Name | Modified | Size | Downloads / Week |
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swep_srgp_readme_v1.2.txt | 2005-12-01 | 4.7 kB | |
swep_srgp_v1.2.zip | 2005-12-01 | 11.8 kB | |
Totals: 2 Items | 16.5 kB | 0 |
Strategic Remote Gun Placement by Jeff Griffin (GeoGriffin) geogriffin@gmail.com Name: LUA Scripted Strategic Remote Gun Placement Type: Scripted Weapon Script Version: 1.2 GM Version: 9.0.4 Short Description: Strategic Remote Gun Placements, or SRGPs, are capable of firing an explosive projectile over a long distance. Long Description: SRGPs use a sophisticated laser-tracking technology to determine the target of a projectile. Using simple trajectory calculations, the SRGP adjusts the elevation and rotation angle using a rotating base according to the distance and location of the target. Two optional firing modes include height and velocity adjustments. A manual firing mode version is available. -- Installation Instructions -- * Place weapon_srgp.lua in the gmod9\lua\weapons\ folder. * Adjust any variables in the "User Variables" section of the weapon_srgp.lua file if needed. * Start a single or multi player game. * To give yourself the weapon, open the command console and type: lua _PlayerGiveSWEP(1, "weapons/weapon_srgp.lua") -- Usage Instructions -- * Switch to the weapon. * There are three firing modes. To switch between them, use the reload button (default "r"): 1. Placement mode - Primary fire: Click/hold to place SRGP. - Secondary fire: Click to delete all SRGPs. 2. Firing mode - Primary fire: Click/hold to fire all SRGPs. - Secondary fire: Hold to aim all SRGPs at designated point. 3. Adjustment mode for regular version - Primary fire: Hold and look up/down to adjust current adjustment mode. - Secondary fire: Click to toggle adjustment mode. 3. Adjustment mode for "Manual Adjustment" version - Primary fire: Hold and look up/down to adjust velocity. - Secondary fire: Hold and look up/down to adjust fire angle. * Adjustment modes: 1. "H" - Height: - This mode is for adjusting the height of the trajectory. - The setting for this mode ranges from 0 to 100 percent. The percentage is the percent of the current level's ceiling height. For example: If the current level has a ceiling at 500 feet, a 50 percent height adjustment will shoot at 250 feet. - This mode is particularly useful for levels with low ceilings. Set the height adjustment even to 100 to have the projectile skim the level's (possibly low) ceiling. - Note that this mode may take away from the max range of the SRGPs. Use velocity adjustment for maximum range. 2. "V" - Velocity: - This mode is for adjusting the starting velocity of the projectile. - The setting for this mode ranges from 0 to 2000 units per second. The faster the velocity is set, the longer the range will be. - This mode is useful for reaching the max range of the weapon. - A high velocity also means that the projectile may hit the ceiling (watch for a RED WARNING SIGN labeled "TOO HIGH!" if the HUD is enabled). Use the height adjustment mode if this becomes a problem. * The Heads-Up Display (HUD) displays information for the first SRGP you placed. - This HUD displays many calculations, such as launch angle, velocity, height, distance, and time. It also includes range and ceiling indicators. - Note that the HUD has an inherently slow update rate due to calculation complexity. Efforts are being made to fix this problem. * NOTE: There are user variables in the lua file which you may want to set. ONLY set the ones marked as user variables. --- Change Log --- LEGEND + Feature addition - Bug Fix * Known bugs / TODO V1.2 11/30/05 * OPTIMIZED!! = HUD works MUCH better now. = Doesn't lag up the whole game. + New "push-turn" optional mode available for using with an axis on a surface such as a vehicle. + New "flat-top trajectory" optional move available for unlimited range. = This is extremely unrealistic currently and may be improved for regular release. + Ceiling compensation implemented. = Allows the user to shoot "above" the ceiling. = The projectile fades out and back in to the level if the projectile were to hit the ceiling. + Sounds for incoming projectiles. V1.1 11/06/05 + Whole script uses _RunString. = Allows weapon to work even when not selected + optimization. + Projectiles use OnHealthChanged to explode. = Fixes "crazy projectiles" symptom + optimization. + Changed modes around a little bit. + Added height and velocity adjustment modes. + Added manual adjustment mode. + Added HUD for targeting help. - Fixed inaccuracy problem at long ranges. V1.0 10/29/05 + First release!