Garry's Mod

Garry's Mod

[simfphys] LUA Vehicles - Base
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Update: 24 Feb, 2018 @ 3:26pm

Update: 2 Oct, 2017 @ 8:29am

pullrequest [github.com] from -=JokerR |CMBG|=-

Update: 2 Oct, 2017 @ 8:19am

Update: 19 Jul, 2017 @ 4:00am

- [Fixed] fuel fill position being wrong on the mad max interceptor
- [Fixed?] exit positions sometimes being outside the map
- [Changed] split multifuel gas pump into petrol, diesel and electric
- [Changed] Moved Racing hud back to an older version
- [Changed] Disabled collision damage when hitting npcs
- [Added] sv_simfphys_teampassenger convar, set to 1 to only allow players of the same team to enter the same vehicle. Its useful for teambased gamemodes. Can also be changed in the server settings menu

Update: 19 Jul, 2017 @ 3:24am

Update: 25 Jun, 2017 @ 8:02am

- [Changed] vehicles at low health no longer randomly blow up. They quit working instead
- [Changed] small collisions no longer blow vehicles up
- [Changed] added health regeneration if health is below 30. This is so vehicles can not be destroyed from a single scratch
- [Changed] N-gear autohandbrake is now smoothed to reduce annoying skid noises
- [Changed] gibs no longer look like 100% coal

- [Added] turnsignal submaterial support. Example:

SubMaterials = { turnsignals = { left = { [7] = "path/to/material" }, right = { [8] = "path/to/material" }, }, },

- [Added] (beta?) Fuel system. Fuel types are not finished yet and im not sure when i have time and motivation to do it. Enjoy the current progress i guess. Fuel useage is dependent on rpm, throttle, torque and powerband.

Add this to your spawnlist for full fuelsystem support:
FuelFillPos = Vector(-61.39,49.54,15.79), -- fuel filling position FuelType = FUELTYPE_PETROL, -- fuel type (will be used in the future) FuelTankSize = 120, -- fuel tank size in liters

valid fueltypes are:
FUELTYPE_NONE (unused)
FUELTYPE_PETROL (yellow)
FUELTYPE_DIESEL (orange)
FUELTYPE_ELECTRIC (blue)

Fuel system can be disabled with
sv_simfphys_fuel 0

fueltank size can be scaled with
sv_simfphys_fuelscale
( default 0.1, 1 = realistic fuel useage (about 3 hours of driving with a full tank) )

both convars can be changed in the server settings menu.


i know the madmax car fuel filler position is wrong. Will be fixed in the future, Lol

Update: 19 Jun, 2017 @ 12:25am

- [Added] hud offset variable in the client settings menu
- [Added] turn signal support ( default key is , )
in your lights table simply add:

Turnsignal_sprites = { -- regular turning signal (orange) - left Left = { Vector(-30,120.5,18), Vector(-42.5,110.3,24.4), }, -- regular turning signal (orange) - right Right = { Vector(30,120.5,18), Vector(42.5,110.3,24.4) }, -- combo signal with brake and turning light (red) - left, -- while flashing the brake signal is ignored. TurnBrakeLeft = { Vector(-33.5,-120,36), }, -- combo signal with brake and turning light (red) - right, -- while flashing the brake signal is ignored. TurnBrakeRight = { Vector(33.5,-120,36), }, },

it also supports the detailed definitions
{pos = Vector(-121,25.5,5),material = "sprites/light_ignorez",size = 55,color = Color( 255, 0, 0, 165)},

and bodygroups:
{pos = Vector(35.96,91.16,23.32),size = 64,OnBodyGroups = { [3] = {0} } },

Update: 17 Jun, 2017 @ 10:09am

- [Fixed] Remote Controller typo in the weapon name
- [Fixed] suspension editor erroring on 6 wheeled vehicles
- [Fixed] vehicle duplicator erroring on 6 wheeled vehicles
- [Fixed] pose parameter controler lua error
- [Fixed] wheel editor tool wierd angle glitch

Update: 17 Jun, 2017 @ 10:01am

Update: 17 Jun, 2017 @ 6:35am

- [Fixed] wheel physic model blocking the vehicle wich prevented players to get in
- [Fixed] OnGround check hitting its own vehicle in some cases resulting in flying vehicles and air controls not working