Scripts / [STICKY] Smallg's free scripts

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smallg
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Posted: 30th Oct 2020 16:38 Edited at: 30th Oct 2020 16:40
thanks
version 1 of break out is available

feel free to create and share your own levels
(find them in "scriptbank\\smallg\\images\\breakout" - name as "level_0##.txt" (replace ## which the level number)
0 = no block, 1 ~ 9 = block with indicated HP, L = extra life, B = extra ball, U = increase speed, D = decrease speed

p.s. this is only a mini game, nothing happens if you win the game in this version
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 30th Oct 2020 23:19
another mini game - flappy bird
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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AmenMoses
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Posted: 30th Oct 2020 23:54 Edited at: 30th Oct 2020 23:54
I had to make quite a few changes to get the breakout working in Classic, which worries me a bit as it indicates sprites don't work in quite the same way in MAX!

Could you give my changed script a go in MAX to see if it still works the same.
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smallg
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Posted: 31st Oct 2020 10:15
Quote: "I had to make quite a few changes to get the breakout working in Classic, which worries me a bit as it indicates sprites don't work in quite the same way in MAX!
Could you give my changed script a go in MAX to see if it still works the same."

weird, i just checked and it works fine for me in classic - only change i had to make was to increase the sizes of the blocks and balls in the init(e) as i had left them at 1
your script also works fine in max though
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 2nd Nov 2020 17:31
had someone ask about the AI pathing that can avoid dynamic obstacles (and each other) script we started back before Max was announced and so i decided to try work on a newer version which hopefully will work better - here's a sneak peak

have to work on it in GG classic as Max doesn't have a working ray cast system yet
would like to slow down the turning but they seem to ignore it if it's too slow and get stuck way more often
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
bluemeenie195
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Posted: 2nd Nov 2020 17:56
Wow ! That looks like it will be a great improvement over the stock AI.

Can't wait to try it .
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Bored of the Rings
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Posted: 2nd Nov 2020 19:20 Edited at: 2nd Nov 2020 19:22
Actually I wrote my own Raycast functions for classic which also work in max which was for lift system.
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smallg
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Posted: 2nd Nov 2020 22:48
Quote: "Actually I wrote my own Raycast functions for classic which also work in max which was for lift system."

interesting, how do you modify max to add custom rays? i may have to double check as i only did a real quick test though
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GubbyBlips
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Posted: 2nd Nov 2020 23:50
Nice work. Not a critique of your script-- just makes me wonder when
will GG get characters who swivel their arms instead of one solid aim?
Also... has head swiveling @ AI ever been used in FPS games?

I know- this is asking to increase complexity of AI shooting exponentially.
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Bored of the Rings
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Posted: 3rd Nov 2020 08:45 Edited at: 5th Nov 2020 20:08
@smallg-I can make short vid and also upload my fpm/scripts here if it helps. at work currently so doing this quickly.

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smallg
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Posted: 3rd Nov 2020 10:01
Quote: "Nice work. Not a critique of your script-- just makes me wonder when
will GG get characters who swivel their arms instead of one solid aim?
Also... has head swiveling @ AI ever been used in FPS games?"

unlikely, Lee doesn't really do that sort of thing as it just adds complexity for little reason but it can be done in other engines - you need to be able to control which parts of the model are controlled by animation and / or have a system that lets you move parts of the model after animations are played - i.e. how IK works

@BOTR thanks, i'll take a look
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Bored of the Rings
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Posted: 3rd Nov 2020 10:09
added a quick video here, demonstrating the lifts.

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smallg
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Posted: 3rd Nov 2020 14:26 Edited at: 3rd Nov 2020 16:27
yh it's working now, i had a mistake in my test - wish GG had a way to draw the rays on screen, would make troubleshooting them much easier
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 4th Nov 2020 16:18
playing around with the obstacle avoidance some more

next task is to see about getting it to work with the stock AI - wish me luck
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
AmenMoses
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Posted: 4th Nov 2020 16:34
Just need some ice skating characters now.
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smallg
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Posted: 4th Nov 2020 17:16 Edited at: 4th Nov 2020 17:25
Quote: "Just need some ice skating characters now. "

lol, yep.. seems to be the normal way of animating doesn't work in max
i.e.

i guess g_Entity[e]['animating'] is not getting the correct value when checked so they only start animating when the code isn't being called (which is why they start to animate when they detect an obstacle)
edit: yep g_Entity[e]['animating'] always returns 0 in Max
current workaround is
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 5th Nov 2020 19:27 Edited at: 5th Nov 2020 19:40
good news, i have managed to get a version working with the stock Max AI - was kind of surprised to learn that Max's AI isn't the classic AI but i guess these are just new scripts for showing off the voice system rather than combat AI

it's far from perfect but it works well enough - hopefully an improvement vs no dynamic obstacle avoidance at all
if anyone wants to play around with it or do some testing / adjustments feel free - just remember to keep a backup of your original file if you want to go back (put it in "scriptbank/people/ai")
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 6th Nov 2020 12:29
here's the version of the moving obstacles script i used for the video too - you can freeze the positions and rotations so it won't get pushed around as much
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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PCS
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Posted: 7th Nov 2020 06:39
Smallg, awesome man thank you for your kindness.
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smallg
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Posted: 8th Nov 2020 15:57 Edited at: 28th Nov 2023 12:21
wave spawning system
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Duchenkuke
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Posted: 16th Nov 2020 08:04 Edited at: 16th Nov 2020 08:05
@smallg

the new blood particle script doesnt work for me.

I always get this error:


How could I fix it ?

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smallg
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Posted: 16th Nov 2020 09:12
i assume this is using GG classic?
i just checked in mine and it works fine for me (though i had to move the blood folder inside the particles folder as the zip file missed that)
line 879 of combatcore.lua appears to be something about soundawareness... nothing to do with my script and i don't see anything in there that would effect the stock AI, have you made any changes to the core logic?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Duchenkuke
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Posted: 16th Nov 2020 09:26 Edited at: 16th Nov 2020 09:26
oh I didnt think that would matter but I added commands to play sounds when soldiers are hurt like in old gameguru versions.

I tried to add a sound when the soldier dies but it doesnt work.

Would you be so kind and take a look at it ?
I really would like to use that blood script, its great !

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smallg
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Posted: 16th Nov 2020 11:55 Edited at: 16th Nov 2020 12:01
Quote: "I tried to add a sound when the soldier dies but it doesnt work."

just add it to the exit(e) function of the ai script.
i.e.


not getting any errors with your combatcore and my blood splatter - it's working fine as far as i can see
your combatcore line 879 is still the same area - talking about hearing gunshots but firing near and around the AI doesn't cause any error so i'm not sure why it is for you

as a temporary check you could just comment out the entire function there and see if it helps
i.e.

if that fixes the error you know there is some problem with either ai_bot_sighting[e] or Timer()
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Duchenkuke
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Posted: 16th Nov 2020 12:01
thanks for the help, I will try that
c4ever08
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Posted: 26th Nov 2020 15:46
Hi Smallg I've been trying to figure out a way to make a civilian character that if you kill it will in turn actually effect your health I've tried a few times to get it working with your Civilian2.lua with no success as I'm new to lua. I've also looked at forums to find a solution but haven't if theirs any possible way you could help me out i will be forever in your dept
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smallg
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Posted: 26th Nov 2020 17:09
sure add HurtPlayer(e,#) to the exit(e) part of their script.
i.e.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
c4ever08
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Posted: 26th Nov 2020 19:22
ah pretty simple and works great thanks a lot very appreciated
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smallg
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Posted: 10th Dec 2020 14:01
quick update on the fishing script progress - next up is adding in the settings for the different rods and bait as well as a bait counter/quantity
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
osiem80
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Posted: 10th Dec 2020 17:56
nice, is there a chance to add a fishing line to that?
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GraPhiX
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Posted: 10th Dec 2020 18:40
Quote: "nice, is there a chance to add a fishing line to that?"


Patience

Nice work @smallg
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smallg
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Posted: 11th Dec 2020 13:55
yep Graphix has kindly made me a fishing rod and a float to go with the scripts so those will be included when it is done
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Posted: 11th Dec 2020 18:29
Awesome work cannot wait to try this
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chromatic3d
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Posted: 12th Dec 2020 01:57
This is amazing. I like using the buttons to reel in the fish. Thank you for your work and thanks to GraPhiX for the models. I am working on reseting bowling pins and want to add sleding, mini golf and curling.
smallg
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Posted: 12th Dec 2020 14:16 Edited at: 15th Dec 2020 15:10
edit3: fixed fish getting stuck while trying to reach the bait and added a couple fish models to the pack
edit2: fixed casting issue of float never stopping if it didn't reach the water when cast
edit1: version 1 is ready to play with
special thanks to graphix for supplying the rods and floats - and i'm sure you have already seen them but just in case i highly recommend you go check his models to find lots of other great stuff

Quote: "Awesome work cannot wait to try this"

very soon
Quote: "This is amazing. I like using the buttons to reel in the fish."

i did try with the mouse movement originally but i found my mouse was getting stuck on the edge of the screen so it didn't work very well if you needed to move the mouse in that direction - the buttons work nicely though

almost done, just got to do the final touches and such to make sure everything the user needs to change can be changed and i'll release it

note: the first version will actually be for GG classic as i haven't tested it in Max yet
works fine in Max except the drones crash Max and the water/terrain collision is messed up so probably best to use this in GG classic for now until Max gets updated
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 13th Dec 2020 16:46
can you guess what it is yet?
figured out a decent workaround for 3D rotation in GG so now we can align things to the hit normals quite nicely
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
Duchenkuke
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Posted: 13th Dec 2020 16:57
awesome work with the bullet holes! Nice
AmenMoses
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Posted: 13th Dec 2020 17:08 Edited at: 13th Dec 2020 17:15
How come yours flicker? Mine didn't flicker.
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GubbyBlips
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Posted: 13th Dec 2020 17:10
@ smallg; brilliant!
are you trying to make another "Teardown"?! lol J/K
destructible objects are all the rage now- I wish.

If Lee can get spawn object @ MAX script level, maybe something
can be finagled together?
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smallg
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Posted: 13th Dec 2020 17:15 Edited at: 13th Dec 2020 17:39
Quote: "How come your flicker? Mine didn't flicker. "

too close to the surface i guess, could probably move them forward a bit more but then they may float too much
edit: just found your version - i will have to compare and see what's different, it works great for shots along the player's Y axis but my version works better for X axis (i.e. firing up or down)
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
smallg
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Posted: 13th Dec 2020 19:44 Edited at: 13th Dec 2020 19:56
Quote: "@ smallg; brilliant!
are you trying to make another "Teardown"?! lol J/K
destructible objects are all the rage now- I wish.

If Lee can get spawn object @ MAX script level, maybe something
can be finagled together?"

that would require a lot of optimization in the engine for that many draw calls to match the likes of teardown but some lesser destruction is possible - i'd be happy to just get a spawn object for normal reasons (dropping loot etc)

@amen, thanks, fixed my script now, i added in the different material detection which is cool
p.s. where did you find the GetBulletHit() function? it's not listed anywhere that i can see
i did try to improve the ray accuracy by using the bullet location values returned (i.e. start at player location and ray to the GetBulletHit() values but for some reason it didn't work correctly.. maybe next time i'll figure it out


edit: quick fix to remove bullet holes from being placed on characters
p.s. as amen pointed out in his thread this won't work correctly with animated or movable objects as the particles don't move with the object - perhaps something to fix in the future
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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Posted: 14th Dec 2020 19:07
smallg I am testing the fishing script and it works fine but sometimes when I cast the bobber just moves straight up after hitting the water and q won't let me quit. Seems like undercasts cause it more. Is their a casting fail function that is mistriggering? Seems more likely to happen on basic equipment but not sure. I can test more if you want more data. It did work for many fish in a row with best pole and bait and was very cool. Thank you again for all you hard work.
smallg
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Posted: 14th Dec 2020 19:11 Edited at: 14th Dec 2020 19:25
is it leaving the water? there is a delay when the float hits the water to wait for it to reach the surface - if it is going past the surface of the water and not stopping then yes it's a bug
edit: ah i see, if you don't hit the water at all
edit2: thanks - fixed, you can just download the new fishing.lua here
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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smallg
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Posted: 14th Dec 2020 19:29
combined the bullet holes with some extra blood splatter
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11

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chromatic3d
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Posted: 14th Dec 2020 19:41 Edited at: 14th Dec 2020 20:14
Yeah cast fails seem to trigger it. I can cast with the good gear but when I go with less str it fails. Looks amazing by the way. Excellent work!

edit test new fishing now.

After quick testing. Working better does now sometimes just sit with bobber in water and can't Q out. Seems like after awhile no fish will come. Must take off but will be back to test more in hour. cheers
AmenMoses
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Posted: 14th Dec 2020 20:20 Edited at: 14th Dec 2020 20:22
Quote: "p.s. where did you find the GetBulletHit() function? i"


I added it to the engine.

Btw, mine should work at any angle.
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smallg
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Posted: 14th Dec 2020 20:21 Edited at: 14th Dec 2020 20:55
it should definitely let you quit fishing.. could be there was a fish triggered to take the bait and it missed, if you can replicate it can you take notice if the float is moving up and down or not? and if it still says on screen that you can quit fishing? if it's not moving then it is very likely stuck waiting for the fish - i'll have to see if i can replicate it but i've never had any issues clearing the water of fish
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
bluemeenie195
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Posted: 14th Dec 2020 21:54
The blood spatter on the walls look awesome smallg
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smallg
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Posted: 14th Dec 2020 22:06
Quote: "I added it to the engine. "

nice, hopefully Lee will remember to update the docs to include such hidden gems one day then

Quote: "Btw, mine should work at any angle."

it works really well for sure, tbh i think it works better for most normal case usage
but there's still some weirdness with the rotation when firing at extreme angles..
(note i made the decal scale larger just so it's easier to see for the video)

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
chromatic3d
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Posted: 14th Dec 2020 22:35 Edited at: 15th Dec 2020 06:17
edit appears to be working great see last video


Yes it is not moving and Q to quit not showing or working.It does seem waiting on fish that never comes.I am using gtox bass model. I notice they move sideways so I should rotate the model. Also the fish swim just above the water sometimes. Could that be why they miss? I will make and post video soon and keep testing.
edit here is video. It seems waiting for fish issue (fishue?). Would pond depth or model size be the problem? I will test more.
[video=youtube]https://www.youtube.com/watch?v=idDzAdaETss&feature=youtu.be[/video]

attemps 2,3,and 4 I can't get past 4 or 5 fish before the fish ignore me.

[video=youtube]https://youtu.be/LM6bvoOaes4[/video]

I deleted object linked to old fishing script even though script was not there. I also rebooted and no more freezing up waiting for fish. Seems to work fine. uploading new 20min vid of 3x catching fish. The only thing is sometimes the fish are invisible. You can still catch them so it is fine. Sorry about the radar in the way. I will clean up my hud next. Thanks so much.

[video=youtube]https://youtu.be/ABdyzDXM8Us[/video]

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