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JBMod

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THIS PAGE IS BEING UPDATED TO REFLECT THE CHANGES IN GAY BEE MOD SO SHUT THE FUCK UP YOU STUPID NIGGERS

Contents

About

JBMod is a mini-modification for Half-Life 2, created by jb55 which adds the physgun and adds plenty of new features for it.

JBMod has been discontinued and is no longer supported by the developer.

Latest Version

The latest version of JBMod is version 0.5

Download: Click Here to Download JBMod (this is a full Steam installer. You can now start JBMod v.5 from the Steam mods menu)

Known Bugs

  • phys_gunattract doesnt work most of the time Fixed
  • "Glue is Bonding" Message Fixed
  • Beam stays red even when you pull away Fixed
  • Spawned cannisters are able to explode Fixed
  • Some pellets are not being removed when you press reload, after removing some individually. Fixed
  • Crashes when picking up some NPCs

Main Features

  • Ability to weld two or more objects together.
  • Console variable: phys_gunattract, ability to turn off pellet attraction. Use in combination with phys_gunautoweld for best results.
  • Console command: ent_create_cannister <thrust> <thrusttime>, create a physics cannister and colorizes it from least to most powerful. Green = Low Thrust, Red = High Thrust.
  • Autoweld feature: Type phys_gunautoweld 1 in console to force the physgun to automatically weld when it makes contact, this makes welding to ragdolls ALOT easier.
  • Ability to pick up live npcs, just like the superphyscannon
  • Ability to delete individual pellets with the "use" key
  • 2 new constraints: ballsocket and rope
  • Pellet Highlighting
  • ConCommands cannisters_activate and cannisters_deactivate
  • Stickylauncher

Release Log

New Features in v0.5

  • Made cannisters invincible
  • Fixed bug where sometimes the beam would stay red when it wasnt supposed to
  • Fixed phys_gunattract, it works now
  • Added 2 new constraints: ballsocket and rope
  • Added Console Variable: phys_gunropelength for rope constraint
  • Added Pellet Highlighting
  • Fixed bug where some pellets were not deleting
  • Added stickylauncher
  • Added ConCommands cannisters_activate and cannisters_deactivate

New Features in v0.4

  • New console variable: phys_gunattract, ability to turn off pellet attraction. Use in combination with phys_gunautoweld for best results.
  • New console command: ent_create_cannister <thrust> <thrusttime>, create a physics cannister and colorizes it from least to most powerful. Green = Low Thrust, Red = High Thrust.
  • Elimated crashes involving pellet removal, it will no longer crash when removing a pellet then picking up the object.

New Features in v0.3

  • New effects: sparks, energy splashes, different colored beams and pellets!
  • Switched model to Super Physcannon
  • 512 pellets
  • Ability to pick up live npcs, just like the superphyscannon
  • Ability to delete individual pellets with the "use" key
  • New Autoweld feature: Type phys_gunautoweld 1 in console to force the physgun to automatically weld when it makes contact, this makes welding to ragdolls ALOT easier.

Help

Installing

note - download link now points to a full Half-Life 2 installer, so the unzip methods are no longer necesarry.

Method #1 (new method)

  1. Unzip to SourceMods folder (steam\steamapps\sourcemods)
  2. Select jbmod from my games list.

This method doesn't give you an option for additional launch options. Instead it seems to use the launch options that are set for Half-Life 2, so make sure your Half-Life 2 launch options are set how you want them for JBMod. [Isochronous]

Method #2 (old method)

  1. Unzip to half-life 2 folder (the folder that contains hl2.exe)
  2. Create a shortcut on the desktop by right-clicking the game on the game list and selecting "Create desktop shortcut".
  3. In the launch parameters of the shortcut add: -game jbmod -console

Example:

"C:\Program Files\Steam\Steam.exe" -applaunch 220 -game jbmod -console

Spawning the Physgun

In the console, type:

give weapon_physgun

Typing:

impulse 101

Also spawns the physgun

Spawning the Stickylauncher

Type this in console:

give weapon_stickylauncher

Console Commands and Variables

Command Parameters Effect Example Usage
physgun_switch switches to next physgun mode
phys_gunautoweld 0 <1 or 0> if 1, enables physgun to automatically weld if the glue is touching
phys_gunattract 1 <1 or 0> if 0, disables attraction and auto-align of pellets when they come close to each other
phys_gunropelength <length> adjusts rope length between welds in the rope contraint mode. Default length is 50 phys_gunropelength 100
phys_gunmass <mass> adjusts power or physgun beam phys_gunmass 100
cannisters_activate activates all physics_cannisters in map
cannisters_deactivate deactivates all physics_cannisters in map
ent_create_cannister <thrust> <thrusttime> spawns a cannister where you are looking, if optional thrust and thrusttime values are not entered, it will default to 1000 thrust and 10 seconds ent_create_cannister 7500 15
ent_setname <name> sets a name of an entity ent_setname rearthrusters
ent_fire <name> <action> sets a specific action for named entity ent_fire rearthrusters activate

Starting an Online Game

Until the SDK comes out for HL2:DM (or the code default in HL2 is reconstructed better), the only MP you are able to use for JBmod is the little bit left around in the game. Models are all black, and they have no animations. Guns come out of crotches, and things can get laggy fast. BUT it is still multiplayer welding. If you follow these intructions you should be up and welding with a friend in no time! NOTE: If you have a router or firewall that makes your normal IP unusable for starting a server, and you need to go open ports or some issue like that, you are on your own with that issue. If you do figure it out, then you can continue.

First thing is first. You will want to find out what your IP is. Go to your Start menu, and click Run. Then type "cmd" ("command" in windows 95&98), then in the box that pops up, type "ipconfig". The second line of the indented section should say "IP Address:...", write down that number (copy&paste is difficult to use in the command prompt and sometimes doesnt work within games). Now you want to open your JBmod. Please make sure you can play JBmod normally before attempting to set up a server. There are just a few commands you need to know.

net_start - This will start your server online. Without starting it, nobody can connect.

sv_lan 0 - Make sure sv_lan is set to 0. Otherwise only people on a LAN with you will be able to connect.

maxplayers - This command will set the max ammount of people able to connect to your server. It is defaulted at 1, so be sure to raise the cap.

deathmatch 1 OR coop 1 - I am not sure if this is needed or not. It may be. Sets multiplayer mode to deathmatch or Co-op.

restart - You used to have to restart with normal HL2 when making an online server. Wether or not you still have to I am not sure. I don't anyways.

So those are the commands you should know (besides ones covered earlier). So to start out, simply open a map of your choice. Once open, start by typing net_start. Afterwhich you will want to raise the maxplayers to something higher than 1. For your sake.. 2 should be fine, so just type maxplayers 2. Now make sure sv_lan 0 is on, and if it asks you to restart, then do it. Now have your friend open their JBmod and in their console type connect IP, where IP is your IP. For example:

connect 12.123.153.144

If the hoster has a router/firewall and they opened up a port that is not default (27015), you may need to add that in. For example:

connect 12.123.153.144:27017

There you have it, you and your friend are both in game and welding stuff as a team! By the way, make sure you two both have the maps, as you can not download maps from servers through the HL2 crappy MP. Enjoy. [NonMagical]

Technical Frequently Asked Questions

I'm getting a gameinfo.txt error, whats wrong?

You put the jbmod folder in the wrong directory, place the jbmod folder in the 'half-life 2' directory, not the 'hl2' directory.

Also make sure you have 'use folder names' CHECKED when you are extracting.

There is also a bug related to using a desktop icon to launch JBMod. It appears to happen if you have any spaces in the path to JBMod (for example: c:\games\steam\SteamApps\SourceMods\JBMod is fine, but c:\program files\valve\..etc.. throws an error because of the space in "program files". For the time being, just launch JBMod from Steam.

It is telling me there is no weapon_physgun and/or weapon_stickylauncher, what's wrong?

The only cause for this, as far as I can tell, is because you installed imporperly. It seems like the game you are running is actuall HL2, and not JBmod.

My suggestion is to reinstall JBmod and read the FAQ closely to make sure you did everything correctly. With the latest Steam update, JBMod should be placed in the steam\SteamApps\SourceMods directory. If you don't see this directory, restart Steam so it can update itself. Once the mod is properly installed, it should show up in your "Third Party Games" section on Steam.

Why can't I start a new game or load any of my game saves?

This mod is not really ment for playing singleplayer HL2 with, its best that you download the map buildingblocks, which you can find in the HL2World Forums: www.hl2world.com/bbs/ under community releases. When you downlaod the map, you can load up the map by typing this in console:

map <mapname>

Why can't I enter any launch options for JBMod on Steam?

Steam launches modifications with the same launch parameters as the program the mod is based on. For JBMod, that's Half-Life 2. Enter any desired launch options (for example, "-console -heapsize 256000") by clicking the "Launch Options" button on the properties page of your Steam Half-life 2 shortcut.

Gameplay Frequently Asked Questions

I am having trouble welding one object to another. Any tips?

General Tactics for Welding (phys_gunattract 1)

Here I will cover some of the tactics used for welding, from the simple to the more advanced. I know how hard it can be at the start to get things to weld how you want them too, and just when it starts to "happen" for you, the game wants to crash. So please, read on.

First off, if you plan to weld to a ragdoll, phys_gunautoweld should be set to 1. This will allow it to attach to the ragdoll the moment it is able to, otherwise your beam may only blink red for a split second, making it incredibly difficult to let go at the right time. Otherwise if you are welding with phys_gunattract 1, then keep phys_gunautoweld 0, allowing you to rotate objects once they are in place.

Assuming you want to weld a flat hard object to another one (possibly cannister to box), then I suggest you have both the above commands kept on default.

But you are still having trouble attaching them in the exact position you want, eh? Remember this: Where you hit an object with your physgun's primary, it acts as a single point around which the object is pivited (spelling?). To see exactly what I mean pick up a ragdoll. Wherever you pick him up from, the rest of his body will hang from that point. Same concept as the crossbow bolts. So using this knowledge, you should be able to weld more percisly. Let's look at an example:

You have a box. Perfect cubed one. You also have 1 cannister you wish to attach to the side of it, poking straight out, like so:

[ ]==+ <--Side view

The simplest method is to create one weld on the top of the box in the center, and then a weld on the center of the base of the cannister. That is the only flat side on a cannister, so it works best for first attempts. Now remember that wherever you grab the cannister, the rest of it will hang from that point. Since you want to attach the cannister from above, grab near the top of the cannister (not the tip though). This will let your cannister dangle upright, leaving the weld point at the bottom. Lucky you, the box's weldpoint is at the top, so you simply have to hover it over. If phys_gunattract is set to 1, then it should try to weld together, and work perfectly. Your beam turns red, you let go of your primary fire, and it welds. Now simply tip the box on its side, shoot the tip of the cannister, and let it fly.

But let's say you want to place a cannister on the side of the box, not pointing straighto out. Possibly like this:

+[ ]+ <--Front View

[=+] <--Side View

It is also simple. Place two weld points on oppoite sides of your box. 1 on each. For best results try your best to make them mirror images of eachother (same spot on both sides). Put a weld on the side of one cannister, and grab it in the middle. Make sure phys_gunattract is set to 1 and phys_gunautoweld is set to 0. When it attempts to latch on, and the beam turns red, do not let go. Instead slowly rotate your mouse in an attempt to turn the cannister in the direction you want it to go. If it just won't go the exact direction you want, quick switch to another weapon. Then try grabbing the cannister at a diffferent side and attempt again. It may take practice, but once you can do it well, you are set to make some monster creations. Enjoy. [NonMagical]

General Tactics for Welding (phys_gunattract 0)

These is the other half to welding. PErsonally my favorite. It is my favorite for 2 reasons. Easier welding, less crashes. This is because you no longer seem to get that "opposite magnet" affect where they seem to avoid eachother, and the game isn't forcing the object anywhere (like it does when it tries to connect them), meaning less potential crashes.

First off if you are using phys_gunattract 0, you also probably want phys_gunautoweld 1. The reason being, the main method for welding this way is to align objects close (even touching if you can), putting two weld points down (one on each), and clicking your primary physgun button. They will automatically weld together. I'll try to explain in a little more detail:

Take two crates. The normal square crates will do fine. No put them down next to eachother, and push them together so they are touching. Make sure you have phys_gunattract 0 and phys_gunautoweld 1. Now go to the side of the boxes and look at where they are touching. Make a weld point on each one the the point where they are touching. Then just click one box. Assuming the two weld points are really close (make sure they are), it should instantly make the "ding" sound and they should turn black. You now have a weld. Do this on all 4 sides just to be safe. This strategy is becomming one of the most common strategies in welding, due to the less ammount of crashes, and the simplicity of it. I'll include some video tutorials soon, to further help your understanding. [NonMagical]

Things are too wobbly, how can I make them more stiff?

That is one of the main problems with JBmod so far. You want to make this gigantic structure, but whenever you build big, things bend and twist how you don't want to. Luckily there is a way around this. As long as the structure you are building isn't going to move from one place to another, you can use a command to disable the motion of your structure. It is quite simple. Whenever there is an object you want to stay absolutely still, simply point your mouse at it and type this in your console:

ent_setname <name>

Where name can be anything you want. Then type:

ent_fire <name> disablemotion

This will disable the motion of the object, basically suspending it in the air. You can enable it at a later time useing:

ent_fire <name> enablemotion

Credits to Alynn for bringing this command to light. [NonMagical]

Cannisters are confusing. Help me?

Well first you want to use this basic command to help make cannisters:

ent_create_cannister <thrust> <thrusttime>

Thrust = A number that represents is force, while thrusttime is the length it will go in seconds.

Here is an example:

ent_create_cannister 3500 20

Simple eh?

You can also have negative thrust to make the cannister move an opposite way (thank you for the info Seventhhat). Such as this:

ent_create_cannister -5000 90

You can create cannisters in single player or multiplayer, as long as it is JBmod you are playing. [NonMagical]

Why aren't my cannisters moving when I shoot the caps?

Try setting the thrust from 1000 to 10000 for best results. Example:

ent_create_cannister 2000 60

This command would make a cannister with 2000 thrust and it would stay on for a minute. The default thrust for a cannister is 1000, so setting thrust to 2000 is 2x speed.

How can I set all my cannisters off at the same time?

Need help getting your cannisters to go off the same time? Read the following:

To turn all cannisters on:

cannisters_activate 

To turn all cannisters off:

cannisters_deactivate

How can I set off one group of cannisters, but not all?

Simple. Go up to each one of the cannisters you want to be set off and point your crosshair on them (one at a time). You simply have to give them each a name, and then use another command to set that name off.

To set a name to a cannister:

ent_setname <name>

To set that group of cannisters off:

ent_fire <name> activate

So for example.. Say you have two groups of cannisters. The first group you have you name them all "can1". The second group you name "can2". Then when you open your console and type "ent_fire can1 activate", all the cannisters under the name "can1" will turn on, but can2 cannisters will not.

Also here is another helpful bind you may want. I'll assume you have the cannisters you want to go off named something. Let's say that name is "blast". Type this in your console:

alias +go "ent_fire blast activate"

Then:

alias -go "ent_fire blast deactivate"

(Note: I am not sure if there is an ent_fire deactivate command. I assume there is, though haven't checked.)

Finally, bind a key to +go like so:

bind b "+go"

Now all you need to do is simply hold down "b", and your specific cannisters will start up. As soon as you let go of "b", they will turn off. Now go make your buggy with controlable boosters. =D [NonMagical]

Can my Physgun pull things closer like a gravity gun?

Not only can you pull things closer, but you can repel them as well (just not at high speeds). When you have an object in your beam, simply roll the mousewheel. Down will bring the object closer to you, while up will push it away. [NonMagical]

I am confused how to make a rope weld. Help?

Since so many people seem to be confused about this, I'll add it here. To do a rope weld, you first have to change to rope mode. You will know you are on rope mode when in the bottom left of your screen it says "Rope Mode". Also the welds you make will be teal-ish. Now just weld two objects together like you normally would using this rope mode, and when they are welded, pull them apart. A rope will appear between them.

If you want to adjust the rope length, type phys_gunropelength <#> in console, there <#> is the number you want. The default is phys_gunropelength 50. Enjoy.

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