Garry's Mod

Garry's Mod

Personal Spawn Pad
35 Comments
miltank 18 Jun @ 5:40pm 
can I look at your code also you should check out the 25 admin gun if you haven't already. ent_remove 25_admin_gun returns "refusing to delete world spawn entity" I can't figure out how that was done lol
[3k-36] JAMES 5 Dec, 2023 @ 7:39pm 
If you shoot it, it will broke. I found that problem. If we smack it or blower up or broke spawn here system, it cannot spawn there any more. You have to make sure, as a god mode, unbreakable.
[3k-36] JAMES 14 Sep, 2023 @ 3:40pm 
Very awesome 100 % work. It was very hardly spawned first time. I was very close to unsubscribe to this. after look on video, we go into spawn menu. and go to weapons and go to other. and then I can see it. if I want to pick it up. Press E. if I want to spawn it and put it somewhere else, press left click. If you spawn a new one and press left click, put it random place where you want to spawn the. other one will be gone. Deleted automatically and that is very good. I like it. I'm looking for something like this for a very long time.
Ryder 5 Sep, 2023 @ 7:19am 
incompatible with ragmod
Exalcore 6 Jul, 2023 @ 6:18am 
:steamthumbsup:
BigSmiley 4 Nov, 2022 @ 10:49pm 
Mr.Bones has common sense:steamhappy:
Redeyes 13 Jun, 2022 @ 8:58am 
then don't use ragmod and this
sharaj00 14 Feb, 2022 @ 6:00am 
this mod conflict with RagMod, when i turn off ragdoll mod i have teleported to spawn point
Pickle toast 5 Mar, 2021 @ 6:55am 
aight, thanks
Physics Dude  [author] 4 Mar, 2021 @ 6:09pm 
In the video, the three-second glowy player spawn effect is from an addon called "Spawn Protection." The map is dev_pico
Pickle toast 27 Feb, 2021 @ 12:23pm 
is the spawn effect part of the addon?
>KB> >KEKSQUAD 9 Jan, 2021 @ 11:39am 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]
>KB> >KEKSQUAD 23 Dec, 2020 @ 6:22am 
Also, to improve on the spawn pad physics, can you make it so that it can also weld itself to whatever is beneath it?
>KB> >KEKSQUAD 14 Dec, 2020 @ 10:57am 
P.S. when gravgunned
>KB> >KEKSQUAD 14 Dec, 2020 @ 10:57am 
ENT.JModPreferredCarryAngles=Angle(0,0,0)

Can you add this to the entity's shared.lua? Either that or directly to its file with all the other ENT.whatevers. This will make personal spawn pads correct themselves to point upwards. Thanks!
Physics Dude  [author] 25 Aug, 2020 @ 6:02am 
Thanks for the suggestion. I have added a new cvar "personal_spawn_pad_enable_physics" that lets you enable or disable pad physics at any time in game. Default is 0, like it always has been.
Ohmyori 17 Aug, 2020 @ 5:04pm 
Would it be possible to make it so you can weld the spawn pad on props so you would spawn on top of them? As it is now, it stays where exactly it was deployed. Could be useful in base building or using massive props as landing pads.
Physics Dude  [author] 4 Aug, 2020 @ 3:56pm 
I can't reproduce this error, but it seems like the Spawn Pad SWEP cant find its owner. There must be a conflict outside of my control for all I know.
>KB> >KEKSQUAD 26 Jul, 2020 @ 12:32pm 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]

Physics Dude  [author] 18 Jun, 2020 @ 8:14am 
Thanks!
KLIK 17 Jun, 2020 @ 4:38am 
It's soo good! Thanks for it!
Physics Dude  [author] 1 Jun, 2020 @ 12:55pm 
Fixed!
Physics Dude  [author] 1 Jun, 2020 @ 7:53am 
That must be a HL2-only sound. Thanks for letting me know. I'll fix it today.
Master Chief 31 May, 2020 @ 12:14pm 
Failed to load sound "fvox\beep.wav", file probably missing from disk/repository
Sorry, it doesn't matter what is no sounds.
Physics Dude  [author] 1 May, 2020 @ 3:41pm 
Imma hold off on that feature for now. I want to keep it as simple as possible.
Nephrite Harmony 29 Apr, 2020 @ 12:42pm 
i guess yeah
Physics Dude  [author] 29 Apr, 2020 @ 4:45am 
You can use normal color/material tools on the spawn pads to change the base's appearance. I could add a simple "render_beam" or "beam_material_type" cvar option though. Is that what you had in mind?
Nephrite Harmony 28 Apr, 2020 @ 10:20pm 
suggestion, could there be customization options for the spawn effect and pad appearance?
>KB> >KEKSQUAD 28 Apr, 2020 @ 11:12am 
Yeeeeett
Physics Dude  [author] 28 Apr, 2020 @ 10:59am 
Thanks, I merged your idea and added some more features. See description for new cvars.
>KB> >KEKSQUAD 28 Apr, 2020 @ 3:57am 
return true end*
>KB> >KEKSQUAD 28 Apr, 2020 @ 3:48am 
Nvm I deleted my last comment

if dmg:GetAttacker():Team() == self.SpawnPadOwner:Team() then
return end

Just tested this with a friend and it works. This should be minge-proof now.
Physics Dude  [author] 27 Apr, 2020 @ 5:38pm 
Thanks for the input! Friendly fire thinking is out of my scope for now, but I did add the ability for you to change the spawn pad's health at any time. Enjoy!
>KB> >KEKSQUAD 27 Apr, 2020 @ 2:45am 
And can you make it so that players on the same team cannot destroy each other's spawn pads? Thanks!
>KB> >KEKSQUAD 27 Apr, 2020 @ 2:06am 
You should get rid of this line in cl_init.lua

ENT.RenderGroup = RENDERGROUP_TRANSLUCENT