017 @ 11:57am 
http://www.pillbox-study-group.org.uk/psgwordpress/wp-content/uploads/2012/12/041-1.jpg

despite this being a toy model. its more accurate on the insides
teodor99 30 Sep, 2017 @ 11:53am 
http://www.kingandcountry.com/images/deptdata/Image/Product/EA107(BR)(L).jpg

thats the closest i could get.

tho i wasnt expecting it to be mounted on a horse
teodor99 30 Sep, 2017 @ 11:51am 
well... ill see what i can do.
Herr Doktor  [author] 30 Sep, 2017 @ 11:47am 
Well the 2-pounder seems the most feasable when it comes to mounting a cannon to a horse, but the key question is; Where do I find the model. If you can find a model for a artillery peice, then I think I can work a small miracle.
teodor99 30 Sep, 2017 @ 11:19am 
ok. tho id hope it would be player held gun. well.. i can see if i can find something similar in a smaller size
Herr Doktor  [author] 30 Sep, 2017 @ 11:02am 
I assume you want a emplacement rather than a horse-mounted gun, and you want to be about to penetrate a few striders. Hmm... I can't do anything close to that right now. The best I can do is let you know when I release the "HAGL". But I will keep this in mind when developing anti-machine rifles.
teodor99 30 Sep, 2017 @ 9:32am 
well what im just aiming for is a rather big gun. with 2 versions. 1 for anti unit duty. and one for anti infantry duty.

well seing how the real live gun could easily penetrate 220mm with AP and 285mm with Sabot (basicly a dart) i guess it could do fien with penetrating atleast 3 striders

and and being more on realism. id go for physical projecttile. just its capable of going atleast 500m before starting to dive down.
Herr Doktor  [author] 30 Sep, 2017 @ 2:07am 
Depends on what you're aim for. If you want a gun that causes a explosion, then it's more than possible. I was actually thinking on giving the Bofors a explosive effect, but I've been so busy dealing with the ever-flawed Shambu to look into the explosion script.

Armour penetration is another thing though. With the version of M9k I'm running, different ammo types can penetrate certain amounts. Pulse (ar2) rounds and Crossbow Bolts are horrifying because they can peirce 16unit thick walls, but not much more. But yeah, a gun with exposive bullets.

I was working on a Heavy Automatic Grenade Launcher "HAGL", and it's grenades can topple a strider in 3-5 hits. So my question to you is: Do you want a hitscan (instant travel, no ark) bullet, or a physical projectile (takes it's time and drops with gravity) gun?

Also, I put giant guns on horses. There's not really a "too silly" for me. :balloon:
teodor99 29 Sep, 2017 @ 1:55pm 
i suddenly got a rather silly idea.

after playing a ww2 based game with tanks and planes, ive seen a few guns which seems cool. and it gave me the idea: why not have a handheld antitank gun, or artillery gun. having looked around. the closest was the bofors seen here. but it would be rather silly, but cool to have a big gun thats capable of tearing apart most armoured things. so taking my time and looking for suitable guns. the british 20 pounder/ 84mm royal ordanace cannon look like something that would do the job for such a silly idea. tho it should have variations, such as Anti Armour and High explosive. making it capable of dealing with both heavy units and infantry. i dont know how to make this so. i have to ask others for such things. so is it possible? or is it too silly?
teodor99 29 Sep, 2017 @ 3:48am 
that would make sense. tho i have subbed to rather similar weapons aswell
Herr Doktor  [author] 28 Sep, 2017 @ 6:32pm 
Wonderful! Glad I could fix it. I have a theory as to why no one else has that problem. The 400 some people who subbed to this must've subbed to at least one other gun with fo_e_gun_base, such as the Minigun or HMG. Their Bofors simply drew information from the sister addons and worked fine.

This game is full of progamming surprises.
teodor99 28 Sep, 2017 @ 9:22am 
it works quite well now.
teodor99 28 Sep, 2017 @ 8:55am 
testing
Herr Doktor  [author] 28 Sep, 2017 @ 7:26am 
I suppose it worked?
teodor99 28 Sep, 2017 @ 6:09am 
ok
Herr Doktor  [author] 28 Sep, 2017 @ 6:07am 
A'ight, give it a bit, and it should update when you return to menu.:balloon:
Herr Doktor  [author] 28 Sep, 2017 @ 6:05am 
. . . derived. I geuss that file was needed. My bad. Limme throw the files together and I'll get you set up.
teodor99 28 Sep, 2017 @ 6:01am 
SWEP (fo_e_scoped_base) is derived from non existant SWEP (fo_e_gun_base) - Expect errors!
SWEP (fo_e_scoped_base) is derived from non existant SWEP (fo_e_gun_base) - Expect errors!

[HerrDoktor's Bofors] lua/weapons/fo_e_scoped_base/shared.lua:146: attempt to call method 'CreateModels' (a nil value)
1. unknown - lua/weapons/fo_e_scoped_base/shared.lua:146

Herr Doktor  [author] 28 Sep, 2017 @ 5:52am 
Whelp, that's a shame. Same console error?
teodor99 28 Sep, 2017 @ 5:50am 
it failed...
teodor99 28 Sep, 2017 @ 5:28am 
well ill try that. and you dont have to be sorry. its most likely my pc deciding to fail
Herr Doktor  [author] 28 Sep, 2017 @ 5:26am 
It's the strangest thing. I never heard of any such problem, and no one else brought it up... My best remedy is to unsub and remove the .gma file, the resub and download. Everything should've been right.

I'm sorry I'm not the best support, I'm really truely am, but if a uninstall/reinstall doesn't fix it... It's beyond me. I'll keep working on it though. Say, if there's any weapon you want, find me a model and I'll make it. For your troubles. :balloon:
teodor99 28 Sep, 2017 @ 4:46am 
[HerrDoktor's Bofors] lua/weapons/fo_e_scoped_base/shared.lua:146: attempt to call method 'CreateModels' (a nil value)
1. unknown - lua/weapons/fo_e_scoped_base/shared.lua:146

MDLCache: sentry/f80.mdl uses a different model version to the engine (got 49, expected 48)

this is what i found
teodor99 28 Sep, 2017 @ 4:45am 
cant seem to find it. olny the weapons showed up. or else theres nothing else
Herr Doktor  [author] 28 Sep, 2017 @ 4:32am 
Hmm... In the game, go into the prop spawn menu, and scoll the left spawn menu down to addons. In that section, look for the bofors. If you can find the model, but can't use the weapon, then it's in there technically. And it gives me a strong hint for A fix.
teodor99 28 Sep, 2017 @ 4:28am 
nothing about the bofors
Herr Doktor  [author] 28 Sep, 2017 @ 4:23am 
And the console?
teodor99 28 Sep, 2017 @ 4:23am 
it is auto enabled here aswell,,,
Herr Doktor  [author] 28 Sep, 2017 @ 4:19am 
A'ight. Well... The moment the game is fully booted up, press the "~" key. This'll bring up your console. Look for anything about the Bofors, or anything in red.

Also odd how you have to enable a addon after downloading it. Usually it's auto enabled. Try checking to see if it has a green outline rather than a light grey one in the addon section. Green means active, grey means disabled.
teodor99 28 Sep, 2017 @ 4:01am 
downloaded via steam workshop. and enabled it. and it failed. despite everything was put where it should be. and due to my lack of knowledge on Gmod systems... i cant really describe it more than this
Herr Doktor  [author] 27 Sep, 2017 @ 6:50pm 
... Hmm. Can you try to describe the errors? Maybe copy/paste from the console. It does seem that your the first person to have a problem, or at least bring it up.
teodor99 27 Sep, 2017 @ 1:42pm 
it failed to work. and are just creating errors. is there anything which can solve it?
Herr Doktor  [author] 18 Sep, 2017 @ 12:35am 
Done.
Herr Doktor  [author] 17 Sep, 2017 @ 3:00pm 
Heads up, I'm going to update this addon soon. It's still going to be OP, but instead of 600rpm laser beam, it's going to be a 300rpm with double shot. It shouldn't be a big deal. Anyway, I might upload a minigun later to replace the original bofors, so don't worry.

I'm telling you now since you might be surprised and confused if I didn't.