• Taking legit requests
    117 replies, posted
THIS THREAD IS DEAD. I HAVE NO TIME FOR REQUESTS.
SENT Request - Somewhat stargate Related. Shield Emitter Entity Should Operate like default stargate Shield Generator, except for the additional 5 Wire inputs. x,y,z (or just a vector) size strength Result Allows the user to generate a spherical shield elsewhere on the map, without needing the generator to be at that location. eg [quote] Grr.... I cant have my text drawing here... Generator here ___Shield__ ! / \ x | p | (P = Trapped person or a Bomb) --------------------------------------------------------- [/quote] Oh no... Trapped Person P cannot get out.... or Good thing that Bomb (P) is contained in that remote containment field. This would 1. Allow you to create Mobile Force Fields (wire the vector up from a target finder, and voila, you have a force field that moves with you.) 2. One of the weaknesses of Shield generators at the minute, is that they are inside the shield, which means if they are containment shields, they are useless.... the bogy can turn the shield off, or the explosion we are containing, will destroy the shield or unlink it from powersources etc. Remote Shield Generator/Emitter would not have this problem. Also I was wondering if you might have some sort of snippet of code, that would be able to 1. Add entities to a table 2. Lift Entities into the air around a vector position 3. Have the said entities in the table, rotate calmly around that location. I can do the whole ApplyForceCenter etc, or SetVelocity, but its not really helping me much, as it just makes things zoom around frantically.
Maybe a script that alters player's speed linearly with their remaining health? I.e. at 1 health, the player moves very slowly, even whilst running. At 100 health or above they have standard move speed.
recode my shitty aimbot
Oh, perhaps another idea. Friends and I have occasional CTF games. We tend to use props (specifically, the cubes from portal) as flags. I'd very much appreciate it if you'd make four cube entities and four circular plate entities (i.e. Cube Team 1, Cube Team 2, etc. ; Plate Team 1, Plate Team 2, etc.) When a cube is placed on a plate that is not the same team, the cube is consumed and respawns on its own team's plate. (I.e. Player brings cube 1 to plate 2, it vanishes and reappears on plate 1.) No real 'scoring system' is needed, although some sort of announcement would be nice (But not needed whatsoever). I believe there are models for cubes over at Garrysmod.org: [url]http://www.garrysmod.org/downloads/?a=view&id=120668[/url] [Although I believe they are not 'hexed' - a concept that I do not yet understand.] Of course, you can probably find better things to do than this.
[QUOTE=ClockworkCake;29720640]Oh, perhaps another idea. Friends and I have occasional CTF games. We tend to use props (specifically, the cubes from portal) as flags. I'd very much appreciate it if you'd make four cube entities and four circular plate entities (i.e. Cube Team 1, Cube Team 2, etc. ; Plate Team 1, Plate Team 2, etc.) When a cube is placed on a plate that is not the same team, the cube is consumed and respawns on its own team's plate. (I.e. Player brings cube 1 to plate 2, it vanishes and reappears on plate 1.) No real 'scoring system' is needed, although some sort of announcement would be nice (But not needed whatsoever). I believe there are models for cubes over at Garrysmod.org: [url]http://www.garrysmod.org/downloads/?a=view&id=120668[/url] [Although I believe they are not 'hexed' - a concept that I do not yet understand.] Of course, you can probably find better things to do than this.[/QUOTE] That's an awesomely simple CTF gamemode idea. I want to try that.
[QUOTE=amkoc;29720721]That's an awesomely simple CTF gamemode idea. I want to try that.[/QUOTE] Some day I'll be halfway decent at LUA scripting and then Gmod will change forever. ...Or, more likely, Gmod will have twelve times more Lua errors.
[QUOTE=Baaleos;29716005]Stargate nonsense[/QUOTE] Updated OP - forgot to add that I'm not gonna mess with megamod crap. Too messy and I dislike megamods. And your other request, I don't really know what you're asking for? [editline]9th May 2011[/editline] [QUOTE=ClockworkCake;29718273]Maybe a script that alters player's speed linearly with their remaining health? I.e. at 1 health, the player moves very slowly, even whilst running. At 100 health or above they have standard move speed.[/QUOTE] Sounds easy enough, will throw it together in a little bit.
Would another version of the bodygroup tool be off the list? One that lets you choose multiple bodygroups at once instead of one at a time?
[QUOTE=Drainwater;29721118]Would another version of the bodygroup tool be off the list? One that lets you choose multiple bodygroups at once instead of one at a time?[/QUOTE] Link me to the original. [QUOTE=ClockworkCake;29720640]CTF plates shit[/QUOTE] Kogitsune is probably gonna do this one for ya - he mentioned to me it was a really good idea so I deferred it to him since I have a few on my list now already. @ClockworkCake - your first request is done [lua] local enabled = CreateConVar("SpeedHealthScaler", "0") hook.Add("Tick", "SyncMaxHealth", function() if CLIENT then return end for key, ply in pairs(player.GetAll()) do ply:SetDTFloat( 3, math.Clamp( ply:Health( ) / ply:GetMaxHealth( ), .25, 1 ) ) end end) hook.Add("Move", "ScaleSpeedToHealth", function(ply, move) if enabled:GetBool() then move:SetMaxSpeed(move:GetMaxSpeed() * ply:GetDTFloat(3)) end end) [/lua] Save as/in "lua/autorun/runspeedhealth.lua" Ensure that it's in JUST the autorun server - its a shared script, it needs both server and client communication. (Without quotes, file name doesn't matter) Type "SpeedHealthScaler 1" in console to enable
[QUOTE=ClockworkCake;29720640]Oh, perhaps another idea. Friends and I have occasional CTF games. We tend to use props (specifically, the cubes from portal) as flags. I'd very much appreciate it if you'd make four cube entities and four circular plate entities (i.e. Cube Team 1, Cube Team 2, etc. ; Plate Team 1, Plate Team 2, etc.) When a cube is placed on a plate that is not the same team, the cube is consumed and respawns on its own team's plate. (I.e. Player brings cube 1 to plate 2, it vanishes and reappears on plate 1.) No real 'scoring system' is needed, although some sort of announcement would be nice (But not needed whatsoever). I believe there are models for cubes over at Garrysmod.org: [url]http://www.garrysmod.org/downloads/?a=view&id=120668[/url] [Although I believe they are not 'hexed' - a concept that I do not yet understand.] Of course, you can probably find better things to do than this.[/QUOTE] [img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0044.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0045.jpg[/img_thumb] [url=http://dl.dropbox.com/u/1660572/gm/ctc_spawner.zip]Download[/url] - put in lua/entities. Up to four can be spawned at any time. To capture a cube, pick it up with the gravity gun and place it on your team's capture post. If the flag is taken but not captured or returned after 30 seconds, it auto-returns. It's pretty simple, but let me know if something doesn't work.
[QUOTE=Kogitsune;29731831][img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0044.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0045.jpg[/img_thumb] [url=http://dl.dropbox.com/u/1660572/gm/ctc_spawner.zip]Download[/url] - put in lua/entities. Up to four can be spawned at any time. To capture a cube, pick it up with the gravity gun and place it on your team's capture post. If the flag is taken but not captured or returned after 30 seconds, it auto-returns. It's pretty simple, but let me know if something doesn't work.[/QUOTE] it's nice to know people will take requests and actually do them
[QUOTE=Feihc;29721492]Link me to the original. [/QUOTE] [url]http://www.garrysmod.org/downloads/?a=view&id=84666[/url]
[QUOTE=Kogitsune;29731831][img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0044.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1660572/gm_construct0045.jpg[/img_thumb] [url=http://dl.dropbox.com/u/1660572/gm/ctc_spawner.zip]Download[/url] - put in lua/entities. Up to four can be spawned at any time. To capture a cube, pick it up with the gravity gun and place it on your team's capture post. If the flag is taken but not captured or returned after 30 seconds, it auto-returns. It's pretty simple, but let me know if something doesn't work.[/QUOTE] Daww, ya beat me :p Probably shouldn't have spent so much time on the super button SENT.
[QUOTE=Feihc;29721492] @ClockworkCake - your first request is done [lua] local enabled = CreateConVar("SpeedHealthScaler", "0") hook.Add("Tick", "SyncMaxHealth", function() if CLIENT then return end for key, ply in pairs(player.GetAll()) do ply:SetDTFloat( 3, math.Clamp( ply:Health( ) / ply:GetMaxHealth( ), .25, 1 ) ) end end) hook.Add("Move", "ScaleSpeedToHealth", function(ply, move) if enabled:GetBool() then move:SetMaxSpeed(move:GetMaxSpeed() * ply:GetDTFloat(3)) end end) [/lua] [/QUOTE] Absolutely fantastic. Works incredibly well when coupled with abundant healing items, and even better with scripts that distort the user's screen as they become injured, which gives a nice visual feedback to the wounded speed. [QUOTE=Kogitsune;29731831] To capture a cube, pick it up with the gravity gun and place it on your team's capture post. If the flag is taken but not captured or returned after 30 seconds, it auto-returns. It's pretty simple, but let me know if something doesn't work.[/QUOTE] I love you and I want to have your metaphorical babies. I haven't tested this extensively yet, but you've done something that has completely amazed me. Planning to go through the Lua line-by-line later today. (...I didn't expect the internet to ever be this helpful or nice :D thank you so much, and I hope one day I know enough so I can return the favor.)
Is there any chance you could take a look in this thread and help me with it? [url]http://www.facepunch.com/threads/1087583-Basic-Weapon-Request[/url] Also, is there a way of getting the value of a concommand through a weapon so if i typed spawnaprop "models/player/kliener.mdl" how would i get that to change to the model the weapon will spawn.
[QUOTE=Science;29757558]Is there any chance you could take a look in this thread and help me with it? [url]http://www.facepunch.com/threads/1087583-Basic-Weapon-Request[/url] Also, is there a way of getting the value of a concommand through a weapon so if i typed spawnaprop "models/player/kliener.mdl" how would i get that to change to the model the weapon will spawn.[/QUOTE] I'll make the SWEP but this isn't the questions forum. Please take your question there.
Could you make an example Crowbar SWEP?
[QUOTE=Feihc;29758118]I'll make the SWEP but this isn't the questions forum. Please take your question there.[/QUOTE] Ok thank you.
[QUOTE=Commander11;29758812]Could you make an example Crowbar SWEP?[/QUOTE] [lua] if SERVER then AddCSLuaFile( "shared.lua" ) end SWEP.PrintName = "Crowbar" SWEP.Author = "Feihc" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.IconLetter = "x" SWEP.ViewModel = "models/weapons/v_crowbar.mdl" SWEP.WorldModel = "models/weapons/w_crowbar.mdl" SWEP.HoldType = "melee" SWEP.Slot = 0 SWEP.SlotPos = 1 SWEP.ViewModelFOV = 73 SWEP.ViewModelFlip = false SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.Delay = 0.4 SWEP.Primary.Recoil = 0 SWEP.Primary.Damage = 5 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0 SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = 0 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "none" SWEP.Secondary.Delay = 0 SWEP.Secondary.Recoil = 0 SWEP.Secondary.Damage = 0 SWEP.Secondary.NumShots = 1 SWEP.Secondary.Cone = 0 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = true SWEP.Secondary.Ammo = "none" function SWEP:Initialize() util.PrecacheSound("physics/flesh/flesh_impact_bullet3.wav") util.PrecacheSound("physics/flesh/flesh_impact_bullet4.wav") util.PrecacheSound("physics/flesh/flesh_impact_bullet5.wav") util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav") self:SetWeaponHoldType(self.HoldType) return true end function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay) if not IsFirstTimePredicted( ) then return end if SERVER then local trace = self.Owner:GetEyeTrace() if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 75 then self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER) self.Weapon:EmitSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav") local dmg = DamageInfo() dmg:SetDamageType( DMG_SLASH | DMG_CLUB ) dmg:SetDamage( self.Primary.Damage ) dmg:SetDamagePosition( trace.HitPos ) dmg:SetInflictor(self) dmg:SetAttacker(self:GetOwner()) trace.Entity:TakeDamageInfo(dmg) local effect = EffectData() effect:SetOrigin(trace.HitPos) util.Effect("Impact", effect) else self.Weapon:EmitSound("weapons/iceaxe/iceaxe_swing1.wav") self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER) end end self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Owner:DoAttackEvent( ) end function SWEP:SecondaryAttack() end [/lua]
Since this topic has gone a week without activity, I figure I might as well make a request and hope it's still alive. If anyone could make a script that allocates players to teams via a ConCommand (e.g. an argument to select a target and an argument to select team) in any gamemode, that would be awesome. I assume it's possible to just have a shared file that sets up teams, but I don't know enough Lua to do that yet. (So far, I've learned a lot from this topic, though! I had a moment yesterday where I scripted an entity from scratch and it worked perfectly, and I felt inordinately proud of myself.)
[lua] concommand.Add("SetPlayerTeam", function(ply, cmd, args) for _, v in pairs(player.GetAll()) do if tonumber(args[1]) == v:UniqueID() then v:SetTeam(tonumber(args[2])) end end end) concommand.Add("PrintPlayerIDs", function(ply, cmd, args) for _, v in pairs(player.GetAll()) do print(v:Nick() .. " UniqueID: " .. v:UniqueID().."\n") end end) [/lua] Something like that? Untested so let me know if it doesn't work, but it should. Type "PrintPlayerIDs" to get their UniqueID then use "SetPlayerTeam <uniqueID> <teamNumber>"
[release][U][B]Basic Scripted Weapon[/B][/U] &#8226; A Pistol View And World Model &#8226; A Barrel To Be Displayed where ever the player looks &#8226; A 'Ghosted' Affect on the barrel so it doesnt collide and doesnt completely block your view &#8226; Left Click Spawns A Barrel At That Position &#8226; Right Click Rotates The Ghosted Barrel [B]Extras[/B] &#8226; If the barrel is colliding with something make it red and not able to spawn and green if its free of anything [/release] Thank you. Whats so funny about this?
[QUOTE=Science;29930113][release][U][B]Basic Scripted Weapon[/B][/U] &#8226; A Pistol View And World Model &#8226; A Barrel To Be Displayed where ever the player looks &#8226; A 'Ghosted' Affect on the barrel so it doesnt collide and doesnt completely block your view &#8226; Left Click Spawns A Barrel At That Position &#8226; Right Click Rotates The Ghosted Barrel [B]Extras[/B] &#8226; If the barrel is colliding with something make it red and not able to spawn and green if its free of anything [/release] Thank you. Whats so funny about this?[/QUOTE] I was thinking about this with Kogitsune for a while and theres not really an efficient, reliable way to detect if the model is within something or the world to change the color and not allow spawning of it.
Well dont do that part then, but could you do the rest.
[QUOTE=Science;29932016]Well dont do that part then, but could you do the rest.[/QUOTE] Gun that places a barrel down? Duplicator tool, my friend...
I have no idea exactly how possible this is, and it probably isn't very efficient, but could you not fire two traces, one that ignores models and entities, hitting only the world, and one that hits everything, then check how far apart they are, if the distance is greater than zero, stop the barrel from spawning. Of course that doesn't help spawning one where it can clip into a entity that wasn't checked. And I have a feeling that checking the extremities of the barrel with a trace would also be very fucking awkward. Just a thought from a amateur programmer who barely knows GLua :v:
[QUOTE=Feihc;29932224]Gun that places a barrel down? Duplicator tool, my friend...[/QUOTE] No, the Duplicator tool is a prop duplicator. Could you please make this and not just give me a tool. A Tool is not a Swep.
[QUOTE=Science;29932574]No, the Duplicator tool is a prop duplicator. Could you please make this and not just give me a tool. A Tool is not a Swep.[/QUOTE] Actually, it pretty much is, just Tools have access to certain Hooks and Functions that SWEPs don't as they are not needed. They are both weapons, they are both scripted. Plus what you are asking for is basically a duplicator.
[QUOTE=hexpunK;29932313]I have no idea exactly how possible this is, and it probably isn't very efficient, but could you not fire two traces, one that ignores models and entities, hitting only the world, and one that hits everything, then check how far apart they are, if the distance is greater than zero, stop the barrel from spawning. Of course that doesn't help spawning one where it can clip into a entity that wasn't checked. And I have a feeling that checking the extremities of the barrel with a trace would also be very fucking awkward. Just a thought from a amateur programmer who barely knows GLua :v:[/QUOTE] The problem is there isn't a whole lot we can do to check the prop itself. There's physobj:IsPenetrating() but I don't believe that registers the world. You could use the vertex module and check each point to see if its position is in the world, but that would get really slow really fast.
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