• rp_chaos_city_v33x_03 vmf ?
    13 replies, posted
Hello Facepunch. I stumbled upon this map, is there a way to get access to decompile it, because this map hosts alot of prop_psyicics and some statics too that you can move around and put in the pocket in "darkrp", it is a really cool map, and was really stoked to throw it on my server, but then this decompile restriction had me. Is it completely impossible to decompile the map, and is it even legal?. I am not interrested in taking any credits, i merely just want the map to be playable without players being able to mess around with the map, which can be a problem. I hope you guys can give me some clearance, i thank you before hand. Best Regards. Christopher
You can check if the prop is frozen within the pocket's coding and if it's frozen not be able to pick it up, no need to decompile the whole map. Unless I misunderstood what you were trying to say then I'm stupid
Well even if you blacklist Prop_psychics and statics props in darkrp pocket blacklist, they can still pick it up, other servers told me i had to do it in hammer, but as the decompile problem accurring i cant do that ;(
If you blacklist prop_physics, players can't pick it up. You can also just remove the props on map start from Lua - there's no reason you should have to decompile.
They can still pick it up ;(
Can you post what you tried?
i tried banning through "usr" which is an admin restriction menu that is withing ulx. i tried banning thro fpp. i tried blacklisting in various different ways in darkrp configurations which didn't work either ;(
Try this. Put in lua/autorun/server/nameitsomething.lua Change rp_downtown_v4c_v2 to your map name & replace id's accordingly. --[[  Run this in Single Player Console: lua_run print(Entity(1):GetEyeTrace().Entity:MapCreationID()) Ifno: Outputs in console, ent creation id of which you're looking at In-Game.  ]] local maps = { rp_downtown_v4c_v2 = { 1235, 1981, 1982, 1983, 1235, 1235,  } } hook.Add("InitPostEntity", "purp", function() local moveents = maps[game.GetMap()] if not moveents then return end for _, MapCreationID in ipairs(moveents) do local ent = ents.GetMapCreatedEntity(MapCreationID) if IsValid(ent) then ent:Remove() end end end)
well that would maybe fix the map props but it will not be able to fix the other map problems that i would love to fix ;)
Thank you for your posts, as mentioned above the map contains various problems that is only fixable by map editing.
That's simply not true, if the player can pickup map entities then you are able to remove/retrict them with lua. If you don't know lua then make a job for it on gmodstore or learn lua.
In case it isn't clear yet, the op is more interested in decompiling than the supposed problems he set out to fix
thank you tfa, i feel like i am being hated or looked down at for asking for the vmf file, like i am some kind of thief or that i want to take credit which i dont
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