Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for the Medical Rifle, it has two modes: buff and debuff.
• If you hold the attack button, it switches between the two modes.
• If you just tap it once, the projectile locks onto a target.
And yeah, the item descriptions could definitely be improved. I tried to avoid filling the screen with too much text explaining every mechanic.
In Zombie Survival, there are clearly defined teams: humans (good guys) and zombies (bad guys), so the game can automatically know who to heal or damage.
But in Sandbox, there are no teams, just players, NPCs, and other entities. Because of that, there’s no reliable way to tell whether someone should be buffed or debuffed automatically.
That’s why the Medical Rifle in Sandbox now lets you manually set the mode (buff/debuff), so you can decide how it behaves in different situations.
Also thirdperson blocking animations would be great! Kinda reminds me of Melee Arts 2 (great addon btw)
Thank you so much!!!!!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3449464807
As for the suggestion about a damage multiplier setting, that’s a good idea, I’ll definitely keep it in mind for the future, I should probably add one for the headshot multiplier too.
[ZS Essentials] lua/zsbox/obj_entity_extend.lua:346: attempt to concatenate local 'sType' (a nil value)
1. GetStatus - lua/zsbox/obj_entity_extend.lua:346
2. Think2 - lua/weapons/tfa_bash_base.lua:199
3. PlayerThink - lua/weapons/tfa_gun_base/shared.lua:1028
4. func - lua/tfa/modules/tfa_hooks.lua:52
5. unknown - lua/includes/modules/hook.lua:267
[ZS Essentials] lua/zsbox/obj_entity_extend.lua:346: attempt to concatenate local 'sType' (a nil value)
1. GetStatus - lua/zsbox/obj_entity_extend.lua:346
2. ProcessLoopFire - lua/weapons/tfa_gun_base/shared.lua:2455
3. unknown - lua/weapons/tfa_gun_base/shared.lua:1022
[ZS Essentials] lua/zsbox/obj_entity_extend.lua:346: attempt to concatenate local 'sType' (a nil value)
1. GetStatus - lua/zsbox/obj_entity_extend.lua:346
2. func - lua/weapons/tfa_gun_base/client/viewbob.lua:89
3. unknown - gamemodes/base/gamemode/cl_init.lua:391
I haven’t had anyone to test it with yet, only on a local server in multiplayer mode, but it should work fine.
Once I have some time, I’ll post the update.
input.LookupBinding [wiki.facepunch.com] looks like a good start though. My naive approach would be to try something like `GM:PlayerButtonDown(player_from_hook,input.GetKeyCode(input.LookupBinding('block_bind')))`, and then detecting the release of the key with `GM:PlayerButtonUp` in place of `GM:PlayerButtonDown`.
For now, it only works with RELOAD (R). The closest I found was Underhell SWEPs, which let you bind keys for actions like kick or silencer, but the keys were press-only, not holdable. 😭
If you know an addon that lets you customize and hold a key, please share it. I searched many addons but couldn’t find anything reliable.
CVAR: zsw_enable_cooldown → set it to 0 to disable crosshair cooldowns.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3560733120
Sorry if my English is bad, I’m also using a translator.
Heres something similar if you need
https://github.com/BullyHunter32/gmod-draw-functions
print(ply, ent, health)
end)
But yeah, I wouldn’t be surprised if some script errors appear. It was a real struggle to get it working, sometimes even changing the order of a single file would break the whole base.
btw the hook worked, thanks so much! currently seeing lua errors though, but like the title says its WIP. Take your time
@TotallyARussian, I honestly never noticed that since I don’t really use melees in multiplayer. It’s been a while since I last played with friends, and even if I did, I wouldn’t make them install the ZS sweps since we don’t play sandbox. Thanks for pointing it out though!
Thanks for the reply! Im just so glad im not the only one who had plans of importing stuff from ZS to sandbox.
The repair function can’t be hooked directly, so I plan to make (RepairedObject) call a hook:
hook.Run("OnRepairedObject", ply, ent, health)
Example:
hook.Add("OnRepairedObject", "AddonGivePoints", function(ply, ent, health)
ply:AddPoints(3)
end)
You can also copy the barricade code if you want, but it’s tricky. I’ll release the Base functions as soon as I can and update them over time.
And forcing players to use a custom HUD just to see their phantom health would be a bad idea, since it would override whatever HUD they already prefer using.
As for the “optional healing” idea: I didn’t really want to stray too far from the original ZS design, but it’s definitely not a bad suggestion. I’m just not sure how I’d implement it yet, maybe something like the Hemoclobber from Killing Floor 2?
I’ve also been considering adding an “Unofficial Melees” tab for experimental ideas like this. Rather than making a separate addon, I’d probably merge everything into a single mod, since I already have another unreleased ZS weapons mod.