• Fretta Game Mode problem and SWEP questions
    3 replies, posted
I have a couple questions and a need for someone to check what's wrong with my Fretta game mode that I'm messing with. First off, the game mode. I'm sure it's partly working, but for some reason the player class doesn't seem to be. It starts with the default HL2:DM loadout when it's supposed to have a custom revolver weapon, and it moves at the default speeds instead of walking at run speed. shared.lua [code]GM.Name = "XWDeathmatch" GM.Author = "XutaWoo" GM.Email = "" GM.Website = "" GM.Help = "A simple deathmatch gamemode." GM.TeamBased = false // Team based game or a Free For All game? GM.AllowAutoTeam = true GM.AllowSpectating = true GM.SecondsBetweenTeamSwitches = 10 GM.GameLength = 15 GM.RoundLimit = 10 // Maximum amount of rounds to be played in round based games GM.VotingDelay = 5 // Delay between end of game, and vote. if you want to display any extra screens before the vote pops up GM.NoPlayerSuicide = false GM.NoPlayerDamage = false GM.NoPlayerSelfDamage = false // Allow players to hurt themselves? GM.NoPlayerTeamDamage = false // Allow team-members to hurt each other? GM.NoPlayerPlayerDamage = false // Allow players to hurt each other? GM.NoNonPlayerPlayerDamage = false // Allow damage from non players (physics, fire etc) GM.NoPlayerFootsteps = false // When true, all players have silent footsteps GM.PlayerCanNoClip = false // When true, players can use noclip without sv_cheats GM.TakeFragOnSuicide = false // -1 frag on suicide GM.MaximumDeathLength = 0 // Player will respawn if death length > this (can be 0 to disable) GM.MinimumDeathLength = 3 // Player has to be dead for at least this long GM.AutomaticTeamBalance = false // Teams will be periodically balanced GM.ForceJoinBalancedTeams = false // Players won't be allowed to join a team if it has more players than another team GM.RealisticFallDamage = false GM.AddFragsToTeamScore = false // Adds player's individual kills to team score (must be team based) GM.NoAutomaticSpawning = false // Players don't spawn automatically when they die, some other system spawns them GM.RoundBased = true // Round based, like CS GM.RoundLength = 60 * 4 // Round length, in seconds GM.RoundPreStartTime = 5 // Preperation time before a round starts GM.RoundPostLength = 5 // Seconds to show the 'x team won!' screen at the end of a round GM.RoundEndsWhenOneTeamAlive = false // CS Style rules GM.EnableFreezeCam = true // TF2 Style Freezecam GM.DeathLingerTime = 3 // The time between you dying and it going into spectator mode, 0 disables GM.SelectModel = true // Can players use the playermodel picker in the F1 menu? GM.SelectColor = true // Can players modify the colour of their name? (ie.. no teams) GM.PlayerRingSize = 48 // How big are the colored rings under the player's feet (if they are enabled) ? GM.HudSkin = "SimpleSkin" GM.ValidSpectatorModes = { OBS_MODE_CHASE, OBS_MODE_IN_EYE, OBS_MODE_ROAMING } GM.ValidSpectatorEntities = { "player" } // Entities we can spectate GM.CanOnlySpectateOwnTeam = false // you can only spectate players on your own team TEAM_HUMAN = 1 function GM:CreateTeams() if ( !GAMEMODE.TeamBased ) then return end team.SetUp( TEAM_HUMAN, "Players", Color( 50, 255, 50 ), true ) team.SetSpawnPoint( TEAM_HUMAN, { "info_player_start", "info_player_terrorist", "info_player_rebel", "info_player_deathmatch" } ) team.SetClass( TEAM_HUMAN, { "Player" } ) // "Human" is the class we want players to use team.SetUp( TEAM_SPECTATOR, "Spectators", Color( 200, 200, 200 ), true ) team.SetSpawnPoint( TEAM_SPECTATOR, { "info_player_start", "info_player_terrorist", "info_player_counterterrorist", "info_player_combine", "info_player_rebel" } ) end[/code] init.lua [code]// This is called every second to see if we can end the round function GM:CheckRoundEnd() if ( !GAMEMODE:InRound() ) then return end for k,v in pairs( team.GetPlayers( TEAM_HUMAN ) ) do if v:Frags() >= 30 then GAMEMODE:RoundEndWithResult( v ) end end end // This is called after a player wins in a free for all function GM:OnRoundWinner( ply, resulttext ) ply:AddScore( 1 ) // Let's pretend we have AddScore for brevity's sake end // Called when the round ends function GM:OnRoundEnd( num ) for k,v in pairs( team.GetPlayers( TEAM_HUMAN ) ) do v:SetFrags( 0 ) // Reset their frags for next round end end[/code] cl_init.lua [code]include( 'shared.lua' ) // Clientside only stuff goes here[/code] (as you can see, I used the skeleton gamemode thing) class_human.lua [code]local CLASS = {} CLASS.DisplayName = "Player" CLASS.WalkSpeed = 600 CLASS.CrouchedWalkSpeed = 0.5 CLASS.RunSpeed = 600 CLASS.DuckSpeed = 0.5 CLASS.JumpPower = 200 CLASS.DrawTeamRing = true CLASS.DrawViewModel = true CLASS.CanUseFlashlight = false CLASS.MaxHealth = 100 CLASS.StartHealth = 100 CLASS.StartArmor = 0 CLASS.RespawnTime = 0 // 0 means use the default spawn time chosen by gamemode CLASS.DropWeaponOnDie = false CLASS.TeammateNoCollide = false CLASS.AvoidPlayers = false // Automatically avoid players that we're no colliding CLASS.Selectable = true // When false, this disables all the team checking CLASS.FullRotation = false // Allow the player's model to rotate upwards, etc etc function CLASS:Loadout( pl ) pl:Give( "revolver_weapon" ) end function CLASS:OnSpawn( pl ) end function CLASS:OnDeath( pl, attacker, dmginfo ) end function CLASS:Think( pl ) end function CLASS:Move( pl, mv ) end function CLASS:OnKeyPress( pl, key ) end function CLASS:OnKeyRelease( pl, key ) end function CLASS:ShouldDrawLocalPlayer( pl ) return false end function CLASS:CalcView( ply, origin, angles, fov ) end player_class.Register( "Player", CLASS )[/code] (yes, the revolver weapon is revolver_weapon. Should it be the opposite way?) And now, for the questions: 1. How do you make a weapon that just fires from the ammo amounts and doesn't need to be reloaded? 2. How do you make custom ammo? Help would be appreciated.
In your shared.lua, put this: IncludePlayerClasses() Also, I don't think you ever derived from fretta (so it can't be a fretta gamemode...)? Put this in shared as well: DeriveGamemode("fretta") Dunno about your weapon questions though.
Hm...still no good. Although now atleast I have the neat Fretta stuff.
[lua]player_class.Register( "Player", CLASS )[/lua] should be [lua]player_class.Register( "Human", CLASS )[/lua]
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