Garry's Mod

Garry's Mod

GMissiles
 This topic has been pinned, so it's probably important
forsomethings1  [developer] 9 Feb, 2020 @ 2:41pm
BUG REPORTS
Please report any bugs or concerns you have below. If you report a bug please tell me exactly what you were doing when it occured. Were you on a server? Peer to peer? Singleplayer sandbox? Try to disable all your addons except for gmissiles. Does the bug still happen then?
Last edited by forsomethings1; 5 Mar, 2020 @ 6:53pm
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Showing 1-15 of 51 comments
Enrico α ω 16 Feb, 2020 @ 1:00am 
Good mod, thanks. There's a bug though: missiles destroy anything at a predefined distance, even if the target is inside a building (normal bombs can't do it).
Suggested improvement: G-IR Target should not be moved by the explosion in order not to lose it and not have to put it back.
broken hearted 19 Feb, 2020 @ 12:05pm 
Good mod, but why I have explosion in air?
forsomethings1  [developer] 19 Feb, 2020 @ 10:31pm 
Can you explain more? What do you mean they explode in air. Are they hitting the skybox?
broken hearted 20 Feb, 2020 @ 1:43am 
Not skyboxes, the rocket flies right at the target but explodes somewhere 20 meters above the target
forsomethings1  [developer] 20 Feb, 2020 @ 3:30am 
Maybe it is the thing you are trying to target, or a mod conflicting with it? When I spawn any npc, G-IR target, or any vehicle, the missiles hit it with 100% accuracy and explode on target for me.
broken hearted 20 Feb, 2020 @ 4:22am 
Maybe, I use simfphys vehicle
forsomethings1  [developer] 20 Feb, 2020 @ 10:38pm 
Originally posted by Enrico α ω:
Good mod, thanks. There's a bug though: missiles destroy anything at a predefined distance, even if the target is inside a building (normal bombs can't do it).
Suggested improvement: G-IR Target should not be moved by the explosion in order not to lose it and not have to put it back.

Missiles destroying stuff at predefined distances is how I made them work. I dont realy know how I could improve the code to check if there is a wall or something in the way of the explosions so this will just remain how they work for now.

Also good suggestion with the ir target not moving but I tried to fix that and just caused more bugs lol.
Enrico α ω 21 Feb, 2020 @ 9:41am 
Originally posted by forsomethings1:
Originally posted by Enrico α ω:
Good mod, thanks. There's a bug though: missiles destroy anything at a predefined distance, even if the target is inside a building (normal bombs can't do it).
Suggested improvement: G-IR Target should not be moved by the explosion in order not to lose it and not have to put it back.

Missiles destroying stuff at predefined distances is how I made them work. I dont realy know how I could improve the code to check if there is a wall or something in the way of the explosions so this will just remain how they work for now.

Also good suggestion with the ir target not moving but I tried to fix that and just caused more bugs lol.

Okay, thanks for the reply. I don't know the Lua language but in Wiremod there is a way to test it with the "Can see" command.
The command tests whether entity B can be seen by entity A.
>KB> >KEKSQUAD 2 Mar, 2020 @ 10:40pm 
Hey so guided missiles in general do "cl_init.lua:13: attempt to index a nil value" no matter which one I spawn.
forsomethings1  [developer] 3 Mar, 2020 @ 6:47am 
Originally posted by |KB| >KEKSQUAD:
Hey so guided missiles in general do "cl_init.lua:13: attempt to index a nil value" no matter which one I spawn.
I think i found what is causing this a fix is in the works. Thanks
Last edited by forsomethings1; 3 Mar, 2020 @ 9:46am
forsomethings1  [developer] 3 Mar, 2020 @ 9:46am 
Originally posted by forsomethings1:
Originally posted by |KB| >KEKSQUAD:
Hey so guided missiles in general do "cl_init.lua:13: attempt to index a nil value" no matter which one I spawn.
I think i found what is causing this a fix is in the works. Thanks
Should be FIXED:P
Scythemeister 8 Mar, 2020 @ 5:13pm 
The missiles don't work with NPCs like the gunships or APC, they just say no to physics and survive a cruise missile to the lid.
forsomethings1  [developer] 8 Mar, 2020 @ 7:04pm 
Yea, those seem to only take damage from RPG damage types. The missiles do damage type DMG_BLAST . So those npcs are kinda outliers with the way they take damage. ill try to find a work around to add damage to them.
Cryz 14 Mar, 2020 @ 9:52am 
the sound from the explosions is too quiet after the new update
Грицай 12 Apr, 2020 @ 4:31pm 
Attached rockets to the car so that I could change position and destroy the enemy, but the problem is that the rockets fly into my car, and not into the enemy’s how to fix it?
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