JBMod
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[Legacy] Wiki guide
By Snakez
This is the community guide from the old JBMod wiki.
   
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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.
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
Gameplay Frequently Asked Questions (Part 1)
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 straight 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
Gameplay Frequently Asked Questions (Part 2)
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.
12 Comments
Paper-Lion Navigation 7 Jan @ 7:20pm 
jbmod is better than gmod
*✪Êṙḭç✪* 30 Aug, 2024 @ 7:25am 
Gmod is better than jbmod
STRESSED CAT IN A BOX 27 Jun, 2024 @ 1:59pm 
that's a lie, there is. noclip is a console command restricted to sv_cheats, and spawnmenus are community made menus (that also require sv_cheats)
atomic_soap. 22 May, 2024 @ 3:16pm 
is there actually no noclip or spawn menu?
STRESSED CAT IN A BOX 19 Mar, 2023 @ 3:50am 
man thanks for this guide honestly, i've been playing jbmod for months and only JUST KNEW about the cannister parameters 💀
Скебоб 6 Feb, 2023 @ 7:21am 
GARRY NEWMAN IS G0D:physgun:
SUPERSONIC1995 29 Nov, 2022 @ 10:32pm 
gmod sucks (no)
SUPERSONIC1995 24 Nov, 2022 @ 4:30pm 
gmod sucks:steamhappy:
Jaydanson 22 Oct, 2022 @ 7:29pm 
jbmod forever
kat 22 Oct, 2022 @ 4:43pm 
JBMod!!!!! wahooo!!!!