Garry's Mod

Garry's Mod

Personal Spawn Pad
35 条留言
miltank 6 月 18 日 下午 5:40 
can I look at your code also you should check out the 25 admin gun if you haven't already. ent_remove 25_admin_gun returns "refusing to delete world spawn entity" I can't figure out how that was done lol
[3k-36] JAMES 2023 年 12 月 5 日 下午 7:39 
If you shoot it, it will broke. I found that problem. If we smack it or blower up or broke spawn here system, it cannot spawn there any more. You have to make sure, as a god mode, unbreakable.
[3k-36] JAMES 2023 年 9 月 14 日 下午 3:40 
Very awesome 100 % work. It was very hardly spawned first time. I was very close to unsubscribe to this. after look on video, we go into spawn menu. and go to weapons and go to other. and then I can see it. if I want to pick it up. Press E. if I want to spawn it and put it somewhere else, press left click. If you spawn a new one and press left click, put it random place where you want to spawn the. other one will be gone. Deleted automatically and that is very good. I like it. I'm looking for something like this for a very long time.
Ryder 2023 年 9 月 5 日 上午 7:19 
incompatible with ragmod
Exalcore 2023 年 7 月 6 日 上午 6:18 
:steamthumbsup:
BigSmiley 2022 年 11 月 4 日 下午 10:49 
Mr.Bones has common sense:steamhappy:
Redeyes 2022 年 6 月 13 日 上午 8:58 
then don't use ragmod and this
sharaj00 2022 年 2 月 14 日 上午 6:00 
this mod conflict with RagMod, when i turn off ragdoll mod i have teleported to spawn point
Pickle toast 2021 年 3 月 5 日 上午 6:55 
aight, thanks
Physics Dude  [作者] 2021 年 3 月 4 日 下午 6:09 
In the video, the three-second glowy player spawn effect is from an addon called "Spawn Protection." The map is dev_pico
Pickle toast 2021 年 2 月 27 日 下午 12:23 
is the spawn effect part of the addon?
>KB> >KEKSQUAD 2021 年 1 月 9 日 上午 11:39 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]
>KB> >KEKSQUAD 2020 年 12 月 23 日 上午 6:22 
Also, to improve on the spawn pad physics, can you make it so that it can also weld itself to whatever is beneath it?
>KB> >KEKSQUAD 2020 年 12 月 14 日 上午 10:57 
P.S. when gravgunned
>KB> >KEKSQUAD 2020 年 12 月 14 日 上午 10:57 
ENT.JModPreferredCarryAngles=Angle(0,0,0)

Can you add this to the entity's shared.lua? Either that or directly to its file with all the other ENT.whatevers. This will make personal spawn pads correct themselves to point upwards. Thanks!
Physics Dude  [作者] 2020 年 8 月 25 日 上午 6:02 
Thanks for the suggestion. I have added a new cvar "personal_spawn_pad_enable_physics" that lets you enable or disable pad physics at any time in game. Default is 0, like it always has been.
Reasonably Overworked 2020 年 8 月 17 日 下午 5:04 
Would it be possible to make it so you can weld the spawn pad on props so you would spawn on top of them? As it is now, it stays where exactly it was deployed. Could be useful in base building or using massive props as landing pads.
Physics Dude  [作者] 2020 年 8 月 4 日 下午 3:56 
I can't reproduce this error, but it seems like the Spawn Pad SWEP cant find its owner. There must be a conflict outside of my control for all I know.
>KB> >KEKSQUAD 2020 年 7 月 26 日 下午 12:32 
[ERROR] lua/weapons/personal-spawn-pad-swep/shared.lua:120: Tried to use a NULL entity!
1. __index - [C]:-1
2. unknown - lua/weapons/personal-spawn-pad-swep/shared.lua:120

Timer Failed! [Simple][@lua/weapons/personal-spawn-pad-swep/shared.lua (line 117)]

Physics Dude  [作者] 2020 年 6 月 18 日 上午 8:14 
Thanks!
Kliczesław 2020 年 6 月 17 日 上午 4:38 
It's soo good! Thanks for it!
Physics Dude  [作者] 2020 年 6 月 1 日 下午 12:55 
Fixed!
Physics Dude  [作者] 2020 年 6 月 1 日 上午 7:53 
That must be a HL2-only sound. Thanks for letting me know. I'll fix it today.
Count Dooky 2020 年 5 月 31 日 下午 12:14 
Failed to load sound "fvox\beep.wav", file probably missing from disk/repository
Sorry, it doesn't matter what is no sounds.
Physics Dude  [作者] 2020 年 5 月 1 日 下午 3:41 
Imma hold off on that feature for now. I want to keep it as simple as possible.
Corvet Eagrdown 2020 年 4 月 29 日 下午 12:42 
i guess yeah
Physics Dude  [作者] 2020 年 4 月 29 日 上午 4:45 
You can use normal color/material tools on the spawn pads to change the base's appearance. I could add a simple "render_beam" or "beam_material_type" cvar option though. Is that what you had in mind?
Corvet Eagrdown 2020 年 4 月 28 日 下午 10:20 
suggestion, could there be customization options for the spawn effect and pad appearance?
>KB> >KEKSQUAD 2020 年 4 月 28 日 上午 11:12 
Yeeeeett
Physics Dude  [作者] 2020 年 4 月 28 日 上午 10:59 
Thanks, I merged your idea and added some more features. See description for new cvars.
>KB> >KEKSQUAD 2020 年 4 月 28 日 上午 3:57 
return true end*
>KB> >KEKSQUAD 2020 年 4 月 28 日 上午 3:48 
Nvm I deleted my last comment

if dmg:GetAttacker():Team() == self.SpawnPadOwner:Team() then
return end

Just tested this with a friend and it works. This should be minge-proof now.
Physics Dude  [作者] 2020 年 4 月 27 日 下午 5:38 
Thanks for the input! Friendly fire thinking is out of my scope for now, but I did add the ability for you to change the spawn pad's health at any time. Enjoy!
>KB> >KEKSQUAD 2020 年 4 月 27 日 上午 2:45 
And can you make it so that players on the same team cannot destroy each other's spawn pads? Thanks!
>KB> >KEKSQUAD 2020 年 4 月 27 日 上午 2:06 
You should get rid of this line in cl_init.lua

ENT.RenderGroup = RENDERGROUP_TRANSLUCENT