Garry's Mod

Garry's Mod

SCP SL Consumables Rebalanced
17 条留言
Aaron 8 月 31 日 上午 7:02 
Patch won't affect anything you've done.
Affected are only hooks inside SEF Systems, effects itself to use new system to remove problems and nothing else.
TJ Zensuke  [作者] 8 月 31 日 上午 6:20 
Sweet stuff, question is then, do i have to potentially reedit anything that i did or will the fix you made won't do anything to edits or other SEF based mods? just making sure since you know, i want to be sure everything is cleared up without any errors or anything, you know? But either way, great news to hear all the same.
Aaron 8 月 31 日 上午 6:10 
I'm working on a system to fix this issue so im rewriting all effects to use new system that will remove residual delay impossible to meet due to CurTime being reset on changelevel and flags not being removed, today this fix will be released
TJ Zensuke  [作者] 8 月 31 日 上午 6:04 
So basically it's just an awkwardly long delay that can never pass technically? talk about a wild scenario to why the SEF thing breaks. Glad you were able to find out about it though, just the other issue is sometimes when changing levels does turns off SEF.

If i have to guess, same scenario as the changelevel thing? or that something else. Either way, that is a very weird thing to happen. I hope you can figure a fix or at least know what can be done about it unless it's only "restart" to fix it otherwise.
Aaron 8 月 31 日 上午 5:34 
I made some gameplay rn and i found the issue.
Apparently flags which i apply to entities are broken after changelevel, for example:
Entity(1).HealingEffectDelay = 626.84497070313 | This is when next heal tick should add health
Meanwhile our CurTime (current time of the game) is: 190.80000305176
So would need to wait quite a while to receive healing.
TJ Zensuke  [作者] 8 月 31 日 上午 4:23 
Though the thing is, it loads into a map just fine and works perfectly without problem even with the 200+ addons i have or at least 150+ not including maps obviously. But yeah that's probably my fault for basically making all the scripts try to be reread with all that script bloat from the other mods i got.

But at least it still works as intended besides my own personal hiccup and such. But otherwise, it's mainly in case i want to play without SEF stuff one day and enjoy it that way. Yea know?
Aaron 8 月 31 日 上午 4:20 
Eventually, other addon is overriding smth or makes problems
TJ Zensuke  [作者] 8 月 31 日 上午 4:10 
Sounds about right, i mean i don't have a high level of knowledge on how Lua works as is, only the bare minimum to change values of preexisting things to add or remove things if i know what i'm doing. But bottom line, i just consider it as jank from source interacting with other files or what not. but yeah, great work on making the SEF mod for the record. Very intuitive and engaging with what kind of effects it can give Aaron.
Aaron 8 月 31 日 上午 4:01 
My best guess is that Lua interpreter clears references to SEF Functions somehow or simply doesnt load files correctly
TJ Zensuke  [作者] 8 月 31 日 上午 3:27 
just to clarify since i had to shorten it in the one comment, it does work perfectly fine just to get that across in case i wasn't clear of course.

But it's mainly from the changelevel thing occasionally making the SEF functions either disabled for certain items. Or it gets used as intended but without the desired effects it's supposed to give
TJ Zensuke  [作者] 8 月 31 日 上午 3:24 
It's more so for the sake of "in case i want to play without SEF" stuff. But otherwise, it still has SEF in the edit as intended, just had some values inside the original lua i decided to edit to change how it functioned for the sake of it.

But otherwise, for me when a changelevel happens all effect functions start to become dysfunctional form what I've noticed. Meaning if were to transition to the next map or whatever I was playing.

So, if you got any info on the reason why the level thing likes to screw up the SEF based functions, that'd be amazing to hear unless it's just more source spaghetti jank then that sucks to hear.

But on a side note, it does sometimes work as intended, other times not, so it's more or less a 50/50 for if the SEF effects are able to persist even with doing the "save -x-" "load -x-" persist with the scripts that has been affected by the change

i'd have to say basically yes to "lose all affects" after the map changes enough times or just the once
Aaron 8 月 31 日 上午 2:34 
"REASON FOR SEFLESS update: because of level transitions, enough said. But really, that is the main reason why i did that update for the edit. So when i do a level transition, i don't type in the console "restart" just to reload the SEF addon's functionality."

You mean SEF is not loaded correctly after changelevel or you lose all effects applied to you after map change?
Idiot123 8 月 9 日 上午 8:32 
ok
TJ Zensuke  [作者] 8 月 9 日 上午 7:55 
again, i did nothing with the candy besides change the weapon slot number from 1 to 6. Whatever problem it is could be client side since for me it works as intended, even BEFORE the edits i made.

Reminder, this is an edit focused mainly on the medkits and injectors, not the scp items themselves since they didn't seem worth while to touch because of their own balance being anomalous in nature.

So whatever it is that cause the Yellow to give you armor instead is beyond my knowledge as to what could happen.

However i did dig inside to find the "local YellowCandyHealth" gives 35 Health if the SEF stuff doesn't work. Though it does make me want to consider making a version of this edit without the SEF dependancy for the sake of it. that and mainly because of loading to the next level breaks the SEF function.
Idiot123 8 月 9 日 上午 7:06 
the yellow candy doesnt make me faster idk why it just gives me suit
TJ Zensuke  [作者] 8 月 8 日 下午 5:50 
there was no edits for the scp 330 (aka the candy one) besides the number slot being 6 instead of 1. otherwise it was mainly untouched besides that.

Yellow is for the STIM, which i had pointed out in the description.
Idiot123 8 月 8 日 下午 5:42 
the yellow candy makes you faster but alright