[release]WELCOME TO THE PROPDODGE ARENA, WHERE YOU GET TO PROPKILL. MINGES (and non minges) REJOICE (jk about the minges part)![/release]
[release][b]What is this?[/b]
This is a gamemode for Fretta where you pretty much get to propkill with gravguns (not physguns)! Props dynamically spawn around players (no spawn points in the maps, so you can use any map) and you get to attack people with them. Bigger props do less damage, because you can easily hit people with them, but small props do large damage. You can also find powerups that you can either use on yourself, your teammates, or shoot them at people to make the reverse effect happen!
[b]Who created this?[/b]
[list]
[*]Redx475 (me) - Lua Coder/(horrible) texture maker
[*]Jakegadget - Lua Coder
[/list]
[b]Want to create a powerup? Here is an example:[/b]
[code]function pu_SpeedUp( ent, ply )
GAMEMODE:SetPlayerSpeed(ply, 500, 700)
ply:PrintMessage( HUD_PRINTTALK, "You have gained the power of speed for 10 seconds!" )
timer.Simple( 10, function() GAMEMODE:SetPlayerSpeed(ply, 250, 500)
ply:PrintMessage( HUD_PRINTTALK, "You have lost the power of speed." ) end )
end
function pu_revSpeedUp( ent, ply, att )
GAMEMODE:SetPlayerSpeed( ply, 150, 250 )
ply:PrintMessage( HUD_PRINTTALK, att:Name() .. " hit you with a speed powerup! You are now slower!" )
att:PrintMessage( HUD_PRINTTALK, ply:Name() .. " was hit with your speed powerup! They are now slower!" )
timer.Simple( 10, function() GAMEMODE:SetPlayerSpeed(ply, 250, 500)
ply:PrintMessage( HUD_PRINTTALK, "Your speed is normal again." ) end )
end
powerup:Register( 1, "powerups/speedup", nil, pu_SpeedUp, pu_revSpeedUp )[/code]
For the function pu_SpeedUp, ent is the powerup entity its self (note that the entity is removed right after the function is called) and ply is the player. For pu_revSpeedUp, ent is the powerup, ply is the player hit, and att is the player that shot the powerup. For powerup:Register, the first argument is the id. Leave this as-is for now. If I add this, then I will change the ID myself. The second argument is the material. The model is models/Combine_Helicopter/helicopter_bomb01.mdl. The third argument is the function to call when the powerup spawns, the second to last argument is the function to call when a player touches the powerup. The last argument is the function to call when someone shoots it at another player. ALSO please give me the material for the powerup you create.
[b]Download[/b]
You can get it at RedCube Labs:
[url]http://www.redcubelabs.com/forum/index.php?action=downloads;sa=view;down=1[/url]
or from garrysmod.org:
[url=http://www.garrysmod.org/downloads/?a=view&id=109211][img]http://www.garrysmod.org/img/?t=dll&id=109211[/img][/url][/release]
[release]This is a [url=www.redcubelabs.com]RedCube Labs Project[/url][/release]
Server up: 109.169.56.19
Its just running gm_bigcity at the moment, I'll happily change it to any other map if anyone wants it.
Edit: Changed to gm_construct.
This can run on pretty much any map. I've found that hl2dm maps work very well, but not everyone has hl2dm.
[QUOTE=redx475;24533405]This can run on pretty much any map. I've found that hl2dm maps work very well, but not everyone has hl2dm.[/QUOTE]
Yea, me and the other guy are just cycling through trying different maps on it.
In a few CS:S maps we spawn outside the map.
That isn't my fault. That would be because CS:S uses different spawns, and PropDodge isn't made for use with CS:S maps (especially because they are too large)
[QUOTE=redx475;24540349]That isn't my fault. That would be because CS:S uses different spawns, and PropDodge isn't made for use with CS:S maps (especially because they are too large)[/QUOTE]
I can understand (I wasn't blaming it on you anyway).
I noticed a bug with this gamemode. When spawning, player movement speed is nearly as fast as the sprint speed. But when you pickup a speed perk and it wears off, movement speed returns to regular movement speed. Any planned fix for this? I know someone who wants to run a server for this gamemode, but this bug makes it extremely hard to hit people.
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