| Author | Message | 
        
			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsKeyboard now too sticky to type. Had to use Ipod touch. Extremely inconvenient. 
 
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			| Mon Jan 25, 2010 12:33 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsSeems like you can only use the bunker editor once. 
 
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			| Mon Jan 25, 2010 12:46 am | 
					
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			| BioBen 
					Joined: Wed Jan 06, 2010 2:17 am
 Posts: 81
 Location: New Zealand
   |   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.
 
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			| Mon Jan 25, 2010 1:51 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsLizard 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?
 
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			| Mon Jan 25, 2010 2:54 am | 
					
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			| zeno39 
					Joined: Fri May 30, 2008 9:38 pm
 Posts: 260
 Location: Some Crack House
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsThis 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. 
 
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			| Mon Jan 25, 2010 4:29 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New Tools411570N3 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.
 
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			| Mon Jan 25, 2010 8:57 am | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New Toolszeno39 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?:  Yes I know thats impossible, I'm just kidding.
 
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			| Mon Jan 25, 2010 3:11 pm | 
					
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			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsBeing 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.
 
 
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			| Mon Jan 25, 2010 7:28 pm | 
					
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			| CaveCricket48 
					Joined: Tue Jun 12, 2007 11:52 pm
 Posts: 13144
 Location: Here
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsThe 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.
 
 
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			| Mon Jan 25, 2010 9:09 pm | 
					
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			| Captain Kicktar 
					Joined: Wed Feb 04, 2009 4:07 pm
 Posts: 380
 Location: Galacia
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsMan this is fun. One question, how would I change how well the balloons work? 
 
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			| Tue Jan 26, 2010 12:05 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsCaveCricket48 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.  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.  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. 
 
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			| Tue Jan 26, 2010 2:49 am | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsThis conflicts with the FBM CB 4200 when pressing the gmod tool, it makes you select both cursors. 
 
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			| Tue Jan 26, 2010 11:12 am | 
					
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			| TorrentHKU Loose Canon 
					Joined: Sun Mar 29, 2009 11:07 pm
 Posts: 2992
 Location: --------------->
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsWhy in god's name would you use both at once.There is practically no chance that something will NOT go wrong.
 
 
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			| Tue Jan 26, 2010 3:16 pm | 
					
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			| Lizardheim DRL Developer 
					Joined: Fri May 15, 2009 10:29 am
 Posts: 4107
 Location: Russia
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsIt's called playtesting... 
 
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			| Tue Jan 26, 2010 3:27 pm | 
					
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			| zeno39 
					Joined: Fri May 30, 2008 9:38 pm
 Posts: 260
 Location: Some Crack House
   |   Re: GMod Tools (WIP) *Update(1-24-10) 6 New ToolsCaptain 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.
 
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			| Wed Jan 27, 2010 12:13 am | 
					
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