• Move the mini version of the map you're playing on further away
    15 replies, posted
[B]EDIT:[/B] Oh fuck, wrong section >_< This is about Gmod 13. Pardon my mistake. In case no one knows what I mean, every Source engine map has it's own mini-version of itself. This little part of the map outside the main boundaries acts as the skybox. Anything put into this little area, such as a prop, ragdoll or any other object will make it appear as a Godzilla-sized version of that entity. This is incredibly annoying when faggots abuse it. It makes everyone's eyes bleed and I can barely see anything on the real map because the skybox is full of mindless ragdoll/prop spam. So I am requesting that this area is moved somewhere further away, or if there's some way to hide it from people. It's way too close to the real map and so easily accessible. An example: [IMG]http://cloud.steampowered.com/ugc/939256065867741079/65D484AB59375915DBB531064A8CD50F09FFB624/[/IMG]
you can stop crying over it since the skybox cam room is fun as hell
Ban people who do it.
Doesn't matter where you move it to, people will go there if they want to. Also using the word faggots in a derogatory way is naughty. BAD BOY!
You could use lua to stop people from spawning entity's in the skybox.
[QUOTE=E.N.I.G.M.A;37934192]You could use lua to stop people from spawning entity's in the skybox.[/QUOTE] Nice idea, it would be very easy just a quick findinsphere/box to remove any entities / teleport any players that enter the box.
[QUOTE=Pantho;37934296]Nice idea, it would be very easy just a quick findinsphere/box to remove any entities / teleport any players that enter the box.[/QUOTE] Or use a hook like "PlayerSpawnedProp" or "OnEntityCreated" and get the distance between the entity ( a prop ) and the "sky_camera" if its less then 400 then remove the entity.
[QUOTE=E.N.I.G.M.A;37934973]Or use a hook like "PlayerSpawnedProp" or "OnEntityCreated" and get the distance between the entity ( a prop ) and the "sky_camera" if its less then 400 then remove the entity.[/QUOTE] Then people will just find ways to get them in there, no collide, dupe etc. A loop every xx seconds to check for entities in a sphere won't cause any leg and be negligible to resources. No idea what sky_camera is, I assume it's always in that skybox thing? If so you could make one to work on most maps by checking in sphere or sky_camera instead of a static location.
[QUOTE=Pantho;37935604]Then people will just find ways to get them in there, no collide, dupe etc. A loop every xx seconds to check for entities in a sphere won't cause any leg and be negligible to resources. No idea what sky_camera is, I assume it's always in that skybox thing? If so you could make one to work on most maps by checking in sphere or sky_camera instead of a static location.[/QUOTE] sky_camera is what you place inside a skybox textured box (outside the main map) if you want a 3D skybox in a map you're develping, which is what gm_construct has, aka the large buildings and hills you can see outside the playable area of the map
But if the skybox was moved somewhere so far away no one will bother to get it... In Gmod 12, I've never seen ANYONE put anything in it. Gmod 13's skybox is too close for minges to find it. [QUOTE]Ban people who do it.[/QUOTE] What if there are no admins?
[QUOTE=GreenBH;37938764]But if the skybox was moved somewhere so far away no one will bother to get it... In Gmod 12, I've never seen ANYONE put anything in it. Gmod 13's skybox is too close for minges to find it.[/QUOTE] Source engine maps have a small size limit, you can't put it far away, at least not far enough that people won't bother to look for it. Gmod12's construct skybox is also right next to the main map, guess you either got a server that didn't allow that or people just didn't feel like messing in it.
This might not work, I just wrote it in notepad and my lua/any coding pretty much sucks and as usual I've been drinking :). But yea, the idea is fine. Basically this should work with any map for sandbox right? Are there any entities in the skybox, if not then change line 9 to be just else instead of else so it removes all entities and not just props, otherwise some idiot will just e2 model in there etc [lua] local vector for k,v in pairs(ents.FindByClass[[sky_camera]]) -- I assume there's only 1 sky_camera ent? vector = v:GetPos() -- Saves position to vector end timer.Create("skycamguard", 10, 0, function() -- runs segmented code every 10 seconds for k,v in pairs(ents.FindInSphere(vector, 400)) do -- Collects all entities within 400 distance of the vector (sky_camera pos) if v:IsPlayer() then v:Spawn() -- If it's a player respawn them, or use SetPos for specific maps/gamemodes. elseif v:GetClass() == "prop_physics" then v:Remove() -- If it's a prop remove it, although enties etc. end end end [/lua]
[QUOTE=GreenBH;37938764]In Gmod 12, I've never seen ANYONE put anything in it.[/QUOTE] My friends and I do it all the time when we're joking around.
[QUOTE=Pantho;37939193]This might not work, I just wrote it in notepad and my lua/any coding pretty much sucks and as usual I've been drinking :). But yea, the idea is fine. Basically this should work with any map for sandbox right? Are there any entities in the skybox, if not then change line 9 to be just else instead of else so it removes all entities and not just props, otherwise some idiot will just e2 model in there etc [lua] local vector for k,v in pairs(ents.FindByClass[[sky_camera]]) -- I assume there's only 1 sky_camera ent? vector = v:GetPos() -- Saves position to vector end timer.Create("skycamguard", 10, 0, function() -- runs segmented code every 10 seconds for k,v in pairs(ents.FindInSphere(vector, 400)) do -- Collects all entities within 400 distance of the vector (sky_camera pos) if v:IsPlayer() then v:Spawn() -- If it's a player respawn them, or use SetPos for specific maps/gamemodes. elseif v:GetClass() == "prop_physics" then v:Remove() -- If it's a prop remove it, although enties etc. end end end [/lua][/QUOTE] You couldn't use ents.FindInSphere() on a map like gm_flatgrass look at the skybox [IMG]http://i.imgur.com/ZEnRo.jpg[/IMG] Even if you set the size of the sphere to something mad like 10000000 it would start removing stuff in the player area.
[QUOTE=E.N.I.G.M.A;37946373]You couldn't use ents.FindInSphere() on a map like gm_flatgrass look at the skybox [IMG]http://i.imgur.com/ZEnRo.jpg[/IMG] Even if you set the size of the sphere to something mad like 10000000 it would start removing stuff in the player area.[/QUOTE] I don't understand why FindInSphere wouldn't work for that though, the gap between the roof and skybox is still fairly wide, might need to tweak distance but it should be fine. But if you're using such a map then just use ents.FindInBox(Corner1,Corner2) with static vectors instead of the sky_camera position. Either way using FindInSphere is exactly what you recommended people to do, apply a distance check of 400 between the entity and sky_camera.
[QUOTE=E.N.I.G.M.A;37946373]You couldn't use ents.FindInSphere() on a map like gm_flatgrass look at the skybox <snip image> Even if you set the size of the sphere to something mad like 10000000 it would start removing stuff in the player area.[/QUOTE] Then use find in box. -.- Or even easier, just remove anything that goes underground. (check the coordinate for a certain height)
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