SWEPs From VIP Assassination Gamemode (with Ninja Rope!)
83 replies, posted
Many people requested SWEPs from [url=http://forums.facepunchstudios.com/showthread.php?t=379999]this gamemode[/url] to be released as an add-on. Well, here is the release:
[url=http://www.garrysmod.org/downloads/?a=view&id=21652][img]http://www.garrysmod.org/img/?t=dll&id=21652[/img][/url]
Here is what the SWEP pack includes:
[b]Caltrops[/b] - Primary fire to throw five at a time, secondary to throw one by one. These do between 1 and 4 points of damage to whomever steps on them. (I don't have a model for these, so I have to use combine-ball-grenade-ammo model. If anyone would be willing to make a more caltrop-like model for me, I would appreciate it.)
[b]Shurikens[/b] - Ninja stars. Primary to throw, then you can pick them back up by "using" them. These can stick to walls. Like caltrops, they are sharp and will deal damage to those who touch them, but only sideways. They don't do much damage, but according to Wikipedia, neither do real ninja stars. Credit goes to Browsing for the model.
[b]Fuuma Shuriken[/b] - One very big ninja star. Similar to the normal ninja stars, but much more lethal. Credit goes to Browsing for the model.
[b]Knife[/b] - Much credit for this SWEP goes to ThePopeMan, whose script I modified to create this knife, and to Fehic, whose crowbar-melee-base script ThePopeMan says he edited to make the script that I later edited. Improvements I added include player animations and knife-through-grate-sniping glitch fix.
[b]Ninja-Knife[/b] - In most ways similar to the normal knife, except for stabbing someone in the back yields an instant kill.
[b]Ghost prop maker[/b] - Primary fire to turn a prop into a ghost-prop, making it non-solid, and a good place to hide.
[b]Unfreezer/unwelder/remover[/b] - Primary fire unfreezes and wakes props, secondary un-constraints them, and reload removes them. Because this SWEP was designed for a gamemode, it has a very limited range. Also, to un-weld and remove stuff, you have to hold down the button for some time. (That's what the progress bars on the bottom are for.)
[b]Hacks Box[/b] - This is perhaps the most confusing SWEP, even though it comes with a built-in manual. To access the manual, run the "help" program. To run a program, use primary fire. To cycle programs, use secondary.
This SWEP relies on a lost dark art, ent_fire scripting, which was practiced by many before Lua was ever a section on these forums; it even had its own sticky thread in the contraptions section. The first artificial NPC, the evil jeep, was made with ent_fire scripting, not with Lua! But there was a dark side to ent_fire scripting. It could be run from server-side and from client-side, but only if cheats were on. On crowded public servers with admins foolish enough to allow cheats, chaos reigned. (I added some safeguards that prevent this SWEP from crashing players and servers, and from making it a direct-assault weapon.) There were many players who knew how to make something burst into flames by binding an ent_fire command to a button, and even without extensive knowledge, they were dangerous on these servers. Then there were the few who went further to pursue this knowledge. Soon they began to experiment with addoutputs and apply them in smart contraptions - from one-prop scripted objects to magnificent Rube Goldberg devices. Lua eventually replaced ent_fire, but ent_fire was not forgotten. I was a scripter myself, and in memory of the golden age of ent_fire, I made this SWEP.
Tl;dr: this SWEP hacks stuff.
[b]Ninja Rope[/b] - More people requested this SWEP to be released outside the gamemode than any other in this pack. Primary to attach rope, secondary to detach. Jump to climb up. Duck to climb down. Credit goes to Browsing for the kunai model that's on the other end of the rope.
Here's what the ninja rope looks like:
[media]http://www.youtube.com/watch?v=-v3CSFnWDVE[/media]
[highlight][b]New version of ninja rope![/b][/highlight]
[url=http://www.garrysmod.org/downloads/?a=view&id=25308][img]http://www.garrysmod.org/img/?t=dll&id=25308[/img][/url]
(Other weapons not included in this download)
New features in this version:
-Latch onto props and moving objects
-Two ropes at the same time
-Use another weapon/SWEP while still on the ninja rope
Video:
[media]http://www.youtube.com/watch?v=Gaaf5gqhRjs[/media]
Very nice.
Downloading..
PS: Looks like this Ninja Rope is the Grapple Hook from someone...
The vid reminds me of Spider Man. :v:
Great stuff!
Hey, apologies for stalking you across threads, but the ninja rope still won't spawn. It's just not in the menu.
[b]EDIT:[/b] Never mind, seems to work now. Nice job!
[QUOTE=ferdam]All is very nice !!
Downloading
PS: That ninja rope looks Grapple Hook from someone...[/QUOTE]
Yeah, but no offense to the person who originally made the grapple hook - it sucked a whole lot more than this one - this one looks epic.
whoa , no, sorry that was not my script, I just edited Feihc's crowbar-melee-base script, changed the model, damage, instructions, etc., so either replace my name or put Feihc's name before mine
I will defiantly try these (since you put me in the credits :v: )
P.S. Can you do my script request for ninja movement : [url]http://forums.facepunchstudios.com/showthread.php?t=347715[/url]? :uhoh:
[b]Edit:[/b]
Just tried then, great sweps, I love the Ninja Rope :D , just like Worms
P.P.S. Please do my request :(
Everyone makes that mistake with credit because everyone uses feihc's example :o
[QUOTE=The Pope Man]...so either replace my name or put Feihc's name before mine
...
P.S. Can you do my script request for ninja movement : [url]http://forums.facepunchstudios.com/showthread.php?t=347715[/url]? :uhoh:
[/QUOTE]
I like some of those ideas, which makes them especially convenient since I was planning to modify the ninja class before the next release. I can release the ninja movement system separately when I release the next version of the VIP mod. However, I don't think I will be working on this request or the next version of VIP mod anytime soon, maybe not until winter break.
I'm having a very hard time getting commands into the haxbox. I just type them into chat, correct?
[b]Edit:[/b]
Gah, fixed it. Why would you make the swep's classname unchangable? I changed it to haxbox so I couldn't fuck up it up in pl:Give.
Which inputs can be used with the haxbox? The only one I can find is Ignite (and kill, but that's disabled). Is there a list somewhere?
[QUOTE=Elspin]Everyone makes that mistake with credit because everyone uses feihc's example :o[/QUOTE]
Except those of us that don't so that they can make melee weapons that are easier to use. It's all in the dot product....
[QUOTE=The Pope Man]whoa , no, sorry that was not my script, I just edited Feihc's crowbar-melee-base script, changed the model, damage, instructions, etc., so either replace my name or put Feihc's name before mine
I will defiantly try these (since you put me in the credits :v: )
P.S. Can you do my script request for ninja movement : [url]http://forums.facepunchstudios.com/showthread.php?t=347715[/url]? :uhoh:
[b]Edit:[/b]
Just tried then, great sweps, I love the Ninja Rope :D , just like Worms
P.P.S. Please do my request :([/QUOTE]
Sounds like my first swep.
The ninja rope is pretty much amazing for fort wars with two forts.
[QUOTE=DuncanFrost]Which inputs can be used with the haxbox? The only one I can find is Ignite (and kill, but that's disabled). Is there a list somewhere?[/QUOTE]
I hate to spam, but I really want to do stuff with it :downs:
What I don't like about the Ninja Rope is that it's using ropes. It makes the player jumpy and it kills a lot of the velocity. I think this would be much better if it was a strong elastic.
I also don't like the way you draw the ropes. There is a grapple hook swep that draws the properly without lagging. [url]http://www.garrysmod.org/downloads/?a=view&id=11743[/url]
However, that swep is using gravity. Which really sucks because it's nothing like a grapple hook at all.
I also would like primary fire snapping the rope when you press it again instead of pressing the secondary fire button. And that the secondary fire button would shoot a rope as well so you'd have 2 ropes at the same time. (Spiderman :v:)
[b]Edit:[/b]
Oh, this thread is old. :(
[QUOTE=CapsAdmin]What I don't like about the Ninja Rope is that it's using ropes. It makes the player jumpy and it kills a lot of the velocity. I think this would be much better if it was a strong elastic.
I also don't like the way you draw the ropes. There is a grapple hook swep that draws the properly without lagging. [url]http://www.garrysmod.org/downloads/?a=view&id=11743[/url]
However, that swep is using gravity. Which really sucks because it's nothing like a grapple hook at all.
I also would like primary fire snapping the rope when you press it again instead of pressing the secondary fire button. And that the secondary fire button would shoot a rope as well so you'd have 2 ropes at the same time. (Spiderman :v:)
[/QUOTE]
If you like the grappling hook better than the ninja rope, feel free to use the grappling hook instead. (Even if you are hosting a VIP Assassination server, you can quickly alter the classes.lua script to give ninjas a grappling hook instead of a ninja rope.) The ninja rope is not an attempt to make a better grappling hook; these are two different SWEPs with different functionalities.
However, I really like the idea of two ninja ropes; with your permission I would like to add it to the next release. The only drawback is that two extra keys would be needed to control the lengths of both ropes. Or, I could leave the second rope at constant length. I am sure some beta tester or I will figure something out.
[QUOTE=DuncanFrost]I hate to spam, but I really want to do stuff with it :downs:[/QUOTE]
To get a list of inputs and outputs for some entity class, enter "ent_info class" into the console. For most props, it would be "ent_info prop_physics".
Hello.
Nevermind this post.
[QUOTE=CapsAdmin]I think you got me wrong. All I like about the Grapple Hook is the way it draws the rope, and that's it. I thought it would be a good idea to look into it as the way you're drawing a rope isn't very pretty. :v:
The rest of grapple hook sucks, it's just a gravity hook thing.
And that would be great. You could use E to reel in and R to reel out.
And I'd also like to see a strong elastic instead of a rope. If you did this, everything would be much smoother.[/QUOTE]
Here is the current idea I have to control it: DUCK key to extend both ropes, JUMP to shorten; while you hold USE, the primary-fire rope is controlled the same way, but the secondary-fire rope's length adjusts the opposite way. This way the the SWEP gets more intuitive functionality as a zip-line and it's easier to implement and control.
For the next version, I am also thinking of changing the rope-release controls. RELOAD would release both ropes when the ninja rope is selected. When another weapon is selected, the player would keep hanging from the ropes but gets to shoot with the equipped weapon. When a weapon other than the ninja rope is equipped: JUMP+DUCK+RELOAD to release, length controls stay the same.
Also, the current ninja rope is, in fact, a strong elastic. It just has a velocity-direction-dampening algorithm that prevents it from stretching like one. To make it act more like an elastic, all you have to do is edit the SWEP's shared.lua file, comment-out lines 134, 135, 136, and 138; then go to line 137 and add a numeric constant to the product of tension_norm, greater than zero. The closer to zero, the 'squishier' the elastic.
I have so much fun with the Ninja Rope. I do some awesome freespace swings with it. On one of the swings, I almost made it into town from the big raised roads/bridges. I love how this swep uses gravity to give you more momentum and velocity. It does make things more realistic. I do have to agree in saying though that I wish the rope was a tad less laggy.
Gah. I ripped apart a few of these sweps and implemented them all into one.
Namely, Ninja Knife, (used to have Shuriken), and the Ninja Rope.
Now, the Ninja Knife does the correct damage your first attack, and all following attacks do 5 damage. Backstab or not.
I threw in debug messages, and it is properly doing the Dot Product math, but it is failing to reset the damage correctly.
[b]Edit:[/b]
Primary Fire function:
[lua]
if self.mode == "attack" then
--Your ninjaknife code here. Identical to the origonal ninjaknife primary fire function.
elseif self.mode == "lockunlock" then
-- a simple thing that does a trace, gets an entity, and does ent:fire("lock"). That's the wrong syntax, I don't have it memorized, but it works.
elseif self.mode == "rope" then
--Your ninja rope code here. Identical to origonal ninja rope primary fire function.
else
self.Owner:SendMessage(3, "Tell TomatoSoup he fucked something up") --Dunno if that's the right command name, but I have yet to fuck up the mode switching code.
end
[/lua]
With the complementing secondary fire. It worked until I ran the server updater.
Any progress done on your Ninja Rope?
[QUOTE=Fire crack]Any progress done on your Ninja Rope?[/QUOTE]
Yes, I released the new version yesterday. (See above) Two ropes instead of one, compatible with props and moving objects, and the ability to climb/rappel while using another weapon.
Holy shit, nice work!
i love it!
its fun to make a endless swing :D
What is the name, of the map in the second movie? Where can i download it?
Yeh, I want map name!
Same. I want map.
The map is [url=http://forums.facepunchstudios.com/showthread.php?t=428750][u]gm_simplicity[/u][/url], by G Skunk.
You sure? Because, I looked though the map, never found a building like that on the video.
[QUOTE=Haxxer]You sure? Because, I looked though the map, never found a building like that on the video.[/QUOTE]
It's the square building with a hole in the middle. I added everything else.
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