Garry's Mod

Garry's Mod

Personal Spawn Pad
Počet komentářů: 35
miltank 18. čvn. v 17.40 
can I look at your code also you should check out the 25 admin gun if you haven't already. ent_remove 25_admin_gun returns "refusing to delete world spawn entity" I can't figure out how that was done lol
[3k-36] JAMES 5. pro. 2023 v 19.39 
If you shoot it, it will broke. I found that problem. If we smack it or blower up or broke spawn here system, it cannot spawn there any more. You have to make sure, as a god mode, unbreakable.
[3k-36] JAMES 14. zář. 2023 v 15.40 
Very awesome 100 % work. It was very hardly spawned first time. I was very close to unsubscribe to this. after look on video, we go into spawn menu. and go to weapons and go to other. and then I can see it. if I want to pick it up. Press E. if I want to spawn it and put it somewhere else, press left click. If you spawn a new one and press left click, put it random place where you want to spawn the. other one will be gone. Deleted automatically and that is very good. I like it. I'm looking for something like this for a very long time.
Ryder 5. zář. 2023 v 7.19 
incompatible with ragmod
Exalcore 6. čvc. 2023 v 6.18 
:steamthumbsup:
BigSmiley 4. lis. 2022 v 22.49 
Mr.Bones has common sense:steamhappy:
Redeyes 13. čvn. 2022 v 8.58 
then don't use ragmod and this
sharaj00 14. úno. 2022 v 6.00 
this mod conflict with RagMod, when i turn off ragdoll mod i have teleported to spawn point
Pickle toast 5. bře. 2021 v 6.55 
aight, thanks
Physics Dude  [autor] 4. bře. 2021 v 18.09 
In the video, the three-second glowy player spawn effect is from an addon called "Spawn Protection." The map is dev_pico
Pickle toast 27. úno. 2021 v 12.23 
is the spawn effect part of the addon?
>KB> >KEKSQUAD 9. led. 2021 v 11.39 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]
>KB> >KEKSQUAD 23. pro. 2020 v 6.22 
Also, to improve on the spawn pad physics, can you make it so that it can also weld itself to whatever is beneath it?
>KB> >KEKSQUAD 14. pro. 2020 v 10.57 
P.S. when gravgunned
>KB> >KEKSQUAD 14. pro. 2020 v 10.57 
ENT.JModPreferredCarryAngles=Angle(0,0,0)

Can you add this to the entity's shared.lua? Either that or directly to its file with all the other ENT.whatevers. This will make personal spawn pads correct themselves to point upwards. Thanks!
Physics Dude  [autor] 25. srp. 2020 v 6.02 
Thanks for the suggestion. I have added a new cvar "personal_spawn_pad_enable_physics" that lets you enable or disable pad physics at any time in game. Default is 0, like it always has been.
Reasonably Overworked 17. srp. 2020 v 17.04 
Would it be possible to make it so you can weld the spawn pad on props so you would spawn on top of them? As it is now, it stays where exactly it was deployed. Could be useful in base building or using massive props as landing pads.
Physics Dude  [autor] 4. srp. 2020 v 15.56 
I can't reproduce this error, but it seems like the Spawn Pad SWEP cant find its owner. There must be a conflict outside of my control for all I know.
>KB> >KEKSQUAD 26. čvc. 2020 v 12.32 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]

Physics Dude  [autor] 18. čvn. 2020 v 8.14 
Thanks!
Kliczesław 17. čvn. 2020 v 4.38 
It's soo good! Thanks for it!
Physics Dude  [autor] 1. čvn. 2020 v 12.55 
Fixed!
Physics Dude  [autor] 1. čvn. 2020 v 7.53 
That must be a HL2-only sound. Thanks for letting me know. I'll fix it today.
Count Dooky 31. kvě. 2020 v 12.14 
Failed to load sound "fvox\beep.wav", file probably missing from disk/repository
Sorry, it doesn't matter what is no sounds.
Physics Dude  [autor] 1. kvě. 2020 v 15.41 
Imma hold off on that feature for now. I want to keep it as simple as possible.
Çơṛvęŧ 29. dub. 2020 v 12.42 
i guess yeah
Physics Dude  [autor] 29. dub. 2020 v 4.45 
You can use normal color/material tools on the spawn pads to change the base's appearance. I could add a simple "render_beam" or "beam_material_type" cvar option though. Is that what you had in mind?
Çơṛvęŧ 28. dub. 2020 v 22.20 
suggestion, could there be customization options for the spawn effect and pad appearance?
>KB> >KEKSQUAD 28. dub. 2020 v 11.12 
Yeeeeett
Physics Dude  [autor] 28. dub. 2020 v 10.59 
Thanks, I merged your idea and added some more features. See description for new cvars.
>KB> >KEKSQUAD 28. dub. 2020 v 3.57 
return true end*
>KB> >KEKSQUAD 28. dub. 2020 v 3.48 
Nvm I deleted my last comment

if dmg:GetAttacker():Team() == self.SpawnPadOwner:Team() then
return end

Just tested this with a friend and it works. This should be minge-proof now.
Physics Dude  [autor] 27. dub. 2020 v 17.38 
Thanks for the input! Friendly fire thinking is out of my scope for now, but I did add the ability for you to change the spawn pad's health at any time. Enjoy!
>KB> >KEKSQUAD 27. dub. 2020 v 2.45 
And can you make it so that players on the same team cannot destroy each other's spawn pads? Thanks!
>KB> >KEKSQUAD 27. dub. 2020 v 2.06 
You should get rid of this line in cl_init.lua

ENT.RenderGroup = RENDERGROUP_TRANSLUCENT