Buu's Swords 2.0

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Stable
2.0.2

This patch fixes some more issues that people have had/brought up.

  • Added a basic layer of TTT compatibility.
  • Added some error checking in certain places, JUST IN CASE.
  • Added ply:HasShieldType()
  • Added a bunch more info the the readme, especially in the section covering DarkRP jobs
  • Rewrote the movement speed system (weapon weight). Should be a lot more robust and no longer give problems this time. This also means I got rid of the UpdateSpeed function, so if any devs were using it, they can drop it now as it's not used anymore.


When updating, be sure to manually copy your changes to the config, as this update includes new config options. You will be required you to replace the old one, so having a backup is a good idea.

One user noted problems with PAC3, but most others have not. If you're having trouble with it, please contact me so we can sort it out.

NPC animation for players is still taking time to make. I apologize for the delay. However the addon should be fully compatible with Nutscript, Clockwork, etc... as long as you are using player animations over NPC animations.

Stable
2.0.1

This patch fixes some small issues certain players were having during the month that Buu Swords 2.0 was disabled (thus in private testing):

  • Added a config option to prevent backstabbing if wearing a shield on your back (this seemed so obvious, why didn't I include this as an option?).
  • Added some minor Nutscript compatibility code (to deal with weapon raising). PLEASE NOTE THAT THIRD PERSON ANIMATIONS ARE NOT YET NPC ANIMATION COMPATIBLE!
  • Added an option to override shield back position+angles. These options are also available in the weapon creation tool.
  • Fixed a small issue regarding movement speed that some users were facing.
Stable
2.0.0

Buu's Swords 2.0 is here!


It's been a while since I've given this addon some proper TLC, and I apologize, but I've been busy with both a bunch of projects, and more importantly a Master's Degree in Computer Science. I simply do not have the time I used to have when I first made this addon. But summer came along and I went ahead and gave this addon a complete rewrite from the ground up. I didn't manage to finish in the summer as originally planned, however, and I've been trying to squeeze the time to make this addon between my other classes and projects. I gave this addon a rewrite because I wanted to add a bunch of new features but finding where to jam the code into the old jumbled mess was difficult. Not only that, there were many things that I had done suboptimally in the original version and so, a rewrite wasn't just wanted, it was required.


Here are the things that I've added from where the addon last left off:

  • Lua Animations API can now be installed without needing to hook it to the gamemode directly! Check the instructions document inside the downloaded zip for more details.
  • Given that the addon has been rewritten, it should be much better optimized now.
  • Shield menu is now accessible via the Context Menu key when wielding a sword, rather than pressing a convoluted combination of keys. Not only that, but the menu also provides all sorts of interesting stuff, such as stats for your current weapon, as well as a combat tutorial for new players!
  • You can now block without a shield!
  • You can now two hand swords! This opens up a bunch of new interesting combat variations.
  • Swords and shields can now have weight, allowing you to slow players down depending on the gear they're carrying.
  • Swords have been given durability just like the shields, and the durability is now visible on the viewmodel and worldmodel (works for custom weapons too!).
  • The third person animations have all been remade. I've created a plugin for Blender to allow me to translate animations there to the Lua Animations API that my addon uses.
  • Speaking of animations, a few viewmodel animations have been improved.
  • Configuation has been given an overhaul, allowing you to tailor more things such as the combat itself (Don't want backstabs? Disable them entirely!).
  • The code has been made as developer friendly as possible, as well as being properly commented. You should be easily able to implement new features if you so wish (such as a stamina system).
  • All text has been contained within a single file, meaning you can now easily translate the addon to other languages without having to search through a bunch of files.


As a result, you might find that your old custom swords' combat values (shields should be fine) might not migrate to the new system, and the same applies to your configuration files (I'm sorry!). These can be easily ported over with the sword/shield creation tool since you won't need to redo their positions, however.


I originally planned on including a workshop/anvil entity within this addon, which would contain a minigame that allows players to make new gear or repair existing gear. This would be great for roleplay servers as it would provide a replacement for the usual gun dealer, and would make the job more interesting too as players would have to keep returning to the blacksmith to repair their stuff (essentially making the job a bit more necessary). However, because I took too long to rewrite the main stuff to begin with, I decided to leave this for the next update. I plan on releasingit this year (I'd like to say June/July but I can't make promises). And don't worry, it'll be configurable as well so you don't have to use it if you don't want it.


People have also asked me about other things that I plan on adding to this addon, and I might as well write a paragraph on that. I am planning on adding other types of weapons, such as warhammers, polearms, bows, and battleaxes, all which essentially turns this addon into "Buu's Medieval Weapons". I am not planning on making DLC, everything is and always will be part of the whole addon. I am not planning on adding DRM, I don't want to inconvenience players nor do I want to play the role of server Police. And finally, I am not planning on changing the combat system entirely. As much as I enjoy the way it is implemented in recent medieval games, it's too drastic of a change to make to this addon and wouldn't be too fair to users who had already purchased this addon. While this version did introduce combat changes (two handing), it can be disabled entirely if the server owner wants.


Regarding Nutscript/Clockwork editions, those as usual will take a while to be out and I apologize. This is because those gamemodes utilize a different set of playermodel animations (instead of using the standard player animations, they utilize NPC animations), meaning my third person animations will not work properly. I haven't been able to port them over yet, and I'm not sure when I'll be able to. If you really need this addon right now, I would recommend that you change the animation system back to player animations until I announce a release. The good news is that, because of how I've setup the code this time, once the animations are converted I should be able to include them with every next update, meaning you will no longer have to wait for those versions to come out. But in order to get this addon released on time, I simply haven't been able to do so for this first version. Sorry...


Because the entire addon has been completely rewritten, expect a bug or two that managed to squeeze through with my playtesting. These will be patched out as soon as I have the chance.


I hope you enjoy what new things this addon has to offer. Thank you so much for sticking with it for so long, or if you're new here, thank you for purchasing my addon to begin with!

Stable
1.1.9Fix

Hi everyone,


I was very recently made aware of an exploit regarding my addon "Buu's Swords". To explain it briefly, I did something very silly and I forgot to put a very important check for whether players own a shield clientsided (I already had serversided). This essentially allows people to keep dropping shields indefinitely, despite not owning them, eating up the number of entities on the server and causing a possible crash.


People utilizing these for Sandbox or Sandbox derived gamemodes (such as DarkRP) can go ahead and download the new version and all you really need to replace is lua/autorun/sword_shields.lua and lua/weapons/weapon_bs_tool.lua.


If you are utilizing the Nutscript or Clockwork version of this addon, I can understand sending me a message and having to wait for me to respond in order for you to receive a compatible version can be a pain. The fixed versions are already available, but if you wish to perform the patch yourself, all you need to do is open lua/autorun/sword_shields.lua and edit lines 238 all the way down to 266 to instead have the following block of code:


net.Receive( "ChangeShieldBuu", function( len, ply )
    local ShieldName = net.ReadString()
    if !ply:GetNWString("BuuSwords_Has_"..ShieldName) then return end
    ply:SetNWString("BuuSwords_CurrentShield", ShieldName)
end )

net.Receive( "ShieldMenuBuu", function( len, ply )
    ShowShieldHud()
end )

net.Receive( "RemoveShieldBuu", function( len, ply)
    local ShieldName = net.ReadString()
    if !ply:GetNWString("BuuSwords_Has_"..ShieldName) then return end
    local i = net.ReadInt(32)
    ply:SetNWString("BuuSwords_Has_"..ShieldName, false)
	if ply:IsValid() then
		if SERVER then
			local shield = ents.Create(Shields[i][9])
			local pos = ply:GetShootPos()
				pos = pos + ply:GetForward() * 50
				pos = pos + ply:GetUp() * -20
			shield:SetPos(pos)
			shield:SetAngles(ply:GetAngles())
			shield:Spawn()
			local phys = shield:GetPhysicsObject()
			phys:SetVelocity(ply:GetAimVector() * 100)
			shield.HP = ply:GetNWInt("BuuSwords_"..Shields[i][1].."_HP")
		end
	end
end)


To apply the other patch, just simply replace the file in lua/weapons/weapon_bs_tool.lua with the most recent one. There are no differences between the Sandbox and Nutscript/CW versions that you should worry about.


Thank you, and I apologize for having this exploit here to begin with! I will be keeping a closer eye on this stuff in the future.


Also I have not forgotten this addon (or Garry's Mod development in general). I still have quite a lot planned for this addon, I just haven't had the time to do so with my University work, exams, and a few other personal projects as well. For those curious, these are the features that have been requested and I plan on implementing in the future (though probably not everything in one update):


**Improve comments/documentation
**Network Shield speed properly
**Stamina (make compatible with DarkRP)
**Find way to install animations api easier
**Sword Blocking with high low system
**Rewrite base code so that the Shields table is only looped when shield changed.
**Look for other potential optimizations (especially on bone manipulations)
**Sword durability
**Anvil+hammer to repair sword/shield
**Shield Only Combat
**Sword Two handing
**Spears
**Warhammers


- Buu342

Stable
1.1.9
  • Added new sword/shield making tool
  • Added icons for the shields
  • Shields can now be customized for durability and reduction
  • Added more customization options
  • Backstab and Parrying damage can now be custom tailored to each weapon
  • Redid shield menu popup.
  • Fixed bone twisting bug (hopefully)
  • Simplified shield code (for developers)

-----------------------Update 27-05-2018 *Fixed shields having 0HP when giving them to DarkRP Jobs on spawn *Fixed error when using custom swords on playermodels with no hand bones *Fixed default shields being invisible with custom swords *Added some extra lag safety code to shield entities.

-----------------------Update 29-05-2018 *Fixed swords being unusuable after shield breaking

-----------------------Update 10-06-2018 *Noxious Net, the website that hosted the animations api lua, is dead. I have updated the addon with a mirror link.

Stable
1.1.3

*Fixed the left arm being up when not holding a shield. Sorry this update took so long guys!

Stable
1.1.2

Recoded worldmodel code. Invisiblitity bug and Hand error should be gone now.

Stable
1.1.1

Fixed a bunch of bugs caused from the shield update. Massive thanks to http://steamcommunity.com/id/piet_spanky/ For providing me with fixed code, as well as for helping me test fixes for this update.

Stable
1.1.0
  • Added Shields
  • Added a check for TTT to disable the double corpse bug
  • Changed upper case files to lower case (sorry for your suffering Linux users Xd)
  • Fixed a bug with holstering
Stable
1.0.6

Fixed the shield being invisible. Sorry.

Stable
1.0.5

Added Worldmodels Added TTT Icons

Stable
1.0.0

Initial version.

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