GoldenEye: Source Forums

Debriefing => Questions, Help, & How To's => Topic started by: ScubaSteve on August 08, 2012, 03:07:21 am

Title: Garry's mod on Goldeneye
Post by: ScubaSteve on August 08, 2012, 03:07:21 am
Hey, is it possible to run Gmod off Goldeneye without another source?
Title: Re: Garry's mod on Goldeneye
Post by: TriDefiance on August 08, 2012, 03:50:58 am
I think this deals with porting a lot of the coding from Gmod to GE:S or vice versa, from my lack of knowledge on this subject I'm not sure.
Title: Re: Garry's mod on Goldeneye
Post by: kraid on August 08, 2012, 09:08:53 am
People used GES maps and models in GMOD before, so this is possible if you know how to add stuff to GMOD.
But having the whole mod in another Game won't be possible.
You can have some gmod like stuff in GES though, e.g. by using prop spawning commands or even scripts.
We had something like that in previouse versions of GES on our private WN server, but it always adds the possibility to crash the server if you spawn to many props.

If you run your own server, you can enable lots of stuff by using sv_cheats 1 in console.

You can also do things like:
bind v noclip
bind F1 prop_physic_create"path/to/physic_prop.mdl"
bind F2 prop_dynamic_create"path/to/dynamic_or_static_prop.mdl"