View unanswered posts | View active topics It is currently Mon Jan 13, 2025 7:54 pm



Reply to topic  [ 33 posts ]  Go to page Previous  1, 2, 3  Next
 GMod Tools (WIP) *Update(1-24-10) 6 New Tools 
Author Message
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Keyboard now too sticky to type. Had to use Ipod touch. Extremely inconvenient.


Mon Jan 25, 2010 12:33 am
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Seems like you can only use the bunker editor once.


Mon Jan 25, 2010 12:46 am
Profile
User avatar

Joined: Wed Jan 06, 2010 2:17 am
Posts: 81
Location: New Zealand
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
:) I shall enjoy removing those pesky dummy dreadnauts with the comical use off the balloon tool.


Mon Jan 25, 2010 1:51 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Lizard wrote:
Seems like you can only use the bunker editor once.
That's a problem with CC. Though with older attempts at build mode it just lagged ridiculously after the first. If I read correctly, you're saying it just can't be used?


Mon Jan 25, 2010 2:54 am
Profile WWW
User avatar

Joined: Fri May 30, 2008 9:38 pm
Posts: 260
Location: Some Crack House
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
This day just keeps getting better and better. Ballons, thrusters, working welds all that's really left is some kind of seat that actors can sit in, hoverballs(maybe), the turret tool, rope tool, and a variety of props. Then I can delete gmod and have fun building ships in the cooler 2d CC version.


Mon Jan 25, 2010 4:29 am
Profile
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
411570N3 wrote:
Lizard wrote:
Seems like you can only use the bunker editor once.
That's a problem with CC. Though with older attempts at build mode it just lagged ridiculously after the first. If I read correctly, you're saying it just can't be used?

No it can be used, just once in campaign and not at all in skirmish.


Mon Jan 25, 2010 8:57 am
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
zeno39 wrote:
This day just keeps getting better and better. Ballons, thrusters, working welds all that's really left is some kind of seat that actors can sit in, hoverballs(maybe), the turret tool, rope tool, and a variety of props. Then I can delete gmod and have fun building ships in the cooler 2d CC version.


Not sure about sitting, but atleast some sort of booth or platform the actor could stand on can be done with a non-colliding MOSR that could be welded with an object. This MOSR would have a script that would keep the actor in place if his AI mode is set to [Insert preferred AI mode here].

Also can you do add the face thing?:

Image

Yes I know thats impossible, I'm just kidding.


Mon Jan 25, 2010 3:11 pm
Profile
User avatar

Joined: Mon Jun 29, 2009 2:40 am
Posts: 610
Location: Deep below The Map of Mars
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Being able to weld more than one thing to one other thing would be a nice way to expand this, but man, this is satisfying.
Also, a deep getinventory on things you are trying to clone would be nice, as that's the biggest limitation to the tool.

The balloons are amazing, I do not even know where to start.
Oh, and taking over the enemies is pretty neat, I can see that trick used in a mission requiring haxxoring into robots.


Mon Jan 25, 2010 7:28 pm
Profile
User avatar

Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
Location: Here
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
The inventory code would take while, since you also want it to copy the first weapon, too.

Booth/seat sounds good, not difficult.

I thought of a way to re-do the object spawner: Have an in-game keyboard and you type in the name/classname of the object to spawn it. I would need someone to sprite a keyboard with all the keys though, capped keys also.


Mon Jan 25, 2010 9:09 pm
Profile
User avatar

Joined: Wed Feb 04, 2009 4:07 pm
Posts: 380
Location: Galacia
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Man this is fun. One question, how would I change how well the balloons work?


Tue Jan 26, 2010 12:05 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
CaveCricket48 wrote:
I would need someone to sprite a keyboard with all the keys though, capped keys also.
By "with all the keys" I assume you mean including punctuation and numbers.
EDIT: By "someone" I assume someone apart from you.
Image
The thing where tab is meant to be is meant to be a home key - for going back to the start of the line.
I've just realised that that's a stupid idea and here's some arrow keys to replace it.
Image
And here's a highlighted key to give an example, in case you need to do some key highlighting stuff for keyboard control of the keyboard.
Image


Attachments:
Keyboard (CC Palette).bmp [9.65 KiB]
Not downloaded yet
Keyboard Key (CC Palette).bmp [1.19 KiB]
Not downloaded yet
Keyboard Key Highlighting (CC Palette).bmp [1.23 KiB]
Not downloaded yet
Tue Jan 26, 2010 2:49 am
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
This conflicts with the FBM CB 4200 when pressing the gmod tool, it makes you select both cursors.


Tue Jan 26, 2010 11:12 am
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Why in god's name would you use both at once.
There is practically no chance that something will NOT go wrong.


Tue Jan 26, 2010 3:16 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
It's called playtesting...


Tue Jan 26, 2010 3:27 pm
Profile
User avatar

Joined: Fri May 30, 2008 9:38 pm
Posts: 260
Location: Some Crack House
Reply with quote
Post Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools
Captain Kicktar wrote:
Man this is fun. One question, how would I change how well the balloons work?

Going along with he said I think the balloons require a little tweaking, on the terms that it took an unbelievably large amount of balloons to lift a legless/armless dummy an inch off the ground.


Wed Jan 27, 2010 12:13 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 33 posts ]  Go to page Previous  1, 2, 3  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.047s | 14 Queries | GZIP : Off ]