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Hey, you can enable the feature if you like. I've coded PD-control to align the bullet.
https://github.com/dvdvideo1234/PropCannonTool/pull/3
There is nothing wrong with it. The bullet velocity alignemnt is currently experimental. The problem comes form the server still running while the game is paused. Gmod uses the time ( kg * m^2 * degrees / s ) to calculate the applied torque according to the function wiki page:
https://wiki.facepunch.com/gmod/PhysObj:ApplyTorqueCenter
This messes with the output force in the next tick after the game is unfrozen
Please, enter the following in the console: "propcannon_bualgnvelcty 0" to disable the featutre
Sure thing buddy :P
You can use the convar "propcannon_maxfireforce" to define the fire force upper limit. The lower limit will always be zero. Curre tly the upper limit default value is 500k. Adjust it wo whatever you like and reload the control panel
How much do you need it:? Keep in mind tat large forces might not work as expected or crash the game...
Implemented, though not every explosion effect supports scale
There is no need to arm the bombs in prior. They are automatically armed here as long as you enable the cannon to fire explosives:
https://github.com/dvdvideo1234/PropCannonTool/blob/master/lua/entities/gmod_propcannon/init.lua#L289
When you do not enable the option the script will stick as close as to firing a ordinary phisics object.
Please delete your game workshop cache ( GarrysMod/garrysmod/cache ) and validate the game files
Fixed. All bullets fired are now armed if arm method is available and the cannon is configured to fire explosives and Right-click copy cannon settings is available. Go nuts!!
I was having the same problem with the armed bombs so I asked the author if somehow I can arm these right after I fire one. (E+RightClick) is designed to copy the entity class name ( like "prop_physics" for example ), so it is later used in "ents.Create" when actually making the bullet entity projectile. It does not copy the entire entity in a way you are thinking. For that we already have AdvDupe2 already and it is pointless to implement the same stuff here. If you need the exact cannon same everything, just right click to copy the trace settings and create a new cannon using the new settings. I can also copy the model via right click, but I found that changing the model and calling "bullet:SetModel(model)" on the selected bomb does not update the model as it is probably being hard-coded by the author in the source. I black listed some of the entity types that must be illegal for entity class selection ( like players, NPCs or widgets just like in TA )
Sidenote: If this was also implemented, you would be a godsend!
Implemented... Go nuts ! You can E + Right click copy the trace entitly class and left click to update the prop cannon. This will force it to use different class than the default bullet when it executes the method for firing one single prop. That way you can fire every class you need. Should code it a class filter but have to check which class is ok and which is not. But it will be OK in general
May I have a link to the bombs addon you are using, so I can implement custom entity firing?
You can always chane the model to something else. Just use your artilery model and done. Do you need to shoot props different than "cannon_prop"
You do realize he is not the real Gabe right :P
Wait i've seen you 15 minutes ago LOL
Yes. It does. The wire port values are taken with priority to the numpad, so if you turn it on by wire, you cannot turn it of with numpad.
Fixed in the last update. You can go ahead and try how it handles now.
Just make a new issue in the repository. Github will allow you to attach images.
https://github.com/dvdvideo1234/PropCannonTool/issues
May I have a screenshot of how you weld it and to what ?
Sure yiu can. The prop cannon is just a scripted phyiscs entity lake any other 😊
https://github.com/dvdvideo1234/PropCannonTool/commit/803be88dcc60eeacb49bea876062dd83ea2997ff
https://github.com/dvdvideo1234/PropCannonTool/commit/421a19b8fc2f06fa9dd8982b36f20d19103eda6d#r39283856
propcannon_ammo_model <The_name_of_your_new_model_here>