Garry's Mod

Garry's Mod

Fort Fights
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Update: 30 Jul, 2018 @ 3:01pm

None Provided

Update: 30 Jul, 2018 @ 2:58pm

- Fixed an issue with the player info interface (name, health).

Update: 27 Jun, 2017 @ 1:34pm

- Added a stamina system
--- If a player is running, his/her stamina is slowly depleting. If it's zero, he/she can't run.
- New cvars:
--- fof_stamina_enabled | Enables the stamina system (used when running).
--- fof_stamina_depletion_speed | Changes the stamina depletion speed when running.
--- fof_stamina_regeneration_speed | Changes the stamina regeneration speed.

Update: 26 Jun, 2017 @ 2:08am

- Fixed an issue where props wouldn't return to solid state when released with the physgun if fof_physgun_grabbed_props_dont_collide is set to 1

Update: 24 Jun, 2017 @ 5:05am

- Changed the way how propflying protection works
--- Props grabbed with the physgun now won't collide with players until they are dropped
--- fof_kill_propflyers is now 0 by default
- New cvar:
--- fof_physgun_grabbed_props_dont_collide | Changes whether props grabbed with the physgun collide with the other players. (0=collide with players, 1=don't collide with players)
- Fixed the fof_map_voting_canvoteoncurrentmap cvar
- Fixed an issue where every footstep would print an error in the console on server side
- Fixed an issue where players could freeze props outside of their base
- Added developer hooks:
--- FOF_OnEntityEnteredBase(Entity ent, int baseOwnerTeamID)
----- Called when an entity enters a base (Note that this is also called when entities spawn inside a base)
--- FOF_OnEntityLeftBase(Entity ent, int baseOwnerTeamID)
------ Called when an entity leaves a base
--- FOF_OnRoundNewStart()
------ Called when a new round starts (Also called when the game starts waiting for players)
--- FOF_OnRoundEnd(int winnerTeamID)
------ Called when a round ends

Update: 21 Jun, 2017 @ 1:20am

- Changed the way how Loot Crates stores weapons.
- Fixed a lua error in the HUD, involving picking up non-vanilla weapons.
- Improved the Gesture menu
- Added the Colt Python (.357) to the default loot table
--- Spawns in the third stage
--- Replaces the Pistol spawn
- The HUD has been slightly improved

Update: 19 Jun, 2017 @ 1:40am

- Updated the "Look" gesture
--- Updated the icon
--- Now highlights when looking at a valid entity
- Changed the default event chance from 5% to 25%
- Fixed a bug with throwing/dropping weapons
- The generator alarm effect now appears at 45% health instead of 35%
- Fixed the "Waiting for players" bug on the HUD (Further testing is required)
- Removed a debug line releated to events
- The HUD has been slightly improved

Update: 18 Jun, 2017 @ 5:44am

- Reworked the weapon throwing system
- Updated the scoreboard
--- Players are now sorted by frags
--- The cursor can now be shown by pressing the left mouse button
--- Players can now be muted
- Added a fourth gesture: "Look"
--- A voice gesture that changes depending on what the player is looking at
- Fixed a language issue on the MVP screen
- Replaced "ONGOING EVENT" with "EVENT" in the language file
- New cvar:
--- fof_propdamage_dissolve_when_destroyed | Changes whether props dissolve (silently) when destroyed.

Update: 15 Jun, 2017 @ 5:05am

- Added events.
--- Random events can now happen after the third stage. (5% chance of happening, if not overriden)
--- Currently there are two events in the gamemode:
----- Antlions: Antlions unborrow from the ground.
----- Scanner Canister: Modified City Scanners arrive on the map, that scan any player they see. If a player is scanned, a Headcrab Canister is launched at them.
- Added cvars:
--- fof_event_chance_of_happening | Changes the chance of an event happening. (0 means events are disabled)
--- fof_event_antlion_enabled | Enables the Antlion Event
--- fof_event_scanner_enabled | Enables the Scanner Canister Event

Update: 13 Jun, 2017 @ 9:33am

None Provided