Garry's Mod

Garry's Mod

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Fake hits fix
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Content Type: Addon
Addon Type: Effects
Addon Tags: Fun, Realism
Bestandsgrootte
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2.613 KB
8 aug 2021 om 17:59
3 okt 2024 om 17:42
11 wijzigingsnotities (weergeven)

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Fake hits fix

In 1 verzameling van Redox
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83 items
Omschrijving
Now supports players & npcs!
This addon aims to fix "fake hits" / hitreg feel, whenever a player shoots another player or npc. This can cause the attacker to see fake blood particles while the player that's getting shot at receives no damage at all.

The addon does this through server siding most of the effect, making it only trigger when a player actually takes damage.

Github Link [github.com]
125 opmerkingen
t5d6k3 20 sep om 12:11 
this mod breaks TTT/Sandbox blood pools by Yakubian Tricknologist
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2073051145
!!PleaseCleanMyteeth!! 8 sep om 17:22 
This makes mod makes me bleed and get wounded in vehicles. The cars themselfs are bleeding while sitting in it.
VAKANCY 23 jul om 8:02 
thanks lomb
.kkrill 14 jul om 12:08 
this addon breaks blood effects with ent:DispatchTraceAttack()
also because it makes ent:GetBloodColor() always return -1 it breaks even manual util.Effect( "BloodImpact" )
Lombaxtard 29 apr om 12:27 
Scratch that, the effect didn't persist after a game restart. Changing
"if not ent:IsNPC() then return end"
to
"if not ent:IsNPC() or not ent:IsRagdoll() then return end"
in the "OnEntityCreated" hook worked for sure though. I made sure to re-test again to be definitive. It seems that before that the script failed to initialize somehow and I couldn't tell if fake hits were happening or not
Lombaxtard 29 apr om 10:36 
But they do. I added IsRagdoll as a condition and blood splatter system worked immediately
Redox  [auteur] 29 apr om 10:09 
it checks if the entity is a player, npc or nextbot under that
ragdolls wont pass though that
Lombaxtard 29 apr om 9:38 
@Name's Joystick; Redox
To make it compatible with Enhanced Blood Splatter System is literally a 2 second fix, just replace the line
"if ent.IgnoreFakeHitFix then return end"
with the line
"if ent.IgnoreFakeHitFix or ent.IsRagdoll then return end".

All this damage logic is not needed on ragdolls anyway since by the default shooting them doesn't spawn any particles, and no need to account for fake hits of Enhanced Blood Splatter System because that addon already has prediction built in
Redox  [auteur] 11 feb om 3:44 
this probably wont be needed if you use a clientside hitreg addon. this is basically just as simple as is while clientside hitreg addons redo the entire way hitregistration is done
Vincent 10 feb om 14:24