Garry's Mod

Garry's Mod

Parachute-Z
Ergebnisse 11–20 von 31
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Update: 3. Aug. 2023 um 20:53

  • [Added] Mode 3 allows requirement for players to spawn and equip a parachute entity.

  • Known Issue: Parachutes are not properly removed on use
  • Known Issue: Angles on parachutes not consistent

Update: 10. Dez. 2022 um 11:16

  • [Fixed] Think hook return false error (Thanks Cyton)

Update: 14. Sep. 2022 um 17:02

  • [Fixed] Spectator edge-case bug

Update: 2. Sep. 2022 um 23:16

  • [Fixed] oversight involving ladders

Update: 30. Aug. 2021 um 20:38

  • [Fixed] volume slider

Update: 30. Aug. 2021 um 18:50

  • [Changed] sound paths from jessev92/ to v92/
  • [Fixed] looping sound bugs

Update: 26. Jul. 2021 um 16:26

  • [Added] `-1` mode to the limiter CVar. Setting `vnt_parachutez_sv_mode -1` now disables parachute entirely. Useful for conflicting mods.
  • [Added] control panel to `Q>Options>V92>Parachute-Z`

Update: 17. Jan. 2021 um 6:06

  • [Changed] more code cleanup

Update: 17. Jan. 2021 um 5:44

  • [Added] console variable to toggle admin or super-admin only modes.
    vnt_parachutez_sv_mode [0-2] - 0=All users can use the parachute - 1=Only "superadmin" and "admin" usergroups can use the parachute - 2=Only "superadmin" usergroup can use the parachute
  • [Changed] parachute offset to array
  • [Changed] parachute speed variables to array

Update: 18. Nov. 2019 um 6:42

A hilarious amount of code cleanup

  • [Removed] a metric crap load of unneeded code bits
  • Optimization] Consolidated several files
  • [Changed] falling sound to use `StartLoopingSound` / `StopLoopingSound` instead of a hacky `CreateSound`
  • [Changed] the ditched parachute to appearing at the proper place under your feet
  • [Changed] the parachutes from `self:Remove()` to `SafeRemoveEntity(self)`
  • [Removed] a stupid amount of redundant code from 2012 because I was an idiot who didn't know what the fuck I was doing