• Fretta Classes/vote
    11 replies, posted
I am making a deathmatch game that has a couple new things and guns that shoot lasers instead of bullets and am using Fretta to code it. I followed several guides on the Fretta gmod wiki but i cant seem to get classes to work. whenever i launch the gamemode i constantly get an error and the gamemode is broken. I am also trying to change the vote gamemode in Fretta and make it a vote for maps but once again everytime i code it, it breaks. Sorry if this seems kinda nooby but i cant figure it out. =/
fretta by default votes for the map after the game mode selection so just have your game mode then in the info.txt file under fretta maps you can change ^gm_ and ^ld_ to what you want your gamemodes maps prefix to be fro example using ^td_ would show maps like "td_test" and "td_map". if you could post one of your classes and the shared.lua file i could be more help with the game mode being broken because i had similar problems with fretta.
heres the class [code] local CLASS = {} // This defines the class's table. We need it to enter the following values CLASS.DisplayName = "Soldier" // This is the name of the class, for display purposes CLASS.WalkSpeed = 400 // This is the walk speed of the class (without shift) CLASS.CrouchedWalkSpeed = 0.2 // This is the amount that the walk speed is multiplied by while crouching CLASS.RunSpeed = 400 // This is the sprinting speed of the class (with shift) CLASS.DuckSpeed = 0.2 // This is the speed that the class moves from standing to crouching (in seconds) CLASS.JumpPower = 200 // This is the jump power of the class (default: 160) CLASS.PlayerModel = "models/player.mdl" // This is the player model that is set for this class CLASS.DrawTeamRing = true // Whether or not colored team rings are displayed under players with this class CLASS.DrawViewModel = true // Whether or not a player's weapon appears in the first person view using this class CLASS.MaxHealth = 100 // This is the maximum health of a player with this class CLASS.StartHealth = 100 // This is how much health the player spawns with CLASS.StartArmor = 0 // This is the amount of armor a player spawns with CLASS.DropWeaponOnDie = true // Whether or not a player's weapon gets dropped upon death CLASS.TeammateNoCollide = true // Whether or not a player should be able to walk through his teammates CLASS.AvoidPlayers = true // Push players that are able to walk through this player away? CLASS.Selectable = true // When false, this class cannot be chosen from the select class menu CLASS.FullRotation = false // Allow the player's model to rotate completely with their view (i.e. looking 90 degrees up will rotate your player model 90 degrees) function CLASS:Loadout( pl ) // This is called when the player is given their equipment pl:GiveAmmo( 255, "Pistol", true ) pl:Give( "weapon_pistol" ) end function CLASS:OnSpawn( pl ) // end function CLASS:Move( pl, mv ) // end function CLASS:OnKeyPress( pl, key ) // end function CLASS:OnKeyRelease( pl, key ) // end player_class.Register( "Soldier", CLASS ) // [/code] just the first class i came up with. heres the shared.lua [code] /* shared.lua - Shared Component ----------------------------------------------------- This is the shared component of your gamemode, a lot of the game variables can be changed from here. */ include( "player_class.lua" ) include( "player_extension.lua" ) include( "class_default.lua" ) include( "player_colours.lua" ) IncludePlayerClasses() fretta_voting = CreateConVar( "fretta_voting", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE } ) GM.Name = "Future Wars" GM.Author = "EvilElmo and Agent Weenis" GM.Email = "skeletonsrfail@hotmail.com" GM.Website = "none" GM.Help = "No Help Available" GM.TeamBased = true // Team based game or a Free For All game? GM.AllowAutoTeam = true // Allow auto-assign? GM.AllowSpectating = true // Allow people to spectate during the game? GM.SecondsBetweenTeamSwitches = 10 // The minimum time between each team change? GM.GameLength = 60 // The overall length of the game GM.RoundLimit = 4 // 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 = true // Set to true if players should not be allowed to commit suicide. GM.NoPlayerDamage = false // Set to true if players should not be able to damage each other. GM.NoPlayerSelfDamage = false // Allow players to hurt themselves? GM.NoPlayerTeamDamage = true // 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 = true // -1 frag on suicide GM.MaximumDeathLength = 0 // Player will repspawn if death length > this (can be 0 to disable) GM.MinimumDeathLength = 30 // Player has to be dead for at least this long GM.AutomaticTeamBalance = true // Teams will be periodically balanced GM.ForceJoinBalancedTeams = true // Players won't be allowed to join a team if it has more players than another team GM.RealisticFallDamage = false // Set to true if you want realistic fall damage instead of the fix 10 damage. GM.AddFragsToTeamScore = true // Adds player's individual kills to team score (must be team based) GM.NoAutomaticSpawning = true // Players don't spawn automatically when they die, some other system spawns them GM.RoundBased = true // Round based, like CS GM.RoundLength = 300 // Round length, in seconds GM.RoundPreStartTime = 5 // Preperation time before a round starts GM.RoundPostLength = 8 // Seconds to show the 'x team won!' screen at the end of a round GM.RoundEndsWhenOneTeamAlive = true // CS Style rules GM.SelectClass = true // Allow players to select classes GM.EnableFreezeCam = true // TF2 Style Freezecam GM.DeathLingerTime = 4 // 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 = false // 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" // The Derma skin to use for the HUD components GM.SuicideString = "died" // The string to append to the player's name when they commit suicide. GM.DeathNoticeDefaultColor = Color( 255, 128, 0 ); // Default colour for entity kills GM.DeathNoticeTextColor = color_white; // colour for text ie. "died", "killed" GM.ValidSpectatorModes = { OBS_MODE_CHASE, OBS_MODE_IN_EYE, OBS_MODE_ROAMING } // The spectator modes that are allowed GM.ValidSpectatorEntities = { "player" } // Entities we can spectate, players being the obvious default choice. GM.CanOnlySpectateOwnTeam = true; // you can only spectate players on your own team DeriveGamemode( "fretta" ) TEAM_BLUE = 1 TEAM_RED = 2 /*--------------------------------------------------------- Name: gamemode:CreateTeams() Desc: Set up all your teams here. Note - HAS to be shared. ---------------------------------------------------------*/ function GM:CreateTeams() if ( !GAMEMODE.TeamBased ) then return end team.SetUp( TEAM_BLUE, "Blue Team", Color( 80, 150, 255 ) ) team.SetSpawnPoint( TEAM_BLUE, { "info_player_start", "info_player_terrorist", "info_player_rebel", "info_player_deathmatch" } ) team.SetClass( TEAM_BLUE, { "Soldier" } ) // team.SetUp( TEAM_RED, "Red Team", Color( 255, 80, 80 ) ) team.SetSpawnPoint( TEAM_RED, { "info_player_start", "info_player_terrorist", "info_player_rebel", "info_player_deathmatch" } ) team.SetClass( TEAM_RED, { "Soldier" } ) // team.SetUp( TEAM_SPECTATOR, "Spectators", Color( 200, 200, 200 ), true ) team.SetSpawnPoint( TEAM_SPECTATOR, "info_player_start" ) team.SetClass( TEAM_SPECTATOR, { "Spectator" } ) end function GM:InGamemodeVote() return GetGlobalBool( "InGamemodeVote", false ) end /*--------------------------------------------------------- Name: gamemode:TeamHasEnoughPlayers( Number teamid ) Desc: Return true if the team has too many players. Useful for when forced auto-assign is on. ---------------------------------------------------------*/ function GM:TeamHasEnoughPlayers( teamid ) local PlayerCount = team.NumPlayers( teamid ) // Don't let them join a team if it has more players than another team if ( GAMEMODE.ForceJoinBalancedTeams ) then for id, tm in pairs( team.GetAllTeams() ) do if ( id > 0 && id < 1000 && team.NumPlayers( id ) < PlayerCount && team.Joinable(id) ) t
You have DeriveGamemode( "fretta" ) in the middle try to put it at the top and make a second class so that you can test the select a class since you only have one, I don't know for sure though. Here's my shared for my gamemode with classes that works maybe compare it if you want.[code] GM.Name = "Laser Dance" GM.Author = "garry" GM.Email = "" GM.Website = "" DeriveGamemode( "fretta" ) IncludePlayerClasses() GM.Help = "Shoot the other team!\n\nShoot downwards to launch yourself into the sky." GM.TeamBased = true GM.AllowAutoTeam = true GM.AllowSpectating = true GM.SelectClass = true GM.SecondsBetweenTeamSwitches = 10 GM.GameLength = 10 GM.NoPlayerDamage = false GM.NoPlayerSelfDamage = false GM.NoPlayerTeamDamage = true GM.NoPlayerPlayerDamage = false GM.NoNonPlayerPlayerDamage = false GM.TakeFragOnSuicide = false GM.AddFragsToTeamScore = true TEAM_ORANGE = 1 TEAM_GREEN = 2 function GM:CreateTeams() if ( !GAMEMODE.TeamBased ) then return end team.SetUp( TEAM_ORANGE, "Team Orange", Color( 255, 200, 50 ), true ) team.SetSpawnPoint( TEAM_ORANGE, {"info_player_terrorist"} ) team.SetClass( TEAM_ORANGE, { "Assault", "Demo", "Sniper", "Medic", "Scout" } ) team.SetUp( TEAM_GREEN, "Team Green", Color( 70, 230, 70 ) ) team.SetSpawnPoint( TEAM_GREEN, { "info_player_counterterrorist" }, true ) team.SetClass( TEAM_GREEN, { "Assault", "Demo", "Sniper", "Medic", "Scout" } ) team.SetUp( TEAM_SPECTATOR, "Spectators", Color( 200, 200, 200 ), true ) team.SetSpawnPoint( TEAM_SPECTATOR, { "info_player_start", "info_player_terrorist", "info_player_counterterrorist" } ) end [/code]
thanks man. ill test it right now =D [editline]10:38PM[/editline] ok, i tried it and i didnt get any errors but i cant select them. i have the select classes on but it wont select
do you have in this line [code]team.SetClass( TEAM_RED, { "Soldier" } )[/code] more classes like this [code]team.SetClass( TEAM_RED, { "Soldier", "Sniper"} )[/code]
ok i got it to work but now i got this. ERROR: GAMEMODE:'PlayerRequestClass' Failed: Futurewars/gamemode/init.lua:264: attempt to concatenate a nil value this happened when i opened change team/class and clicked a diff class. also i dont spawn with weapons
ah ok can you post your init.lua for me?
[QUOTE=??????;18895556]ah ok can you post your init.lua for me?[/QUOTE] yea. sorry im taking so long to respond. i was playing games. [code] /* init.lua - Server Component ----------------------------------------------------- The entire server side bit of Fretta starts here. */ AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) AddCSLuaFile( 'skin.lua' ) AddCSLuaFile( 'player_class.lua' ) AddCSLuaFile( 'class_default.lua' ) AddCSLuaFile( 'cl_splashscreen.lua' ) AddCSLuaFile( 'cl_selectscreen.lua' ) AddCSLuaFile( 'cl_gmchanger.lua' ) AddCSLuaFile( 'cl_help.lua' ) AddCSLuaFile( 'player_extension.lua' ) AddCSLuaFile( 'vgui/vgui_hudlayout.lua' ) AddCSLuaFile( 'vgui/vgui_hudelement.lua' ) AddCSLuaFile( 'vgui/vgui_hudbase.lua' ) AddCSLuaFile( 'vgui/vgui_hudcommon.lua' ) AddCSLuaFile( 'vgui/vgui_gamenotice.lua' ) AddCSLuaFile( 'vgui/vgui_scoreboard.lua' ) AddCSLuaFile( 'vgui/vgui_scoreboard_team.lua' ) AddCSLuaFile( 'vgui/vgui_scoreboard_small.lua' ) AddCSLuaFile( 'vgui/vgui_vote.lua' ) AddCSLuaFile( 'cl_hud.lua' ) AddCSLuaFile( 'cl_deathnotice.lua' ) AddCSLuaFile( 'cl_scores.lua' ) AddCSLuaFile( 'cl_notify.lua' ) AddCSLuaFile( 'player_colours.lua' ) include( "shared.lua" ) include( "sv_gmchanger.lua" ) include( "sv_spectator.lua" ) include( "round_controller.lua" ) include( "utility.lua" ) GM.ReconnectedPlayers = {} function GM:Initialize() if ( GAMEMODE.GameLength > 0 ) then timer.Simple( GAMEMODE.GameLength * 60, function() GAMEMODE:EndOfGame( true ) end ) SetGlobalFloat( "GameEndTime", CurTime() + GAMEMODE.GameLength * 60 ) end // If we're round based, wait 5 seconds before the first round starts if ( GAMEMODE.RoundBased ) then timer.Simple( 10, function() GAMEMODE:StartRoundBasedGame() end ) end if ( GAMEMODE.AutomaticTeamBalance ) then timer.Create( "CheckTeamBalance", 30, 0, function() GAMEMODE:CheckTeamBalance() end ) end end function GM:Think() self.BaseClass:Think() for k,v in pairs( player.GetAll() ) do local Class = v:GetPlayerClass() if ( !Class ) then return end v:CallClassFunction( "Think" ) end // Game time related if( !GAMEMODE.IsEndOfGame && ( !GAMEMODE.RoundBased || ( GAMEMODE.RoundBased && GAMEMODE:CanEndRoundBasedGame() ) ) && CurTime() >= GAMEMODE.GetTimeLimit() ) then GAMEMODE:EndOfGame( true ) end end /*--------------------------------------------------------- Name: gamemode:CanPlayerSuicide( Player ply ) Desc: Is the player allowed to commit suicide? ---------------------------------------------------------*/ function GM:CanPlayerSuicide( ply ) if( ply:Team() == TEAM_UNASSIGNED || ply:Team() == TEAM_SPECTATOR ) then return false // no suicide in spectator mode end return !GAMEMODE.NoPlayerSuicide end /*--------------------------------------------------------- Name: gamemode:PlayerSwitchFlashlight( Player ply, Bool on ) Desc: Can we turn our flashlight on or off? ---------------------------------------------------------*/ function GM:PlayerSwitchFlashlight( ply, on ) if ( ply:Team() == TEAM_SPECTATOR || ply:Team() == TEAM_UNASSIGNED || ply:Team() == TEAM_CONNECTING ) then return not on end return ply:CanUseFlashlight() end /*--------------------------------------------------------- Name: gamemode:PlayerInitialSpawn( Player ply ) Desc: Our very first spawn in the game. ---------------------------------------------------------*/ function GM:PlayerInitialSpawn( pl ) pl:SetTeam( TEAM_UNASSIGNED ) pl:SetPlayerClass( "Spectator" ) pl.m_bFirstSpawn = true pl:UpdateNameColor() GAMEMODE:CheckPlayerReconnected( pl ) end function GM:CheckPlayerReconnected( pl ) if table.HasValue( GAMEMODE.ReconnectedPlayers, pl:UniqueID() ) then GAMEMODE:PlayerReconnected( pl ) end end /*--------------------------------------------------------- Name: gamemode:PlayerReconnected( Player ply ) Desc: Called if the player has appeared to have reconnected. ---------------------------------------------------------*/ function GM:PlayerReconnected( pl ) // Use this hook to do stuff when a player rejoins and has been in the server previously end function GM:PlayerDisconnected( pl ) table.insert( GAMEMODE.ReconnectedPlayers, pl:UniqueID() ) self.BaseClass:PlayerDisconnected( pl ) end function GM:ShowHelp( pl ) pl:SendLua( "GAMEMODE:ShowHelp()" ) end function GM:PlayerSpawn( pl ) pl:UpdateNameColor() // The player never spawns straight into the game in Fretta // They spawn as a spectator first (during the splash screen and team picking screens) if ( pl.m_bFirstSpawn ) then pl.m_bFirstSpawn = nil if ( pl:IsBot() ) then GAMEMODE:AutoTeam( pl ) // The bot doesn't send back the 'seen splash' command, so fake it. if ( !GAMEMODE.TeamBased && !GAMEMODE.NoAutomaticSpawning ) then pl:Spawn() end else pl:StripWeapons() GAMEMODE:PlayerSpawnAsSpectator( pl ) // Follow a random player until we join a team if ( #player.GetAll() > 1 ) then pl:Spectate( OBS_MODE_CHASE ) pl:SpectateEntity( table.Random( player.GetAll() ) ) end end return end pl:CheckPlayerClassOnSpawn() if ( GAMEMODE.TeamBased && ( pl:Team() == TEAM_SPECTATOR || pl:Team() == TEAM_UNASSIGNED ) ) then GAMEMODE:PlayerSpawnAsSpectator( pl ) return end // Stop observer mode pl:UnSpectate() // Call item loadout function hook.Call( "PlayerLoadout", GAMEMODE, pl ) // Set player model hook.Call( "PlayerSetModel", GAMEMODE, pl ) // Call class function pl:OnSpawn() end function GM:PlayerLoadout( pl ) pl:CheckPlayerClassOnSpawn() pl:OnLoadout() // Switch to prefered weapon if they have it local cl_defaultweapon = pl:GetInfo( "cl_defaultweapon" ) if ( pl:HasWeapon( cl_defaultweapon ) ) then pl:SelectWeapon( cl_defaultweapon ) end end function GM:PlayerSetModel( pl ) pl:OnPlayerModel() end function GM:AutoTeam( pl ) if ( !GAMEMODE.AllowAutoTeam ) then return end if ( !GAMEMODE.TeamBased ) then return end GAMEMODE:PlayerRequestTeam( pl, team.BestAutoJoinTeam() ) end concommand.Add( "autoteam", function( pl, cmd, args ) hook.Call( "AutoTeam", GAMEMODE, pl ) end ) function GM:PlayerRequestClass( ply, class, disablemessage ) local Classes = team.GetClass( ply:Team() ) if (!Classes) then return end local RequestedClass = Classes[ class ] if (!RequestedClass) then return end if ( ply:Alive() && SERVER ) then if ( ply.m_SpawnAsClass && ply.m_SpawnAsClass == RequestedClass ) then return end ply.m_SpawnAsClass = RequestedClass if ( !disablemessage ) then ply:ChatPrint( "Your class will change to '".. player_class.GetClassName( RequestedClass ) .. "' when you respawn" ) end else self:PlayerJoinClass( ply, RequestedClass ) ply.m_SpawnAsClass = nil end end concommand.Add( "changeclass", function( pl, cmd, args ) hook.Call( "PlayerRequestClass", GAMEMODE, pl, tonumber(args[1]) ) end ) local function SeenSplash( ply ) if ( ply.m_bSeenSplashScreen ) then return end ply.m_bSeenSplashScreen = true if ( !GAMEMODE.TeamBased && !GAMEMODE.NoAutomaticSpawning ) then ply:KillSilent() end end concommand.Add( "seensplash", SeenSplash ) function GM:PlayerJoinTeam( ply, teamid ) local iOldTeam = ply:Team() if ( ply:Alive() ) then if ( iOldTeam == TEAM_SPECTATOR || (iOldTeam == TEAM_UNASSIGNED && GAMEMODE.TeamBased) ) then ply:KillSilent() else ply:Kill() end end ply:SetTeam( teamid ) ply.LastTeamSwitch = RealTime() local Classes = team.GetClass( teamid ) // Needs to choose class if ( Classes && #Classes > 1 ) then if ( ply:IsBot() || !GAMEMODE.SelectClass ) then GAMEMODE:PlayerRequestClass( ply, math.random( 1, #Classes ) ) else ply.m_fnCallAfterClassChoose = function() ply.DeathTime = CurTime() GAME
Ok you said you were wanting a deathmatch gamemode and with fretta that is insanely easy and im seeing a ton of code in you init.lua that im betting is useless because fretta already has most of that for you. I am uploading a base of a team deathmatch game that works cause i think somewhere your code was messed up. I uploaded a simple team deathmatch for fretta with classes that you can use if you want. here's the link [url]http://www.garrysmod.org/downloads/?a=view&id=85647[/url]
thanks a lot. ill mess with this and test it.
np take a look at the soldier classes gun it might be similiar to what you want in your gamemode
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