Garry's Mod

Garry's Mod

Subspace Tripmine [+]
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Update: 1 May @ 6:27pm

yeah

Update: 1 May @ 6:21pm

fixed one line of code.......................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................

Update: 1 May @ 12:38pm

""fix""

Update: 30 Apr @ 8:01pm

BlastRange 250 > 275 (detectrange is still 175)
Damage 9000 > 90000
Bug fixes for multiplayer handling of options (convars/checkboxes) (?)
Kill feed icon added

hopefully fixed multiplayer issues cant test rn leave feedback please
damage buff because it wasnt killing some stuff, though grigori can still tank like 3 so i might bump it up another 0
blastrange buff to match light and to widen the detect and blast gap a bit more

Update: 13 Apr @ 2:55pm

-Weapon icon added instead of just the default page/lua script icon
-Weapon slot slider added in the options, clientsided

Update: 13 Apr @ 12:11pm

ok last one i swear
mini fix to prevent pulsing from taking 200 years

Update: 13 Apr @ 12:03pm

yet another bug fix

Update: 13 Apr @ 11:32am

-Fixed bug
-Fixed coloring convar functionality
-Added correct attacker and inflictor damage credit; you now get credit for the kill using the weapon version

Update: 12 Apr @ 11:54pm

-Moved mod options into their own category, inside utilities just not Admin anymore
-Added new option to control whether the mines go fully invisible or only partially
-Both options are serversided, admin-only and notify the server on change to prevent any unfairness (ex: one client changes the invis toggle and the other doesnt so one can see the mines insanely easier)
note: i didnt test if they worked in multiplayer but they should so beware i guess
-Added """"neon"""" combined effect using color, material and rendermode to affected entities
-Coloring now affects players too
-Affected entities now get their color, material and rendertype restored to their original after 10 seconds; there are failsafes to prevent mine-stacking and entities being left perma-pink but some dont flip back ever, no idea why
^ You can try this out by coloring something then subspacing it and waiting a bit, some materials may break it but failsafes should prevent any errors
-Sparkles added to affected entities!, they might be offcenter but thats something i cant fix
-Mine 'pulsing' is now handled on the client (times when to pulse are sent from serverside to prevent desync); this means that they're now animated! and lerp instead of just being set to on and off
-Mines are inert and visible for 3 seconds before arming, no longer spawning armed
-maybe more i forgot

Some mine behavior explained:
Mines start fully visible for 3 seconds then arm and go into "subspace"
They pulse every 5-8 seconds
If they detect an NPC or a Player within 1/2 of the blast radius they will go off
If they detect any touch from anything that isnt the world they will go off
No time limit

List any ideas or bugs in the comments i read them all :)
Glory to the CCP. Glory to DeepSeek. (and ChatGPT)

no you still cant pick the weapon version up with the physgun idk okay
its 3:53am im done

Update: 12 Apr @ 1:07pm

Added option within utilities>admin>subspace tripmine to control whether the explosion paints stuff pink