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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
You did correctly, but you must still be using an old version, this key binding system is new and only in V21, redownloading and reinstalling the mod should solve the problem.
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Thu Nov 10, 2011 1:15 pm |
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Wraith404
Joined: Thu Nov 10, 2011 4:33 am Posts: 2
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Ohhh, I didn't even realize you had updated -- I came back to look at some features of the mod while I was playing and noticed the command: thought it was there all along. Duhhhh. It works now. Thanks xD
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Thu Nov 10, 2011 10:32 pm |
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priest197
Joined: Fri Nov 11, 2011 3:18 am Posts: 1
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
This is AMAZING mod ! But ... can you create playstaytion-like joystick support ? (Flamer and other buttons) Pleeeease !
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Fri Nov 11, 2011 3:37 am |
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HeadcrabPL
Joined: Mon May 23, 2011 3:41 pm Posts: 269
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
I more like standard key changing i think is easeyer P.S. new mode of changing buttons is bad cose if i want greaneda luncher as v and teleckinetic grip as z i will change both not one
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Fri Nov 11, 2011 11:22 am |
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TheStragedyGuy
Joined: Sun Sep 11, 2011 11:48 pm Posts: 59
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
...the mentioning of lua console made me wonder what are all the commands...does anyone knows?
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Fri Nov 11, 2011 11:03 pm |
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Mackerel
Joined: Thu May 05, 2011 1:30 am Posts: 2876 Location: Rent free in your head. Vacation in your ass.
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Cortex Command is not Garrys Mod.
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Fri Nov 11, 2011 11:41 pm |
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TheStragedyGuy
Joined: Sun Sep 11, 2011 11:48 pm Posts: 59
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
pffft...then what is the console for huh?
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Sat Nov 12, 2011 12:02 am |
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Miggles
Data Realms Elite
Joined: Mon Jul 12, 2010 5:39 am Posts: 4558
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
To see errors. There are console commands, but it isn't like Gmod where they are much more relevant.
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Sat Nov 12, 2011 12:23 am |
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Sims_Doc
Joined: Fri Aug 20, 2010 4:45 am Posts: 911 Location: No Comment.
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Anychance of magnet missiles basicly you fire them in the rought direction of a dropship and they attach them self to the dropship and then blow up, Seems like a waste of time but it is experimental.
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Sat Nov 12, 2011 1:59 am |
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DrVonBarron
Joined: Sun Sep 04, 2011 2:25 pm Posts: 181
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
I've been suffering a bug from this, Fireing the cannon with the standard pod causes them to explode in midair, above the target. Ruining any chance of it nailing to a surface.
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Sat Nov 12, 2011 3:38 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
TheStragedyGuy wrote: ...the mentioning of lua console made me wonder what are all the commands...does anyone knows? You mean like, for spawning things, changing funds, etc.? Look on the wiki, learn basic coding and type stuff on the console. For example: for i = 0, 20 do Bomb = CreateTDExplosive("Standard Bomb") Bomb.Pos = Vector(25*i,0) Bomb:Activate() MovableMan:AddParticle(Bomb) end Copy-pasting it into the lua console in-game will result in a bombing run at the point 25,0 which is the upper-left corner of the map. To know which coordinates to use, use the scanners CaveCricket made. On topic: Oh Mehman, your new code to add the keys via lua console is MAGNIFICENT. You have a very innovative mind, sir.
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Wed Nov 16, 2011 12:43 am |
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T-COD
Joined: Wed Nov 16, 2011 12:59 am Posts: 2
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Is it normal for the UAV and Heavy UAV to plummit to the ground the secodn you spawn it? They also wont fly after hitting the ground, but their bombs and guns work just fine.
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Wed Nov 16, 2011 1:01 am |
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trotskygrad
Joined: Mon Nov 14, 2011 8:58 pm Posts: 92
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
the interceptor missiles are hella buggy
they tend to TK and explode randomly for no reason.
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Fri Nov 18, 2011 7:18 am |
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sycokid
Joined: Tue Aug 09, 2011 7:38 am Posts: 16
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
I really love this mod, everything's nearly perfect. I was wondering if you could make the turrets deploy-able via grenade or something. Because many times i place the defender turret in my base, and it gets destroyed, over and over again. Also, for the multi-ammo rocket launcher, the frag missile kind of, pops out, and doesn't even go off. The Ahuman holds it kind of awkwardly too. When moving quickly, for example with the runner, the launcher floats behind him, not even seeming to be attached to his arms.
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Sat Nov 19, 2011 10:50 pm |
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Emogotsaone
Joined: Mon Mar 07, 2011 2:18 am Posts: 717
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Re: Mehman's Experimental Weaponry[V21: Detector/Keys Update]
Mwahahaha! This mod is full of diabolical devices. Me likey. Edit: The artillery has to go MUCH farther.
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Sun Nov 20, 2011 5:17 pm |
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