• ULX v3.60 -- Advanced Admin Mod -- Official GM13 Release
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[h2]ULX -- Advanced Admin Mod[/h2] [b][highlight][url=http://ulyssesmod.net/]Current version: 3.60[/url][/highlight][/b] [b]DOWNLOAD: [url]http://ulyssesmod.net/[/url][/b] * Be sure you download ULib as well, as ULX [i]depends[/i] on it. [b]Brought to you by:[/b] Megiddo Stickly Man! JamminR Join the [url=http://steamcommunity.com/groups/ULX]ULX steam community[/url]! [url=https://www.paypal.com/cgi-bin/webscr?cmd=_xclick&business=smith%2ebrett%2e41%40gmail%2ecom&item_name=Donation&no_shipping=1&cn=Notes&tax=0&currency_code=USD&lc=US&bn=PP%2dDonationsBF&charset=UTF%2d8][img]http://www.paypal.com/en_US/i/btn/x-click-but04.gif[/img][/url] (We'll love you forever if you donate! We need to eat too :)) [u][b]What is ULX?[/b][/u] ULX is a powerful admin mod that is not only the oldest and most mature admin mod, it’s [i][u]the[/u][/i] oldest and most mature Gmod-specific lua release still in use. The first version of ULX was released [i]days[/i] after GM9, and development on it has continued since then. Check the features list below for more details. As of version 3.50, ULX now includes XGUI, which is a GUI created by Stickly Man! which is designed to provide an intuitive yet powerful experience for users who can run ULX commands, change ULX configs, manage bans, and much more! [u][b]What's new in v3.60?[/b][/u] Most of the work in this version went into getting ULX, XGUI, and ULib working for Garry's Mod 13. However, there still is quite a bit that we managed to sneak in there! Check out the full ULX and ULib changelog on [url=http://forums.ulyssesmod.net/index.php/topic,6005.0.html]our news post here[/url]. Here's a small snippet of a few of the main changes: [quote] ULib v2.50: * [ADD] Shows reasons to kicked person upon kick or ban (Thanks FPtje!). * [ADD] Operator to target only a specific group, ignoring inheritance ('#'). * [ADD] Operator to target a specific id ('$'). ULX v3.60: * [ADD] "ulx jailtp" - A combination of tp <player> and jail <player> (Thanks HellFox). * [ADD] "ulx resettodefaults" - Resets ULX and ULib config to defaults. * [ADD] XGUI: Added ability to edit lower-level restrictions from a higher-level group. * [CHANGE] ULX ban now supports restricting of time/string formats. * [CHANGE] !teleport chat command is now also aliased as !tp. * [CHANGE] XGUI: Utilizes ULib's more robust ID Targeting system. [/quote] [u][b]Our Legacy: 8 Years of Team Ulysses![/b][/u] Just about a month after [url=http://garrysmod.com/post/38726203586/were-8-today]Garry's Mod celebrated it's 8th birthday[/url], we at Team Ulysses celebrated 8 years since our (or rather, Megiddo's) first release. Megiddo has compiled a brief history of major events, [url=http://forums.ulyssesmod.net/index.php/topic,6005.0.html]which can also be seen on our latest news post[/url]. [quote] * December 24th, 2004 -- First ever Garry's Mod release. * January 23rd, 2005 -- "AI Mod" released by Megiddo for Garry's Mod version 5. This mod let you spawn NPCs with weapons in team configurations. It was driven entirely through echoes to the screen and number bindings. * January 31, 2005 -- v2 of "AI Mod" for Garry's Mod version 6, allowing for increasingly complex orders to the AI * February 25, 2005 -- v3 of "AI Mod", which was now called UGM (Ultimate Garry's mod Minimod). UGM tried to be a "all-in-one" pack to make Garry's Mod a much more enjoyable playing experience. * April 28, 2005 (date approximate) -- v4 of UGM. Became extremely complex at this point and so large with bundled models that it was difficult for us to find anyone willing to host it due to the high demand. Keep in mind that all of this was done using source commands and entity I/O, since Lua scripting was not implemented yet. * October 28, 2005 -- Garry's Mod v9 released. This was the first version that supported Lua scripting. * October 31, 2005 -- First ULX release (v0.5) for Garry's Mod version 9. Since we released so quickly after GM9, it was relatively bare bones. We drew heavily from AMXX for inspiration. The 'X' in ULysses X is a hat-tip to AMXX. * December 20, 2005 -- v1.0 of ULX released. Introduced reserved slots, admin action logging, forced downloads, targeting keywords, and others. Do these sound familiar? We know what our users want and stick with it. :) * July 23, 2006 -- v2.0 of ULX released. This was the last major revision released for Garry's Mod v9. * November 29, 2006 -- Garry's Mod 10 released, the first for-pay version of Garry's Mod. Garry approached Lua addons in a completely different way, so all addons had to be recreated from the ground up. * January 1, 2007 -- v3.0 of ULX released for Garry's Mod 10. * May 13, 2011 -- First version of XGUI created by Stickly Man released with ULX v3.50. * <From 2011 till now> -- Most of our changes are simply keeping up with whatever Garry breaks in updates. ;) [/quote] [h2]ULX Features:[/h2] [u][b]Screenshots:[/b][/u] [b]Commands Tab:[/b] [URL=http://imageshack.us/photo/my-images/837/cmdsl.png/][IMG]http://imageshack.us/a/img837/7532/cmdsl.th.png[/IMG][/URL] [b]Groups Tab:[/b] [URL=http://imageshack.us/photo/my-images/855/groupsteams.png/][IMG]http://imageshack.us/a/img855/53/groupsteams.th.png[/IMG][/URL][URL=http://imageshack.us/photo/my-images/11/groupsk.png/][IMG]http://imageshack.us/a/img11/755/groupsk.th.png[/IMG][/URL][URL=http://imageshack.us/photo/my-images/820/groupspermissions.png/][IMG]http://imageshack.us/a/img820/5031/groupspermissions.th.png[/IMG][/URL] [b]Maps Tab:[/b] [URL=http://imageshack.us/photo/my-images/404/mapsn.png/][IMG]http://imageshack.us/a/img404/2865/mapsn.th.png[/IMG][/URL] [b]Settings Tab:[/b] [URL=http://imageshack.us/photo/my-images/843/sandboxp.png/][IMG]http://imageshack.us/a/img843/9960/sandboxp.th.png[/IMG][/URL][URL=http://imageshack.us/photo/my-images/707/serveradverts.png/][IMG]http://imageshack.us/a/img707/467/serveradverts.th.png[/IMG][/URL][URL=http://imageshack.us/photo/my-images/801/serverechoes.png/][IMG]http://imageshack.us/a/img801/1263/serverechoes.th.png[/IMG][/URL][URL=http://imageshack.us/photo/my-images/526/xguisettings.png/][IMG]http://imageshack.us/a/img526/9230/xguisettings.th.png[/IMG][/URL] [b]Bans Tab:[/b] [URL=http://imageshack.us/photo/my-images/831/banso.png/][IMG]http://imageshack.us/a/img831/6826/banso.th.png[/IMG][/URL] [u][b]Full Command List:[/b][/u] [code] ULX Help: If a command can take multiple targets, it will usually let you use the keywords '*' for target all, '^' to target yourself, '@' for target your picker, '$<userid>' to target by ID (steamid, uniqueid, userid, ip), '#<group>' to target users in a specific group, and '%<group>' to target users with access to the group (inheritance counts). IE, ulx slap #user slaps all players who are in the default guest access group. Any of these keywords can be preceded by '!' to negate it. EG, ulx slap !^ slaps everyone but you. You can also separate multiple targets by commas. IE, ulx slap bob,jeff,henry. All commands must be preceded by "ulx ", ie "ulx slap" Command Help: Category: Chat o ulx asay {message} - Send a message to currently connected admins. (say: @) o ulx csay {message} - Send a message to everyone in the middle oftheir screen. (say: @@@) o ulx gag <players> - Gag target(s), disables microphone. (say: !gag) (opposite: ulx ungag) o ulx gimp <players> - Gimps target(s) so they are unable to chat normally. (say: !gimp) (opposite: ulx ungimp) o ulx mute <players> - Mutes target(s) so they are unable to chat.(say: !mute) (opposite: ulx unmute) o ulx psay <player> {message} - Send a private message to target. (say: !p) o ulx thetime - Shows you the server time. (say: !thetime) o ulx tsay {message} - Send a message to everyone in the chat box.(say: @@) Category: Fun o ulx armor <players> <armor: 0<=x<=255> - Sets the armor for target(s). (say: !armor) o ulx blind <players> [<amount: 0<=x<=255, default 255>] - Blinds target(s). (say: !blind) (opposite: ulx unblind) o ulx cloak [<players, defaults to self>] [<amount: 0<=x<=255, default 255>] - Cloaks
I'm glad I could be of help with the kick/ban reasons. that was the thing that annoyed me most in ulx. Also, I saw a thread on your forums about compatability not being great with FAdmin. If there are any issues, I'd be happy to fix them. Also, great work on keeping it up to date.
[QUOTE=FPtje;39398722]Also, I saw a thread on your forums about compatability not being great with FAdmin. If there are any issues, I'd be happy to fix them.[/QUOTE] And we thank you for your help! One of these days I'm going to sit down with DarkRP/FAdmin and check compatibility with ULX/ULib so I can be of more assistance to our users (in case they've set something up incorrectly), and hopefully resolve the "It's all FAdmin's fault!"-type threads :)
You know what to do when it's my fault ;) (fix it for me) Haha, just kidding, here's link to the [url=https://github.com/FPtje/DarkRP/issues]issues page[/url].
so this version will remove having empty menu's sometimes?
[QUOTE=k9o0df1;39410661]so this version will remove having empty menu's sometimes?[/QUOTE] Uhh.. hopefully? If it happens to you again, check and see if there are any errors in your console, and post them here.
Already using it on my server, this is perfect. Althoug a 'slaynext' command would be appreciated.
[QUOTE=CrashLemon;39415912]Already using it on my server, this is perfect. Althoug a 'slaynext' command would be appreciated.[/QUOTE] Courtesy of .\\Shadow} (for ttt) [PHP]local snr_ban = true -- true means they will be banned if they leave after being set to be slain the next round. false means they won't be banned. local snr_bantime = 60 -- Time, in minutes, how long to ban someone for if they leave after being set to slay next round. 0 = permanent. local snr_logcmd = true -- If set to true, when an admin uses this command, it will be logged. false means it won't be. local function SlayNextRoundNotify( bool, admin, victim ) if bool == nil or not admin:IsValid() or not victim:IsValid() then MsgN( "Something fucked up." ) return end if bool then admin:ChatPrint( victim:Nick().." will be slain the following round." ) victim:ChatPrint( "You will be slain the following round; this was done by "..admin:Nick() ) if snr_logcmd then ServerLog( admin:Nick().." set "..victim:Nick().." to be slain the following round." ) end else admin:ChatPrint( victim:Nick().." will no longer be slain the following round." ) victim:ChatPrint( "You will no longer be slain the following round; this was done by "..admin:Nick() ) if snr_logcmd then ServerLog( admin:Nick().." set "..victim:Nick().." to no longer be slain the following round." ) end end end concommand.Add( "slaynextround", function( ply, cmd, args ) if not ( ply:IsUserGroup("moderator") or ply:IsAdmin() ) then ply:ChatPrint( "You do not have access to this command." ) return end local playr = args[1] if not playr then ply:ChatPrint( "Use: !snr <player name>; slaynextround <player name>" ) return end local user = nil for _, v in pairs( player.GetAll() ) do if string.find( string.lower( v:Nick() ), string.lower( playr ) ) then user = v break end end if not user then ply:ChatPrint( "User \""..playr.."\" not found." ) return end local pdat = user._SNR if pdat then if pdat == 1 then user._SNR = 0 SlayNextRoundNotify( false, ply, user ) else user._SNR = 1 SlayNextRoundNotify( true, ply, user ) end else user._SNR = 1 SlayNextRoundNotify( true, ply, user ) end end ) hook.Add( "TTTBeginRound", "Next Round Slay", function() for _, v in pairs( player.GetAll() ) do if v._SNR and v._SNR == 1 then v:Kill() v._SNR = 0 end end end ) hook.Add( "PlayerSay", "Next Round Slay Chat Command", function( ply, text ) if ( string.sub( text, 1, 4 ) == "!snr" or string.sub( text, 1, 14 ) == "!slaynextround" ) then text = string.Explode( " ", text ) ply:ConCommand( text[2] and "slaynextround "..text[2] or "slaynextround" ) return "" end end ) hook.Add( "PlayerDisconnected", "Ban if avoiding slay", function( ply ) if ply._SNR and ply._SNR == 1 and snr_ban then ply:Ban( snr_bantime, "Avoiding punishment" ) -- Personal opinion: I find this a bit stupid. If they leave, they won't play the next round. If they're slain, they won't play the next round. What's wrong about them having control over the action? end end )[/PHP]
[QUOTE=Stickly Man!;39415755]Uhh.. hopefully? If it happens to you again, check and see if there are any errors in your console, and post them here.[/QUOTE] will do
Finally XGUI is fixed yey.
Keep up the good work guys! Best public admin mod out there!
Is it possible to force player models from ulx to work with gamemodes for like TTT(For certain groups, like admin)?
I use ULX on my server, and love it. Best admin mod there is. But I would really love to see a "set nextmap" option under "maps". It would be much easier instead of having to use the console. And then the other admins that dont have access to the console could set a nextmap as well :)
[QUOTE=The-Spy;39456735]Is it possible to force player models from ulx to work with gamemodes for like TTT(For certain groups, like admin)?[/QUOTE] Not that I'm aware of. UTeam was originally designed for sandbox only, and since I didn't write the code, I couldn't tell you how easy it would be to implement. It would be fun to do, but it'd be hard to keep consistent with each gamemode. I think. Either way, a fun coding project for the future for whenever anyone has some free time :P [QUOTE=zapha;39460111]But I would really love to see a "set nextmap" option under "maps". It would be much easier instead of having to use the console. And then the other admins that dont have access to the console could set a nextmap as well :)[/QUOTE] Is the nextmap command part of a specific gamemode, like TTT? Or is it available in sandbox as well? (lol, shows how much I actually PLAY Garry's Mod :P) Usually we try not to have gamemode-specific commands in ULX, but, I have been meaning to make XGUI modules for TTT and other popular gamemodes, and this would definitely be a great feature to implement!
[QUOTE] Is the nextmap command part of a specific gamemode, like TTT? Or is it available in sandbox as well? (lol, shows how much I actually PLAY Garry's Mod :P) Usually we try not to have gamemode-specific commands in ULX, but, I have been meaning to make XGUI modules for TTT and other popular gamemodes, and this would definitely be a great feature to implement![/QUOTE] No it is not a TTT specific command. Im talking about the srcds command: nextlevel Ex. [CODE] rcon set nextlevel de_dust [/CODE] Should be quite easy to add for you lua kings :)
sadly, this version didn't fix having empty menu's sometimes. it might be FAdmin. --i don't know if this applies to you, stickly man, but sometimes chat commands seem to fail too, might be FAdmin too,though [b]edit[/b], i am in no way blaming fadmin, that is why i said "it might" but of course, some people will feel offended. i apologize.
Yeah of course I am to blame for ulx commands breaking. Who else, right? Actually I fixed a bug a few days ago that caused chat commands from other mods to break when darkrp was edited. Still not fadmin though. autoreload fucks shit up sometimes.
oi, oi, i'm not insulting fadmin, i like fadmin. the two mods just seem to conflict
We are aware issues about chat commands breaking with autoreload-- We haven't had time to do a whole lot of testing on that one, so we'll see if FPtje's update fixed it :) (Presuming it only happened on servers running DarkRP, that is) As for having empty menus-- Next time it happens, can you check for errors in your server console? Unless something borked, you can press the "Refresh Server Data" button in Settings->Client->XGUI Settings, and stuff should start to show up. [QUOTE=zapha;39476628]Im talking about the srcds command: nextlevel[/QUOTE] Added to my TODO, I'll look into it when I have some time
Still waiting on a fix for ULX not remembering usergroups!
How do I give someone a rank through the server files? When Gmod updated ULX reset all of my groups. EDIT: It actually reset anything to do with ULX on the server :|
[QUOTE=GlenSH;39509074]How do I give someone a rank through the server files? When Gmod updated ULX reset all of my groups. EDIT: It actually reset anything to do with ULX on the server :|[/QUOTE] i guess they're in data/ulx
[QUOTE=k9o0df1;39511200]data/ulx[/QUOTE] /data/ulib is where ULib groups are stored that ulx looks up. We import from the standard Gmod group file, or you can use server console/rcon to adduser yourself.
THIS IS AWESOME! thank god for you guys
This is some good stuff yo, keep up the good work.
Sorry for asking this but how would I make it so that when people votemap and the vote for a specific map is accepted, it doesn't change in the middle of the TTT round but instead when the round is over?
After gamemode / map change the data seems to muck up. Nobody has any rank, and the user rank has no commands whatsoever, At least on my server. Any ideas/fixes?
[QUOTE=Archemyde;39708347]After gamemode / map change the data seems to muck up. Nobody has any rank, and the user rank has no commands whatsoever, At least on my server. Any ideas/fixes?[/QUOTE] What gamemode are you using?
[QUOTE=isnipeu;39708353]What gamemode are you using?[/QUOTE] Doesn't seem to matter. changing from sandbox to TTT does the same thing. in this example it's two fretta based gamemodes.
Hey guys if you want a script for respawning/making innocent/making traitor/making detective (TTT duh) I made a post here: [URL="http://facepunch.com/showthread.php?t=1249641"]http://facepunch.com/showthread.php?t=1249641[/URL]
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