No-collide fixes

Discussion in 'Garry's Mod: Flood' started by Rick, Jul 18, 2015.

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  1. Rick

    Rick female nipple Gold VIP

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    As is, as many of you I expect will know, the "No collide" toolgun is considerably buggy, it leads to giving players that use it a distinct advantage and in some ways can be abused. This is all because No-Colliding two props inside of eachother provides immunity to damage from rockets.

    The issue is that the rockets (by design) are made so that they do not penetrate props, and Donkie tells me that having two props inside of eachother causes neither to take damage. He also tells me that there's no way to make exceptions in this design because "That's not how it works"

    I'm creating this thread to ask for your opinions on any changes that you feel need to be made regarding the tool. Personally I feel that it should be removed on the grounds that having props inside of eachother seems odd for a game centered on raft building and it never seems right to me to have props inside of one another. But that's just my stance and I'm creating this thread in the hopes that some of you may come up with witty ideas on how to patch this. I'm stumped to be honest.
     
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  2. Decap

    Decap Super Radman

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    I like the tool because I enjoy making compact boat that I don't have to move around a lot on. I can focus on my enemy instead of trying to get on a prop with a lot of health. It's a tactic I've used for a long time and I would hate to see it removed. On the other hand, it is an exploit that does cause issues. We could try to make it against the rules but then it would be a problem because where does the exploit start and the normal use of the tool end? So reluctantly I have to agree that it should be either removed or potentially search for a better alternative.
     
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  3. Jacob

    Jacob John Serving Cena Cakes

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    Maybe we could come up with a nerf for the no collide tool. Why not have the rocket affect two nocollided props, but three or more would result in nothing happening? Maybe just have the rocket -20 damage to props, but no fire effect?
     
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  4. Firedraft

    Firedraft Devine Member Silver VIP

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    Wouldn't work.
     
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  5. Rinaa

    Rinaa Dedicated Member

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    Just remove the rocket launcher. Gg.
     
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  6. Decap

    Decap Super Radman

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    I wonder why the rocket launchers explosion doesn't dish out damage but the grenades do. Is there a way we can change the RL explosion to match the grenades explosion or maybe even change the RL completely?
     
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  7. Firedraft

    Firedraft Devine Member Silver VIP

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    Because the grenades are timed. While the rockets or on impact with props? This would be my guess.
     
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  8. Rick

    Rick female nipple Gold VIP

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    @Decap @Firedraft

    It's because the grenades penetrate differently. The grenades are HL2 and the rockets are just a gmod addon.
     
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  9. Noriaki Cocaine

    Noriaki Cocaine Devine Member

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    Maybe we can just use smg1 grenades instead of a rocket launcher. It would be an easy way for newbies to use explosives starting out, and it's practically as simple as it can be, given that it is from HL2.
    I understand that many players would probably not realize the right-click is usable, but there could be a window implemented or the ammo number saying 9999/x number of grenades.
     
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  10. Decap

    Decap Super Radman

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    I figured that much thats why i mentioned we should look into what the difference is and incorporate that into the rocket launcher or find a new rocket launcher that is similar.
     
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  11. Donkie

    Donkie Founder & Senior Developer Platinum VIP

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    I've said many times that the rocket launcher is deliberately coded so that its damage doesn't penetrate props. The idea with this is that you could build armor on your boat in order to protect it from rockets.

    I can easily remove this penetration shit and make it work exactly like good ol' boring grenades if you guys want me to.
     
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  12. Dawson

    Dawson Veteran Member Staff Member Admin

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    That will not be necessary. If anything the tool itself should be re-worked rom the ground up so that it best accomodates the rockets' properties.
     
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  13. Vintagedude

    Vintagedude Member

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    That Would just kinda ruin the fun of the game or The Tool i mean i enjoy It but there should be a rule of how many props can be inside or someting that Limits its Uses 2 not be 2 Op Nor 2 underpowered You-Are-Awesome-And-We-Know-It-606x230.jpg
     
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  14. Noriaki Cocaine

    Noriaki Cocaine Devine Member

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    I posted this previously, but I just wanted to evaluate on it.
    Given how difficult it would be to alter HL2 weapons as you please, it would have to be a static weapon.
    1. If the SMG1 has it's alt-fire enabled, new players have a way of using explosives without buying the grenade. Balancing for it can be done in the future, but it should probably have 15-20 damage.
    2. Projectile-wise, it is similarly aimed (arc, explodes on contact).
    There can be another ammo counter along with the bullet counter, being separated by a slash.
    If possible, it can unweld props with a direct hit?
    And also if possible, it can shoot slower than it actually does, because it far surpasses the speed of the grenade or the RL.
     
    Last edited: Jul 30, 2015
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  15. Decap

    Decap Super Radman

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    @Noriaki Cocaine I merged your thread into this one since it is a possible fix for this issue. I do agree though, the smg grenade is very similar to how the rocket launcher behaves as far as the arc goes and could be a potential replacement for the rocket launcher. This is of course if it has the same penetration as normal grenades.
     
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  16. Noriaki Cocaine

    Noriaki Cocaine Devine Member

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    I have another suggestion. Molotov cocktails. Yet another throwable, but it can serve a similar purpose.
    This is acting as another alternative for the RL, but can be used in conjunction with the SMG1 grenades to create a replacement while being split into 2 counterparts (SMG1 being the explosive, and the molotovs being the fire).
    The molotov would be worth the same as the RL in the shop, and will do no actual explosion damage.
    However, the molotov creates an actual fire. This might be a bad thing, but the addon I have chosen is compatible with the fire extinguisher on the servers.
    Link to addon: http://steamcommunity.com/sharedfiles/filedetails/?id=137173046

    Also, on another note: Vintagedude, that kind of rule would be difficult to enforce, given how hard it is to tell how many no collided props are in each other and how hard it would be for players to understand.
     
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  17. Decap

    Decap Super Radman

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    The problem with Molotovs are that they can't explode and have no timer. So throwing one would have to be spot on to land on someones boat, otherwise it's just a waste. Pretty sure Someone brought this up before in our archived suggestions thread and it was shot down.
     
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  18. Noriaki Cocaine

    Noriaki Cocaine Devine Member

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    Right, but it would probably be used to boats close to each other. I'm going to do a test using these molotovs and grenades to see velocity/distance.
    What do you mean by they don't explode? If you mean exploding on contact, they do. If you mean actual explosions/dealing damage, yeah, you're correct.

    Edit: After the test, I have found out that grenades and molotovs have the same velocity and arc.
    The fire that's caused by the molotovs does not occur on the props and just occurs on the floor (underwater fire op).
    The molotovs explode on contact with props, and light them on fire. I tested this with only money pallets, but it should be fine.
     
    Last edited: Jul 30, 2015
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  19. Decap

    Decap Super Radman

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    I meant they dont have a timed explosion like grenades do.
     
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  20. Noriaki Cocaine

    Noriaki Cocaine Devine Member

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    Maybe the fact that it explodes once it reaches the water is an advantage or counterweight to the grenade's timed explosion?
     
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