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SciFiACC is the internal recoil stat and the set to "2" is just so the accuracy is low during the equip animation, stabilizing shortly after.
Unfortunately, the exact values for the camera shake and recoil deviation are indeed coded into a weapon's respective firing function. It's probably something I'd do differently, were I to start over, but it is what I did in 2015.
That being said, each weapon has a table with information detailing a weapon's characteristics, it's SWEP.SciFiWorldStats, which I made for Borderlands-like item cards, oddly also for a gamemode I was working on at the time.
In there, you will find the recoil value, which is essentially just being added to SciFiACC with each shot.
The recoil recovery value (so by how much the recoil decays over time) is SWEP.SciFiACCRecoverRate, but you may have found that one already.
I found "SciFiACC" but that's just set to 2 for each weapon.
I hope spread is not hardcoded? I need it for a gamemode I'm developing that automatically reads stats of guns and assigns prices to them. I've had support for this addon for a long time but I never figured out how to read spread accurately out of these weapons, thought I might as well ask.
I tested it and it works fine for me. Can you please test if your issue is caused by an addon conflict by temporarily disabling all addons except the sci fi weapons and testing again?
Further, does the issue occur with weapons other than the Draco's projectiles?
Finally, the error basically says that the game can't find a variable which should by defined by the sci-fi weapon base by default.
It not being present indicates that something else has overwritten it, likely someone else copy-pasting outdated versions of my base into their own addon.
@ SpartaGuy ; Mememan97A ; Gordon Duckman:
There are no plans for further content updates at this time. My free-time is not as ubiquitous as it used to be and to be honest, I just find other projects more interesting.
I know that even the visibility toggle for hidden weapons isn't a perfect solution (i.e. it's host-dependent in multiplayer), but it's as close as it'll get for the foreseeable future.
[Darken217's SciFi Weapons] lua/entities/drac_pfire/shared.lua:10: bad argument #1 to 'bor' (number expected, got nil)
1. bor - [C]:-1
2. unknown - lua/entities/drac_pfire/shared.lua:10
Make sure everything is disabled, restart the game if need be and make sure you didn't have anything in your local addons folder either.
But like I said, if you aren't subscribed to my addon and it somehow appears for you anyway - broken or otherwise - it's out of my hands.
Because some other addon or collection included it (and then likely broke it). I have nor interest in nor am I able to force people to download my stuff.
Just tested it on two different PCs, using the normal branch, pre-release and x64 with both the workshop version and my dev version of my addon, i have not encountered the issue you have described, neither was there a recent influx of people reporting anything similar.
What your error says is that you spawned a Zeala using the toolgun and then the Zeala failed to find a function called GetCharge(). That function is part of the scifi base and there is no way it can be absent unless the base has been modified or overwritten by another addon.
Now, you said that you already disabled other addons, I suggest you ensure that gmod properly registered that. I can test further myself, but I doubt that doing will reveal anything new at this time.
ex 1:
" 1. SubInit - lua/weapons/sfw_zeala.lua:195
2. unknown - lua/base/scifi_base.lua:446
3. Spawn - [C]:-1
4. Spawn_Weapon - gamemodes/sandbox/gamemode/commands.lua:987
5. LeftClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/creator.lua:31
6. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:235 (x5)"
ex 2:
[Darken217's SciFi Weapons] lua/weapons/sfw_zeala.lua:203: attempt to call method 'GetCharge' (a nil value)
1. unknown - lua/weapons/sfw_zeala.lua:203 (x2)
[Darken217's SciFi Weapons] lua/weapons/sfw_zeala.lua:203: attempt to call method 'GetCharge' (a nil value)
1. unknown - lua/weapons/sfw_zeala.lua:203
That's a bug caused by weapon models not being properly reset before the weapon is removed upon player death. Unfortunately, there is no easy workaround at this time.
You can try subscribing to this addon here, which may provide a fix: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3385119632
I'm sorry for the inconvenience.
Can you please elaborate what you mean by "base spawns"?
Generally speaking, the sfw_basetest should be hidden anyway. There shouldn't be any default functionality causing that to happen.
Try and check the console for errors and warnings.
Please try to temporarily disable other addons and see if the issue persist.
The sfw_basetest is replacing base spawns on singleplayer, would you know something about it?
No plans for major content updates any time soon, sorry.
It's not really based on anything, but the idea of sticky explosives (energy-based or otherwise) isn't exactly new.
I figured it'd be a spicier version of the strider-buster from HL2:EP2, you know, throw it against the target, then shoot it to detonate, but I think most people just use the alt-fire to remote detonate it anyway.
There indeed is a hack I use to adjust projectile flight speed, which is otherwise limited by a hard cap to physical velocity. I could imagine that Gredwitch uses a similar method, hence the potential for conflict.
I'll see if I can mitigate this, but since there are other issues to work around as well and since this is no longer my main project, I can't give a timeline on potential updates.
I'm sorry for the inconvenience.
Dissolve effects (i.e. from the Vapor or the Seraphim) should happen on every kill, unless the target is too heavy or doesn't turn into a ragdoll upon kill.
Non-lethal elemental effects / status effects however, have a chance to apply and this chance cannot be adjusted without code changes, sorry.
You would unfortunately have to spawn the gun as a whole.
You can use sfw_debug_preventautoequip console command to disable picking up weapons unless you hold E. Make sure to disable it when you no longer need it.
Unfortunately, due to how the weapon models are assembled, you can't really spawn them for convenient posing.
You can spawn the weapon in its dropped state, but that obviously bears the risk of picking it up by accident. You may also find the weapon's parts in the addon's models category.
But the complete models, with one exception, aren't spawnable.
No weapons have been outright removed. Hidden weapons have, as implied, always been hidden. The only thing that's changed drastically in a while are the spawn icons.