• Half-Life 2 Campaign
    591 replies, posted
[QUOTE=Joe_Slayer]Where do I put it?[/QUOTE] for example into the config.lua?
[QUOTE=Neico] [QUOTE=Joe_Slayer]Where do I put it?[/QUOTE] for example into the config.lua?[/QUOTE] That just stupid to do. Put it in [garrysmod\lua\autorun\server] Folder
Rocking Omen! Thanks a lot! Will be very handy!
[QUOTE=Omen]That just stupid to do. Put it in [garrysmod\lua\autorun\server] Folder[/QUOTE] I put it in config and it worked fine. What happens if you put it in config?
Don't put it anywhere. It will override the gamemode's default code and will probably cause errors or other wierd shit. Just wait until the next release of HL2 Campaign (should be today or tommorow) and you'll be able to spawn sweps.
[QUOTE=AMT]Don't put it anywhere. It will override the gamemode's default code and will probably cause errors or other wierd shit. Just wait until the next release of HL2 Campaign (should be today or tommorow) and you'll be able to spawn sweps.[/QUOTE] You total going ruing the fun in hl2 coop if you add so any one can spawn any swep thy want. So pleas add so admin can toggle it and block some weapons. And my scrip don't cause error and wierd shit. It have one bug and it is that it can be a ammo spam some time.
[QUOTE=Omen]You total going ruing the fun in hl2 coop if you add so any one can spawn any swep thy want.[/QUOTE] No, they won't. Only be able to spawn the SWEPs installed on the server. This feature is also disabled by default, and not supported if enabled. When abled it allows the users to use the spawnmenu and whatnot, since a lot of people asked for it - not just the SWEPS.
Awesome now we need Episode 1 game mode! What the hell is wrong with the forums, everything is messed up... It gets cooler every refresh too.
v1.02 is out! Probably the biggest addition is the new chapter selection images. Take a look... [img]http://www.amtstudios.com/wp-content/uploads/2007/08/hl2c_mapselection.jpg[/img]
[QUOTE=AMT]v1.02 is out! Probably the biggest addition is the new chapter selection images. Take a look... [img]http://www.amtstudios.com/wp-content/uploads/2007/08/hl2c_mapselection.jpg[/img][/QUOTE] Nice work dude! Thanks a lot for this mod and working on it so much! Been waiting for it ever since the start of gmod 10!
This update rocks. Only think I got is that can you add a check so a player can't spawn vehicles once they are at the 'finished map waiting for other players' section.
You're run and flashlight power never drains? That takes the fun out of some of it.
How did you make so the server acturaly changes to the map you already are in like d1_town_02 where you have to be 2 times, with a different spawn location? With simple trigger_changelevel it will just start over from the spot you were first.
Update is messed up. It won't load the next map, sv_defaultgamemode hl2campaign doesn't work, and the right side of the Q menu is gone. Fix?
[QUOTE=suicide_bomb]You're run and flashlight power never drains? That takes the fun out of some of it.[/QUOTE] It's more trouble than its worth to have it drain the aux power. Not to mention it just annoys people anyway. I've got 10 year old batteries that last longer than that thing. [quote=vonje]How did you make so the server acturaly changes to the map you already are in like d1_town_02 where you have to be 2 times, with a different spawn location? With simple trigger_changelevel it will just start over from the spot you were first.[/quote] I'm using my own trigger that replaces trigger_changelevel. ATM, I'm just using .txt files to store information of where the server has been, although I will probably do something with SQLite in the future. [quote=Joe_Slayer]Update is messed up. It won't load the next map, sv_defaultgamemode hl2campaign doesn't work, and the right side of the Q menu is gone. Fix?[/quote] Not sure why it doesn't load the next map, it seems to work for everyone else. Are you getting any errors? As for the right side of the spawn menu, it probably isn't showing up because my gamemode isn't derived from sandbox. Remember, though, setting hl2c_spawn_menu to 1 is NOT recommended nor supported.
Quick idea/suggestion, no idea if this is even possible, but is there any way to give NPC's SWEP weapons? Would be a nice feature if the admin could replace the default HL2 weaponry with any SWEP he likes, not only for players, but also for the NPC's - there could be servers using "Laser weaponry" SWEPs, the obvious CSS weapon SWEPs, DOD SWEPS, crazy SWEPs etc - it's all some people want hl2c_spawn_menu for, so I believe it's worth the effort. Edit: From testing the gamemode, as it stands at the moment, there is absolutely no point to setting hl2c_spawn_menu to 1. Everything in the spawn menu relies on console commands that are coded in the sandbox gamemode, so spout out "Unknown Command: gm_giveswep" for example. Otherwise it is the best HL2 coop game I've seen so far, and it's the first I've come across that actually plays through the HL2 campaign well enough to be playable! There may have been others I've missed though :P
[QUOTE=subenji99]Quick idea/suggestion, no idea if this is even possible, but is there any way to give NPC's SWEP weapons? Would be a nice feature if the admin could replace the default HL2 weaponry with any SWEP he likes, not only for players, but also for the NPC's - there could be servers using "Laser weaponry" SWEPs, the obvious CSS weapon SWEPs, DOD SWEPS, crazy SWEPs etc - it's all some people want hl2c_spawn_menu for, so I believe it's worth the effort. Edit: From testing the gamemode, as it stands at the moment, there is absolutely no point to setting hl2c_spawn_menu to 1. Everything in the spawn menu relies on console commands that are coded in the sandbox gamemode, so spout out "Unknown Command: gm_giveswep" for example. Otherwise it is the best HL2 coop game I've seen so far, and it's the first I've come across that actually plays through the HL2 campaign well enough to be playable! There may have been others I've missed though :P[/QUOTE] Giving SWEPs to SNPC's would require a lot more coding than its worth. And it would probably break a LOT of scripted events. Since the spawn menu idea didn't work, I'm just moving the hl2c_weapons table to config.lua so players can edit it and add their own sweps. This will still allow players to pickup weapons they need to complete the level. Anyways, if you are wondering about the current progress of the game, here is the changelog: [quote=v1.02 to v1.03 Changelog][ADDED] 15 second timer that will force all remaining players to the loading point once 50% of the total players have already entered it. [CHANGE] Players can no longer use !moveto when in a vehicle. [CHANGE] Removed hl2c_spawn_menu option. [CHANGE] Moved hl2c_weapons to config.lua so you can use sweps. [FIXED] Bridge rotating insanely on d3_c17_06b. [FIXED] Chapter titles not showing up. [IMPROVED] Nav marker code.[/quote]
I searched the list multiple times, however, I can't find any server running this mod. Am I not searching the right way, or is there another reason?
I run the game mode every so often. Look for Red's Server. Anyway, about the whole swep thing. I never really tried using the menu, because I've just been using Omen's script to replace the guns. It seems to work pretty well. AMT I really think you should incorporate it into your game mode. Set it as optional though, so the server's can choose their own guns. I'm currently running it with all CS weapons, and it works fine. When I pick up a regular pistol off the ground it magically turns into a 5-7, like Omen said the only real problems is a little bit of ammo spam/lag spikes when players join. Then you wouldn't need to mess with the spawn menu at all, and everyone would be happy! It's a very good way to do it. The sweps are easily set. In my server, everything is a cs gun besides the grenades the ar2 and the rpg and it's FUN! Way funner then the original hl2 guns. It's also more challenging with CSE's full pack, with the recoil and all you can't just spray people with the smg anymore. [b]Edit:[/b] I just got another idea too. Have you seen that Gordon Classic player model that's floating around? I'd say grab it, and use it as the lead player model. The admin or lead player is Gordon, and everyone else is a rebel.
It will be really easy to use sweps in the next version. All you'll have to do is edit the hl2c_weapons table with the sweps you want. I did try the Gordon Classic model, and it worked sometimes, but most of the time the body was way offset from the legs and it looked really really stupid. Maybe I'll make my own sometime down the road, but not now.
Can you add an option for # of lives per map. With a full server, you can easily blow through maps on hard. Might make it a little more challenging to have a lives limit.
how spawn the new chapter selection images plz i don't see it when i launch gmod 10 ?
[QUOTE=fiocco]how spawn the new chapter selection images i don't see it when i launch gmod 10 ?[/QUOTE] Click Play Singleplayer or Create Multiplayer in Garry's Mod 10.
i do it but no map selected it say
Are npcs brainless like they are in gmod without this script? Because dog wouldn't play catch and alyx wouldn't follow me in the prison
There's still broken stuff in the maps.Like in coast 8 when the combine dropship just kind of stays there, and whenever the game spawns a train, get ready for super lag. It's not problems with the gamemode, but problems with the singleplayer maps being played in multiplayer. Since they were never meant to be used in multiplayer sometimes the logic breaks.Try playing through episode 1 in gmod. Logic breaking left and right. You can still play through the entire games, but I suggest skipping trainstation, and eli.
[QUOTE=thegrb93]Are npcs brainless like they are in gmod without this script? Because dog wouldn't play catch and alyx wouldn't follow me in the prison[/QUOTE] That is a GMod bug garry is fixing at the moment. [quote=Methodman]There's still broken stuff in the maps.Like in coast 8 when the combine dropship just kind of stays there, and whenever the game spawns a train, get ready for super lag. It's not problems with the gamemode, but problems with the singleplayer maps being played in multiplayer. Since they were never meant to be used in multiplayer sometimes the logic breaks.Try playing through episode 1 in gmod. Logic breaking left and right. You can still play through the entire games, but I suggest skipping trainstation, and eli.[/quote] The first bug I cannot fix, unless you want a slew of combine in that area that shouldn't be there. I might make the dropship invisible or something. The lag is not caused by the train, although it may seem like it, garry has acknowledged the issue but there isn't a way he can fix it yet. For the last time, [highlight]YOU CANNOT PLAY EPISODE ONE. THE ZOMBINE NPC's ALONG WITH THE NEW ALYX NPC DO NOT EXIST IN GMDO![/highlight] All the issues with scripted events not working is something garry is fixing, and once that is done, the citadel maps will be the only thing left to fix.
Wrong, you can play through episode 1, it doesn't work very well, and the zombine doesn't show up, but you can still play through it.
And another thing. Where are the slams!? Why can you only get slams with cheats on? Is it possible to just add them in your gamemode?
Some parts of the story are still not passable, like the part where you first see the antlionguard, and once you actually kill if the vortigaunt comes out to show you the bug bait. Is there a way to fix this? The vortigaunt comes out and just starts looking at us.
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