How does the addon system work exactly?

Obsidian General.
User avatar
Kavinsky
Polygon
Polygon
Posts: 42
Joined: Fri Feb 12, 2010 11:35 am

How does the addon system work exactly?

Post by Kavinsky »

Okay I've installed master chris's mega model pack in both addons folders add-ons and addon

http://www.facepunch.com/showthread.php?t=918163

No buttons or menus pop up to spawn anything from it though and no mention of anything in the controls like that, how am I supposed to spawn stuff from it in obsidian?
cartman-2000
Polygon
Polygon
Posts: 46
Joined: Sat Apr 03, 2010 11:23 am
Contact:

Post by cartman-2000 »

This isn't Garry's mod, addons from garry's mod wouldn't work in this mod correctly.
User avatar
Kavinsky
Polygon
Polygon
Posts: 42
Joined: Fri Feb 12, 2010 11:35 am

Post by Kavinsky »

http://www.obsidianconflict.net/forums/ ... php?t=3882


Sent :: Message
From: Kavinsky
To: W0rf0x
Posted: Sat May 15, 2010 12:17 pm
Subject: The New Addon System
will this new addon system for 1.35 be like the one for gmod where you simply add it to the folder and it works?

Iif so would adding vehicles like the interceptor really be that easy.



From: W0rf0x
To: Kavinsky
Posted: Sat May 15, 2010 12:23 pm
Subject: Re: The New Addon System Quote message
Yes.
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

That doesn't mean you can spawn them like in gmod...

It simply makes the content available for the mod.
User avatar
Keychain
Obsidian Veteran
Obsidian Veteran
Posts: 1511
Joined: Sun Aug 17, 2008 5:09 am
Location: Florida, United States
Contact:

Post by Keychain »

Only playermodels properly rigged for OC will work. That's why I have 3 packs available for download in the model release section.
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary »

Yeah, player model thing hasn't changed really, just where you put it so the mod can see it(right?).

Also, does this also mean we have lua?
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

no
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary »

Okay then. Just wondering.
User avatar
Kavinsky
Polygon
Polygon
Posts: 42
Joined: Fri Feb 12, 2010 11:35 am

Post by Kavinsky »

so its still going to be a pain to rig up custom vehicles? ugh.
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

Wow...
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary »

We don't have any custom vehicles, so no, you do not have to re-rig them if they were made as a standard vehicle replacement.
User avatar
Kavinsky
Polygon
Polygon
Posts: 42
Joined: Fri Feb 12, 2010 11:35 am

Post by Kavinsky »

Sorry I was just hoping it would be a piece of cake to use custom cars made for gmod or s-ynergy in obsidian which was the reason why I was so looking forward to the update.

I still dont know how the hell nibbler managed to get that damn BF2 buggy to work in s-ynergy in the first place.
Last edited by Kavinsky on Tue Jun 01, 2010 2:54 am, edited 1 time in total.
User avatar
Shana
Lead Developer
Lead Developer
Posts: 2971
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana »

Sigh, you don't understand how vehicles work.

They DO work in oc, you just have to place them in a map using hammer, changing model and vehiclescript.
User avatar
Kavinsky
Polygon
Polygon
Posts: 42
Joined: Fri Feb 12, 2010 11:35 am

Post by Kavinsky »

I ment in a normal campaign map without modificiation to the model or the map, like typing ch_createinterceptor in console and poof there it is, no muss or fuss just like I used to spawn the bf2 buggy in s-ynergy
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary »

Completely wrong on that one. Though, it might be possible to create a jeep and swap the model through console... I'll check that out for you.

But the way your supposed to do it is too change the model in Hammer when your mapping.
Post Reply