Garry's Mod

Garry's Mod

Chuck's Weaponry 2.0
fortnite ninja blevins 2016 年 12 月 2 日 下午 4:31
Bullet Physics
Since the latest update the workshop addon to enable bullet physics stopped working and was deleted. Is there any chance this can be reimplemented? It would be nice to be able to turn it on and off easily since I don't know which code to change in the lua.
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cynaraos 2016 年 12 月 3 日 上午 12:03 
if you're in singleplayer put
lua_run CustomizableWeaponry.physicalBulletsEnabled = true
in the console - physical bullets should then be enabled until you restart the map, I think
it should be possible to do something similar with servers if you run
CustomizableWeaponry.physicalBulletsEnabled = true
on both all clients and the server.. I haven't ever tested this, though.
the above is basically what was done by the workshop addon you mentioned.

alternatively if you extract the addon with gmad.exe or something similar you can go into "lua/cw/shared/cw_physical_bullets.lua" and set "CustomizableWeaponry.physicalBulletsEnabled" in the top of the file to true

(edited to use code tags)
最后由 cynaraos 编辑于; 2016 年 12 月 3 日 上午 12:04
DelaryWeeb 2016 年 12 月 3 日 上午 5:54 
I tried that and made tests with the M14EBR and the L115 ( official weapons I believe ) but saw no difference before and after that line. Console writes "> CustomizableWeaponry.physicalBulletsEnabled = true..." so it does recognise the line, but shooting on gm_construct from a point of the map to the other side doesn't show any physics.
fortnite ninja blevins 2016 年 12 月 3 日 上午 7:58 
I unpacked the gma file into a folder using gmad.exe. Then I went to lua/cw/shared/cw_physical_bullets and changed flase to true on one of the lines. Then I unsubscribed from the addon and deleted the gma ffrom addons. Then I just put the folder in addons since I don't wanna upload to workshop since it replaces the entire addon
cynaraos 2016 年 12 月 3 日 上午 8:06 
note that I haven't tested what I've mentioned..

what you could do is simply put
CustomizableWeaponry.physicalBulletsEnabled = true
in a Lua file in "/lua/autorun/", it won't override anything from the base other than (I presume) enabling bullet physics.
this is what I believe the addon you've mentioned did.

also, I'd try asking Spy why the addon was removed if you're planning to upload your own version.
Supah 2016 年 12 月 5 日 下午 5:00 
引用自 cynaraos
what you could do is simply put
CustomizableWeaponry.physicalBulletsEnabled = true
in a Lua file in "/lua/autorun/", it won't override anything from the base other than (I presume) enabling bullet physics.
-snip-
Just to reassure, I have tested this and physical bullets are working when you set this variable true (I set the muzzle velocity really low to check when it hits a player as well). However, the CW 2.0 bullet impact hooks aren't working properly, as well as physical bullets not rendering correctly/at all clientside. I checked out the Lua file myself to see what I could do to fix it, but I couldn't find the problem myself. You'll just have to wait until Spy officially releases an update that fixes those issues and allows its implementation.
Yoo Poo Poo 2016 年 12 月 10 日 下午 12:09 
You havent got the message, eh? THE BULLET PHYSICS ARENT COMPLETE!
interloper 2017 年 9 月 2 日 下午 4:40 
引用自 frankboycher
You havent got the message, eh? THE BULLET PHYSICS ARENT COMPLETE!
well... we still wanting it, even if is alpha
The Luckiest MaveriX ☘ 2020 年 1 月 29 日 下午 12:27 
what in-game difference is there between:

CustomizableWeaponry.physicalBulletsEnabled = true

and

CustomizableWeaponry.physicalBulletsEnabled = false

??

I tested both in game and don't see any changes
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