Garry's Mod

Garry's Mod

Turret & Emplacement placers
21 kommentarer
Доктор Коньяк 21. juni 2023 kl. 6:39 
Это прекрасно! Спасибо! :p2chell:
Omen 14. mar. 2021 kl. 21:33 
Oh cool, I can use this for the engineer class on The Horde Gamemode, ty
>KB> >KEKSQUAD 12. okt. 2020 kl. 2:08 
Asked the second last one kind of weird whoops
>KB> >KEKSQUAD 12. okt. 2020 kl. 2:07 
Okay, but I want it to work on both teams. I have this here

/code Shpigun.TeamWL = {
"Combine",
"Rebels"
}
end)
Attache  [ophavsmand] 11. okt. 2020 kl. 17:19 
I don't see how it wouldn't work. Just input one team inside, that should be it
>KB> >KEKSQUAD 11. okt. 2020 kl. 1:36 
Okay so can I only make it friendly towards one team then?
Attache  [ophavsmand] 10. okt. 2020 kl. 18:28 
I mean that with whitelist turned off it won't work properly
>KB> >KEKSQUAD 7. okt. 2020 kl. 23:38 
Did you happen to leave any debug methods behind?
>KB> >KEKSQUAD 7. okt. 2020 kl. 20:05 
And I am using the latest version.
>KB> >KEKSQUAD 7. okt. 2020 kl. 18:36 
I don't have any prop protection and I was able to kill the enemy with my crowbar, but not the sentry.
Attache  [ophavsmand] 7. okt. 2020 kl. 12:40 
Probably won't work without whitelist at all, tested on darkrp
Attache  [ophavsmand] 7. okt. 2020 kl. 12:39 
Sure you're using the lattest version? Can't replicate the problem on my side, might be your prop protection or something.
>KB> >KEKSQUAD 7. okt. 2020 kl. 11:05 
It also still leaves behind the PHX cube for some reason whenever it's moved.
>KB> >KEKSQUAD 7. okt. 2020 kl. 11:05 
Hey, so I noticed a peculiar bug just now, as I've decided to revisit this with an extracted version by disabling the whitelist. The turret does shoot at the enemy and ignores the owner, but it doesn't do any damage and at some point just ignores everyone altogether.
Attache  [ophavsmand] 11. aug. 2020 kl. 5:51 
fixed all the bugs, now works as intended
Attache  [ophavsmand] 1. feb. 2020 kl. 6:52 
May be, then,
Shpigun.TeamWL = {
[1]=true,
[2]=true,
}
try that?
Attache  [ophavsmand] 1. feb. 2020 kl. 6:48 
I found in fortfights this code:
[code]local function SetPlayerTurretRelationship(ply)
for k, v in pairs(ents.FindByClass( "npc_turret_floor")) do
local turretTeam = -1
if v:GetName() == "turret_Rebel" then
turretTeam = 1
elseif v:GetName() == "turret_Combine" then
turretTeam = 2
end
if turretTeam == ply:Team() or ply:Team() == TEAM_SPECTATOR or ply:Team() == TEAM_UNASSIGNED then
v:AddEntityRelationship(ply, D_LI, 99)
else
v:AddEntityRelationship(ply, D_HT, 99)
end
end
end[/code]
seems like fortfights gamemode already has functionality similiar to what's been done in this addon?
>KB> >KEKSQUAD 29. jan. 2020 kl. 0:35 
Hey, so I noticed the turret will attack teammates on Fort Fights. It uses the "ply:Team()" Lua method of 1 for Rebels, 2 for Combine. Not sure how I'd go about adding that into the config with what is limited in the indicated file above.
Tactic_N7 the Comrade 3. okt. 2019 kl. 11:32 
Buuut.. you made it.
:summer2019boost::cozyspaceengineersc:
Attache  [ophavsmand] 2. okt. 2019 kl. 14:32 
I haven't added support for TTT nor TTT2 specifically, it was tested on Sandbox and works on DarkRP. In sandbox it appears in Other tab of Q-menu (spawnmenu). As it has TEAM-based whitelist, it could theoretically work for TTT but after your comment I'll consider testing it on TTT.
Cuckoo 2. okt. 2019 kl. 1:41 
Hmm. We tried this out in TTT, but neither the Turret Placer nor the Gun Emplacement Placer appeared in the shop.

We run TTT2 (which has a built-in shop editor), so I can normally see all the items which are loaded, even if they're not currently linked to any roles, or are set to not-buyable by default. But I can't seem to find either of these weapons anywhere.