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You are right that my addon does not touch VJ crossbow bolts, as they are a different entity from HL2 bolts
Also, did you have this damage issue before installing this addon?
NPC damage inflicted to players is scaled by the 'skill' ConVar. If you want them to inflict the same damage you have set in this addon's options menu, the 'skill' ConVar has to be set to 2 (Normal difficulty).
I've just tested this in Sandbox with some NPCs just to make sure, they were all equipped with a crossbow: Enemy Rebel, Metro-Police and Alyx (turned hostile with a mod) all inflict the expected amount of damage on Normal difficulty. Combine soldiers don't know how to use a crossbow by default, so most of the time they just stand there being pacifists
That's only a visual glitch I have not yet figured out a fix for. About the accuracy, yeah, there's a little bit of trajectory adjustments that I do to help, but not much more can be done. Also Sanders, with the new addon update the E2 trails script you posted should now work (I tested the AntCore one)
@COMBINE_UNIT_4652 @TACTICALCORNDOG
My best guess is that they simply didn't have enough time to add more features to the crossbow bolt... I know for certain they wanted it to be able to stick to its target, there's a comment in the code that mentions this
Yes, the admin cleanup removes all of them
The first step is fetching a physics object (representing a moving part of the ragdoll itself) that you want to pin.
You can get it from a line/hull trace or from an entity's PhysicsCollide hook data.
You then have to find a wall or prop to pin the ragdoll's physics object to.
This addon looks for them by firing a new line trace starting from the collision position and moving 96 units in the direction of the bolt's velocity.
If a wall/prop is found, what's left to do is teleport the ragdoll's physics object to that line trace's hit position (a bit of vector math is required to adjust the target position, or the ragdoll will be embedded in the wall and glitch out) and then weld it in place with a phys_constraint or a phys_ballsocket entity.
That's pretty much the gist of it
[Improved Crossbow Bolt] lua/entities/icb_boltprop/init.lua:131: bad argument #3 to 'WorldToLocal' (Vector expected, got no value)
1. WorldToLocal - [C]:-1
2. SetParentFromTrace - lua/entities/icb_boltprop/init.lua:131
3. CreateBoltProp - lua/entities/improved_crossbowbolt/sv_entity_collision.lua:343
4. BoltHitEntity - lua/entities/improved_crossbowbolt/sv_entity_collision.lua:72
5. unknown - lua/entities/improved_crossbowbolt/init.lua:270
We'll have to see if it will be possible to add custom entities to the game with workshop addons in the future. At the moment I can only see models/maps/sounds
What if you leave the crossbow bolt settings the same as you just posted, but only change the 'Player damage' to 0? Does it still crash?
cleanup time - Never remove
Player damage - 200
Npc damage - 200
velocity - 10.000
these are the settings that im using
I would have done this myself, but the game works as it should here, leaving me no way to properly test your issue
change your host settings like so:
Pin serverside ragdolls -> off
Cleanup time -> Remove immediately
Player damage -> 0
If it no longer crashes with the settings changed like so, then there's hope to fix this issue
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2773405248
I've been shooting at them for quite some time, with no crashes. I'm using the default options for the bots if that matters and, as the author suggests, I'm playing in singleplayer mode.
I've however noticed a bug with that addon, zeta players spawn a double ragdoll corpse when the sandbox option 'Keep corpses' is toggled off. The double ragdoll spawns regardless of the weapon used to deal the lethal hit, so maybe your crash has something to do with that.
You can't really make this improved bolt move exactly like the original, you can get pretty close with the right values, but after a bounce the trajectories will diverge substantially, because of the way I implemented its movement.
Great addon btw, loving it!
i dont see for the first time discussion "suggetions / bugs"
The problem was entirely with my addon, it was not a conflict or broken files
Thx
but it's maybe my files in gmod broken