Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
1. b - lua/tfa_vox/modules/idlebreath.lua:44
2. unknown - RunString(Ex):8
3. unknown - lua/dlib/modules/hook.lua:904
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/killstreak.lua:84: attempt to compare nil with number
1. b - lua/tfa_vox/modules/killstreak.lua:84
2. unknown - RunString(Ex):8
3. unknown - lua/dlib/modules/hook.lua:904
The Garry's mod update seems to have broken something, because now the mod spams these 2 errors in the console.
1. LambdaRunHook - lua/lambdaplayers/autorun_includes/shared/a_hookhandling.lua:16
2. LambdaOnKilled - lua/lambdaplayers/lambda/sh_hooks.lua:302
3. func - lua/lambdaplayers/lambda/sh_hooks.lua:1093
4. v - lua/lambdaplayers/lambda/sh_util.lua:115
5. Run - lua/includes/modules/hook.lua:96
6. unknown - lua/lambdaplayers/autorun_includes/shared/gamemode_overrides.lua:397
7. FireBullets - [C]:-1
8. defaultfunc - lua/lambdaplayers/lambda/sv_weaponhandling.lua:217
9. UseWeapon - lua/lambdaplayers/lambda/sv_weaponhandling.lua:274
10. unknown - lua/entities/npc_lambdaplayer.lua:816
seems to be related to killstreaks function, whenever a lambda kills any living thing this error pops up
Recently i started playing with a mod called Gmod Quake 3...
It's so fun and really well done, but being a separate GAMEMODE from sandbox, some addons don't have all their functionalities or straight up don't work...
TFA-VOX and your custom modules work well enough, except the Damage callouts, both the base TFA-VOX ones and the custom ones from
https://steamproxy.net/sharedfiles/filedetails/?id=2925438575
So i was thinking about this suggestion, is it possible to implement a module that reliably detects the damage recived from the Quake Gamemode?
Respectively in the same way of how the original quake does...
Which has 4 stages of "Damage Severity"
100 HP
75 HP
50 HP
25 HP
This is just an idea tho, i'm not asking anything since i get how difficult it is to program in LUA and make things work.
Anyway thank you for maintaining your addons and for adding new stuff every so often.
And thank you for even reading this type of comments.
local IsBreathingIn = true
if CurTime() < OutOfBreathDelay and sndtbl then
if IsBreathingIn then
TFAVOX_PlayVoicePriority(ply, sndtbl.outofbreath_in, -2)
IsBreathingIn = false
else
TFAVOX_PlayVoicePriority(ply, sndtbl.outofbreath_out, -2)
IsBreathingIn = true
end
end
I modified your existing outofbreath script and played around. This does to trick somewhat but it plays the in sounds or the out sounds multiple times in a row sometimes, guess it has something to do with how the delays and curtime arithmetic works, I'm not clever enough to figure it out.
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/idlechatter.lua:88: attempt to compare nil with number
1. b - lua/tfa_vox/modules/idlechatter.lua:88
2. v - RunString(Ex):8
3. unknown - lua/includes/modules/hook.lua:96 (x19)
idk what it means but if i keep playing the number at the end is gonna get to the hundreds
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/plybanter.lua:104: attempt to index field 'TFAVOX_Sounds' (a nil value)
1. callback - lua/tfa_vox/modules/plybanter.lua:104
2. v - lua/tfa_vox/framework/tfa_vox_modules.lua:622
3. unknown - lua/includes/modules/hook.lua:96
You think you could add compatibility to LSCS?
Unfortunately that's a random error that I can't really fix. I'm not sure what causes it, but the TFA_VOX_Pack_Reload console command should fix the issue.
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/plybanter.lua:104: attempt to index field 'TFAVOX_Sounds' (a nil value)
1. callback - lua/tfa_vox/modules/plybanter.lua:104
2. fn - lua/tfa_vox/framework/tfa_vox_modules.lua:622
3. unknown - lua/ulib/shared/hook.lua:109
The addon likes to bug out like that at random. I'm not sure why.
If it does happen just run the TFA_VOX_Pack_Reload console command and that should fix it (and TFA_VOX_Module_Reloadall if the first one doesn't work.)
1. b - lua/tfa_vox/modules/barnaclegrab.lua:47
2. v - RunString(Ex):8
3. unknown - lua/includes/modules/hook.lua:96 (x1290)
1. callback - lua/tfa_vox/modules/complimentkill.lua:105
2. v - lua/tfa_vox/framework/tfa_vox_modules.lua:622
3. Call - lua/includes/modules/hook.lua:96
4. unknown - gamemodes/base/entities/entities/base_nextbot/sv_nextbot.lua:160
5. TakeDamageInfo - [C]:-1
6. unknown - lua/autorun/bsmod_killmove.lua:838
1. GetPos - [C]:-1
2. callback - lua/tfa_vox/modules/spotitem.lua:166
3. fn - lua/tfa_vox/framework/tfa_vox_modules.lua:622
4. unknown - lua/ulib/shared/hook.lua:109
Whenever I successfully perform a roll when there's a vox assigned for that, the whole TFA-VOX mod like stops delivering callouts altogether for a few seconds before it starts delivering callouts again as usual.
(Can't believe no one has left a comment here for like almost a whole month)
Like if you manage to successfully perform a roll, it'll trigger a callout.
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/idlebreath.lua:46: attempt to index field 'calloutsextra' (a nil value)
1. b - lua/tfa_vox/modules/idlebreath.lua:46
2. v - RunString(Ex):8
3. unknown - lua/includes/modules/hook.lua:96
Pools just don't appear anymore.
thank you so much for adding support to Apex hands SWEP, it really shows how much you care about keeping your addons alive...
I only have ONE insignificant complain...
It would be perfect if the sounds only triggered when punching instead of when i get the weapon... the reason for that being that whenever i switch to the fists, it cuts every voiceline that's playing in that moment.
And since that mod also make you spawn with the fists already in your inventory...
it basically nullifies every 'Spawn' voiceline from the base TFA-VOX modules...
Is this something i ca fix myself without bothering you too much?
Thank you for your patience
Do you know about Apex Hands SWEP ?
I was wondering, can you add support for them by making them count as regular fists or by adding an entire separate module?
It's just an idea i wanted to share, obviously i don't demand anything.
As always, thank you for your consideration.
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/complimentkill.lua:102: Tried to use a NULL entity!
1. GetPos - [C]:-1
2. callback - lua/tfa_vox/modules/complimentkill.lua:102
3. fn - lua/tfa_vox/framework/tfa_vox_modules.lua:622
4. unknown - lua/ulib/shared/hook.lua:109
I can't really help you with the first one.
As far as the errors go, if the files causing errors are as you labeled them then you have an outdated version of the addon. None of the files use those names anymore.
The melee callouts only work with weapons that use a melee hold-type or trigger a certain animation event. It's a wonky as hell implementation but it's the only way I can think of doing it.
Nothing about the module has changed so it's probably not working because the melee weapons function in a way that doesn't trigger the module.
One for when you're breaching the water's surface, as if you're gasping for air.
1. unknown - lua/tfa_vox/modules/basics_healsounds.lua:61
Timer Failed! [Simple][@lua/tfa_vox/modules/basics_healsounds.lua (line 60)]
[TFA-VOX Extra Callouts] lua/tfa_vox/modules/specificnoammo.lua:111: attempt to index field 'TFAVOX_Sounds_Next' (a nil value)
1. callback - lua/tfa_vox/modules/specificnoammo.lua:111
2. fn - lua/tfa_vox/framework/tfa_vox_modules.lua:622
3. unknown - lua/ulib/shared/hook.lua:109