Garry's Mod
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Rust Virus [ENTITY]
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Content Type: Addon
Addon Type: Entity
Addon Tags: Comic, Fun
Tamaño
Publicado el
Actualizado el
5.308 MB
26 JUL 2024 a las 10:44 a. m.
8 DIC a las 6:52 a. m.
35 notas sobre cambios ( ver )

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Rust Virus [ENTITY]

En 1 colección creada por talookas
talookas addon creations
2 artículos
Descripción
horrors beyond my comprehension




1. IMPORTANT INFO

1) If you happen to see rope clipping through walls or stretching abnormally then that's not a bug with the addon. Non-rigid rope does this as it's a client side visual that is only apparent to source engine.

2) If rope does not render in, it suggests there are too many rope constraints.

3) If you happen to have a random crash it's possible it's due to the fact that the physics engine doesn't like many collisions happening at once.


2. RECOMMENDATIONS

Enable "Keep Corpses" setting. Because some features require this to work.




3. SETTINGS

Utilities > talookas > Rust Virus




4. BUG REPORTING


I can't promise that every addon I make will always function in every case. I always make addons using vanilla GMod with no external addons that aren't mine. In most situations, the issue is caused by a third-party addon, particularly if it significantly affects gameplay, which can result in Lua errors.

I would recommend that before reporting bugs, you disable all of your addons except for the one you're using (this one) or go through them to determine which ones are causing the problems! This makes things a lot easier to debug.

Firstly always test the addon with a blank slate, and then test with external addons enabled before reporting any findings on your side. To eliminate all conceivable variations in the data. The overall goal is to make bugs reproducible and easy to duplicate in my environment.

I know that this may be a lot to do but please keep in mind that with your constructive reports, you are making the addon more enjoyable for everyone. Thanks.


4.1 Bug reporting guideline


Bug reports should go inside the pinned "BUG REPORTING" discussion.

Please see the pinned discussions for more information.


5. SUGGESTIONS

Suggestions should go inside the pinned "SUGGESTIONS" discussion.

Please see the pinned discussions for more information.
Discusiones populares Ver todo (15)
11
8 DIC a las 7:12 p. m.
FIJO: SUGGESTIONS
talookas
6
21 MAY a las 10:11 a. m.
possible way to destroy them?
_NoSkin
2
4 AGO a las 1:36 a. m.
Rarity questions
samter
276 comentarios
bigulator 26 NOV a las 6:57 a. m. 
also pls don't abandon this because it's got a lot of potential
bigulator 25 NOV a las 5:08 p. m. 
I'm asking because I'm interested in making a mod that lets physics based entities pathfind.
bigulator 25 NOV a las 5:07 p. m. 
It's actually brilliant how they can use the navmesh. Makes running from it far more scary in an urban map. Getting chased through the sewers of rp_Bangclaw is almost terrifying.
bigulator 25 NOV a las 4:39 p. m. 
How are they able to pathfind???
arg2yr 25 NOV a las 12:29 p. m. 
scp ah stuff
gaz man 15 NOV a las 4:44 p. m. 
where is it in the spawnmenu?
MrCreeper2013 11 NOV a las 2:45 p. m. 
(UltraKill Reference) NOTE TO SELF: Add the joke in for me will ya
Error303 2 OCT a las 6:34 p. m. 
I don'k know why but it attatches to a few other cubes and then stops only really attatching to 7 or 8 with the rest just left on there own
Squirdo 10 SEP a las 11:13 p. m. 
aaaa thos is so scare:steamthis:
andraxius 10 SEP a las 11:53 a. m. 
Changelogs hint toward overhaul of the spreading mechanic and something with props. Is this still indev? I've found that spreading (when it works) often conflicts with the merging mechanic, it'd be cool if merged instances knew to disconnect from attach points so they can ambulate.