Garry's Mod

Garry's Mod

GM++ | Player Interaction Overhaul
 This topic has been pinned, so it's probably important
sev  [developer] 19 Aug @ 2:35am
Custom Modules and Extra Functionality
GM++ is a very modular platform, and is designed to be extended. This thread will keep track of any additional modules in development for GM++.

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Official

Q: Why custom modules? Why not include them in GM++?
A: GM++ has a unique and singular vision: to enhance the gameplay experience of Garry's Mod/Half-Life by building on existing systems without introducing too much bloat or feature creep. If a feature in development gets a bit too in-depth, or is unstable and causes problems, it might be split out into another module.

Q: Can I make my own module?
A: Currently, as the base is changing pretty frequently, we haven't made documentation or source code readily available. This is coming but it isn't ready yet. If you're really itching to, you can extract GM++'s GMA and get hacking. Be warned that GM++ is not stable, so everything it does and functionality it exposes is subject to change.

Q: I made a module! Can you add it to this list?
A: Absolutely, drop a link and we'll add it to the OP. We would love to see what you made.

A: I have another question about GM++ or need development support
A: Post here and we'll answer what we can.
Last edited by sev; 22 Aug @ 1:13am
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Purplexion 22 Aug @ 10:04am 
is there a way to force a weapon to be considered as a melee weapon, so that it doesn't conflict with some modules?
sev  [developer] 22 Aug @ 4:36pm 
Originally posted by Purplexion:
is there a way to force a weapon to be considered as a melee weapon, so that it doesn't conflict with some modules?
yes, but it currently needs a compatibility module added for it. see here

weapons with melee holdtype or with no valid ammo type should be automatically classified as melee however. if this doesn't fit your usecase then a basecompat would need to be added.

but, if the above criteria is true and it still isn't getting automatically recognized as a melee, that's a bug, and you shouldn't need a basecompat.
Last edited by sev; 22 Aug @ 4:37pm
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