• GMod - What are you working on? August 2015 (#48)
    457 replies, posted
I think I'm going to post my SWEP base in here at some point today. It's a fixed version of what I had before with networking implemented and recoil patterns. I think it would be better if people were able to use bits and pieces of it instead of it sitting alone in my Garry's Mod folder forever.
[IMG]http://puu.sh/jnWr8/11e78112fd.jpg[/IMG]
I was bored: [img]http://puu.sh/jo2Dv/91594779f1.png[/img]
i too was bored: [media]https://www.youtube.com/watch?v=p9x2LJGsGQ0[/media] felt inspired after surviving for 15 minutes straight in a Heinkel He-112 with a half busted wing and only 1 aileron against three AH-64s and two A-10s. Damage to different parts affect their functionality, the more damage the worse performance.
So how do you guys come up with names for gamemodes? I've been working on my first gamemode (also my first venture into LUA) and I'm having a rough time trying to figure out an actual name for it. At it's core, it is a hunter / hunted setup where the hunters freeze when being looked at. The hunters are in god mode and one-shot their prey. The goal is to survive for the round (humans) or kill everyone (hunters). I settled on a combine vs citizens theme so you'd be metropolice or soldiers beating down the civvies with stun batons. I'm trying to stay very far away from zombies and horror game territory since I feel it is over used these days; especially with the freezing while being looked at concept. The current temp name is HuntingGrounds. I've been going through the HL wiki for ideas based on the theme and the only thing that popped so far was Protection Team. I suck at names so if anyone would like to give feedback I'd be thankful. The gamemode is playable right now; I'm just trying to settle on a name and change prefixes before putting it on the workshop in alpha.
Trying to come up with a classic RPG character creation menu for my addon. I'll post a video of its completion later on. [IMG]http://puu.sh/jom4T/13f1d52cb2.jpg[/IMG] And yes, this is in Gmod. My concept of this very ambitious upcoming addon: -----* Player can press F10 (not configurable) to open up a ONE TIME menu that will allow you to create your own character who wields the ability to cast spells. -----* If you fuck up this process, then you're stuck with it unless you delete your character. -----* You can join different servers and continue gaining xp by killing players / npcs with your magical spells -----* You have limited amount of spells so cast them wisely. But you can sleep for 5 minutes to regain all of them. -----* other stuff I can't be bothered to list Currently I'm working alone so It may really take over a year for me to complete. The hardest part will be what I'm doing now which is creating multiple pages where you can select gender, alignment, race, magical spells (which will only be made after this menu) and a levelling system which will allow you to gain XP and level up.
[QUOTE=Shock_Coil;48366950]So how do you guys come up with names for gamemodes? I've been working on my first gamemode (also my first venture into LUA) and I'm having a rough time trying to figure out an actual name for it. At it's core, it is a hunter / hunted setup where the hunters freeze when being looked at. The hunters are in god mode and one-shot their prey. The goal is to survive for the round (humans) or kill everyone (hunters). I settled on a combine vs citizens theme so you'd be metropolice or soldiers beating down the civvies with stun batons. I'm trying to stay very far away from zombies and horror game territory since I feel it is over used these days; especially with the freezing while being looked at concept. The current temp name is HuntingGrounds. I've been going through the HL wiki for ideas based on the theme and the only thing that popped so far was Protection Team. I suck at names so if anyone would like to give feedback I'd be thankful. The gamemode is playable right now; I'm just trying to settle on a name and change prefixes before putting it on the workshop in alpha.[/QUOTE] there's another problem with that concept: 2 people can go into a room then stand at opposite corners staring at each other, the hunters will be utterly unable to reach either of them
[QUOTE=legendofrobbo;48367678]there's another problem with that concept: 2 people can go into a room then stand at opposite corners staring at each other, the hunters will be utterly unable to reach either of them[/QUOTE] he could give the hunters some kind of benign weapon, like a flashbang or smoke bomb, or even something like the discombobulator from TTT.
[QUOTE=legendofrobbo;48367678]there's another problem with that concept: 2 people can go into a room then stand at opposite corners staring at each other, the hunters will be utterly unable to reach either of them[/QUOTE] I know about that problem. I have the humans blink all at the same time and give the hunters a speed increase during the blink to prevent them from being locked down. I still have to do more tests with players to fine tune the balance between the two teams though.
[QUOTE=Shock_Coil;48368002]I know about that problem. I have the humans blink all at the same time and give the hunters a speed increase during the blink to prevent them from being locked down. I still have to do more tests with players to fine tune the balance between the two teams though.[/QUOTE] true, but if multiple players all stand in a circle all blinking at random intervals the hunters still won't be able to get them unless everybody blinks at exactly the same time
[QUOTE=legendofrobbo;48368358]problems[/QUOTE] [QUOTE=Shock_Coil;48368002]I have the humans blink all at the same time[/QUOTE]
[QUOTE=Shock_Coil;48366950]So how do you guys come up with names for gamemodes? I've been working on my first gamemode (also my first venture into LUA) and I'm having a rough time trying to figure out an actual name for it. At it's core, it is a hunter / hunted setup where the hunters freeze when being looked at. The hunters are in god mode and one-shot their prey. The goal is to survive for the round (humans) or kill everyone (hunters). I settled on a combine vs citizens theme so you'd be metropolice or soldiers beating down the civvies with stun batons. I'm trying to stay very far away from zombies and horror game territory since I feel it is over used these days; especially with the freezing while being looked at concept. The current temp name is HuntingGrounds. I've been going through the HL wiki for ideas based on the theme and the only thing that popped so far was Protection Team. I suck at names so if anyone would like to give feedback I'd be thankful. The gamemode is playable right now; I'm just trying to settle on a name and change prefixes before putting it on the workshop in alpha.[/QUOTE] Have you ever played on one of my servers? This is exactly how my Murder modification used to work.
[QUOTE=zeaga;48368536]Have you ever played on one of my servers? This is exactly how my Murder modification used to work.[/QUOTE] I have not. I haven't really played too many gamemodes in Gmod to be honest. I just had an idea and decided to try my hand at making it.
[QUOTE=Shock_Coil;48368002]I know about that problem. I have the humans blink all at the same time and give the hunters a speed increase during the blink to prevent them from being locked down. I still have to do more tests with players to fine tune the balance between the two teams though.[/QUOTE] So it's the weeping angels from Dr. Who
[QUOTE=Shinycow;48368898]So it's the weeping angels from Dr. Who[/QUOTE] There are so many iterations of that sort of creature (even before Doctor Who), it's not even worth slapping names on them anymore.
[QUOTE=wauterboi;48362658]I think I'm going to post my SWEP base in here at some point today. It's a fixed version of what I had before with networking implemented and recoil patterns. I think it would be better if people were able to use bits and pieces of it instead of it sitting alone in my Garry's Mod folder forever.[/QUOTE] Here you guys go: Comes with hitscan-based bullet-drop, damage range, customization recoil patterns, refracting scope overlay (doesn't work properly on some maps for whatever reason), options for CS:S weapons and shotgun reload animations, an example HL2 357 and HL2 pistol along with the actual base being an AK47+scope blah blah blah. It might be shit. It might not be. I don't care anymore. [code]--[[ _|_| _| _| _|_| _| _| _|_|_| _|_|_| _|_|_|_| _|_|_| _|_| _|_|_| _|_| _| _| _|_|_|_| _| _| _| _| _| _| _| _|_|_|_| _| _| _| _|_|_|_| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _| _|_|_| _|_| _| _| _|_|_| _| _| _| _| _| Scripted Weapon Base by wauterboi ]]-- SWEP.Anathema = true -- Tables *DO NOT TOUCH* SWEP.Mode = { } SWEP.Mode.Ducking = { } SWEP.Mode.Ironsight = { } SWEP.Mode.Walking = { } SWEP.Mode.Sprinting = { } SWEP.Mode.Misc = { } SWEP.Primary = { } SWEP.Primary.Damage = { } SWEP.Primary.Recoil = { } SWEP.Primary.Recoil.Pattern = { } SWEP.Primary.Recoil.Pattern.X = { } SWEP.Primary.Recoil.Pattern.Y = { } SWEP.Primary.Spread = { } SWEP.Primary.BulletDrop = { } SWEP.Primary.Reload = { } SWEP.Primary.Sound = { } SWEP.Primary.Effect = { } SWEP.Primary.Scope = { } SWEP.Primary.Scope.Sound = { } -- Customizable Variables -- Basic Information SWEP.PrintName = "AnathemA Weapon Base" SWEP.Author = "wauterboi" SWEP.Instructions = "" -- View/World Model SWEP.ViewModel = "models/weapons/v_rif_ak47.mdl" SWEP.ViewModelFOV = 80 SWEP.ViewModelFlip = true SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl" -- Scope Variables SWEP.Primary.Scope.Draw = true SWEP.Primary.Scope.BG = Material( "anathema/scope/scope_test" ) -- Wrap that string in Material( ) SWEP.Primary.Scope.Refract = Material( "anathema/scope/scope_refract" ) -- Wrap that string in Material( ) SWEP.Primary.Scope.FG = Material( "anathema/scope/scope_test_crosshair" ) -- Wrap that string in Material( ) SWEP.Primary.Scope.FOV = 10 SWEP.Primary.Scope.WhileFiring = true SWEP.Primary.Scope.Sound = { "player/taunt_equipment_gun1.wav", "player/taunt_equipment_gun2.wav" } -- Sound SWEP.Primary.Sound.Shoot = "weapons/pistol/pistol_fire2.wav" SWEP.Primary.Sound.Empty = "Weapon_Pistol.Empty" -- Effect SWEP.Primary.Effect.MuzzleFlash = { "anathema/sprites/muzzle/anim_muzzle1_01", "anathema/sprites/muzzle/anim_muzzle1_02", "anathema/sprites/muzzle/anim_muzzle1_03", "anathema/sprites/muzzle/anim_muzzle1_04", "anathema/sprites/muzzle/anim_muzzle1_05", } SWEP.Primary.Effect.MuzzleSmoke = "particles/smokey" SWEP.Primary.Effect.MuzzleEffect = "awb_muzzle_rifle" -- Reload Speeds SWEP.Primary.Reload.ShotgunReload = false -- This, and the following three variables, are EXPLICITLY for CS:S Shotgun Reload animations. SWEP.Primary.Reload.StartAnimDur = .25 SWEP.Primary.Reload.ReloadAnimDur = .5 SWEP.Primary.Reload.FinishAnimDur = .5 -- Gun Modes SWEP.Mode.Ducking.Pos = Vector( 0, 5, 3 ) SWEP.Mode.Ducking.Ang = Angle( -4, 4, 2 ) SWEP.Mode.Ducking.AnimDur = 1 SWEP.Mode.Ducking.HoldType = "smg" SWEP.Mode.Ducking.FOV = 80 -- If using a scope, you keep this the same as the ironsight FOV SWEP.Mode.Ducking.FOVSpeed = 2 SWEP.Mode.Ducking.WalkSpeed = 100 --[[ ! ]] SWEP.Mode.Ducking.DuckSpeed = 0.3 -- Sets how long it takes for the player to enter the ducking position. SWEP.Mode.Sprinting.Pos = Vector( -10, 0, 0 ) SWEP.Mode.Sprinting.Ang = Angle( 0, -70, 10 ) SWEP.Mode.Sprinting.AnimDur = 16 SWEP.Mode.Sprinting.HoldType = "passive" SWEP.Mode.Sprinting.FOV = 100 SWEP.Mode.Sprinting.FOVSpeed = 32 SWEP.Mode.Sprinting.WalkSpeed = 250 SWEP.Mode.Ironsight.Pos = Vector( -3, 6.1, 2 ) SWEP.Mode.Ironsight.Ang = Angle( 3, -.125, 0 ) SWEP.Mode.Ironsight.AnimDur = 1 SWEP.Mode.Ironsight.FocusDur = .5 -- Length of transition to focus in scope SWEP.Mode.Ironsight.HoldType = "smg" SWEP.Mode.Ironsight.FOV = 75 SWEP.Mode.Ironsight.FOVSpeed = 0.5 SWEP.Mode.Ironsight.WalkSpeed = 125 SWEP.Mode.Ironsight.Sensitivity = .125 -- Multiplier of normal sensitivity when aiming SWEP.Mode.Walking.Pos = Vector( 0, 0, 0 ) SWEP.Mode.Walking.Ang = Angle( 0, 0, 0 ) SWEP.Mode.Walking.AnimDur = 2 SWEP.Mode.Walking.HoldType = "shotgun" SWEP.Mode.Walking.FOV = 90 SWEP.Mode.Walking.FOVSpeed = 1 SWEP.Mode.Walking.WalkSpeed = 200 --[[ ! ]] SWEP.Mode.Walking.WaterSpeed = 125 SWEP.Mode.Misc.Pos = Vector( -10, 0, -10 ) SWEP.Mode.Misc.Ang = Angle( 0, -70, 10 ) SWEP.Mode.Misc.AnimDur = 2 SWEP.Mode.Misc.FOV = 90 SWEP.Mode.Misc.FOVSpeed = 1 SWEP.Mode.Misc.WalkSpeed = 100 -- Firerate SWEP.Primary.Delay = 0.125 -- Firerate SWEP.Primary.FirstDelay = 0.2 -- Amount of time that differentiates different sessions of firing -- This allows the recoil ramping to reset SWEP.Primary.Automatic = true -- There is no reason to set this to false SWEP.Primary.NumBullets = 1 -- Ammo SWEP.Primary.Ammo = "SMG1" SWEP.Primary.ClipSize = 16 SWEP.Primary.DefaultClip= 64 -- Damage -- Max damage is done CLOSE and min damage is done FAR SWEP.Primary.Damage.MaxDamage = 100 SWEP.Primary.Damage.MaxDamageDist = 64 SWEP.Primary.Damage.MinDamage = 75 SWEP.Primary.Damage.MinDamageDist = 512 -- Recoil and Inaccuracy -- Starts at BaseX and moves up to MaxX over TimeToMax SWEP.Primary.Recoil.BaseKick = 1 SWEP.Primary.Recoil.MaxKick = 1 SWEP.Primary.Recoil.TimeToMax = 1 SWEP.Primary.Recoil.IronMult = .5 -- How much to reduce the recoil when aiming down sights/scope SWEP.Primary.Recoil.Pattern.X.Wave = "sin" SWEP.Primary.Recoil.Pattern.X.Abs = true SWEP.Primary.Recoil.Pattern.X.Freq = 3 SWEP.Primary.Recoil.Pattern.X.Amp = 1.5 SWEP.Primary.Recoil.Pattern.Y.Wave = "sin" SWEP.Primary.Recoil.Pattern.Y.Abs = true SWEP.Primary.Recoil.Pattern.Y.Freq = 4 SWEP.Primary.Recoil.Pattern.Y.Amp = 2 SWEP.Primary.Spread.BasePrec = 0.1 SW
Holy SWEP variables [editline]4th August 2015[/editline] That actually looks seriously thorough, though. Great job
[QUOTE=wauterboi;48369249]Here you guys go: Comes with hitscan-based bullet-drop, damage range, customization recoil patterns, refracting scope overlay (doesn't work properly on some maps for whatever reason), options for CS:S weapons and shotgun reload animations, an example HL2 357 and HL2 pistol along with the actual base being an AK47+scope blah blah blah. It might be shit. It might not be. I don't care anymore. [/QUOTE] It seems like you only released a preview of some variables. Is the code on your GitHub account up to date?
the fuck is wrong with me, here's the link: [url]https://dl.dropboxusercontent.com/u/965202/awb_base.zip[/url] [editline]4th August 2015[/editline] [QUOTE=xaviergmail;48372151]It seems like you only released a preview of some variables. Is the code on your GitHub account up to date?[/QUOTE] deleted
So I did a thing (Volume Warning) [video=youtube;BrgslpJhhlQ]http://www.youtube.com/watch?v=BrgslpJhhlQ[/video]
I'm crazy enough to try and re-create some of the Base NPCs with the Nextbot system, despite not having much programming experience. Decided to try and do Civil Protection first, because Zombies are Boring. [video]https://youtu.be/fKxpUueaock[/video] It's not much yet. But whatever.
I got bored and turned players into tiny bird men [media]https://www.youtube.com/watch?v=E-NLYICW05g[/media] tiny bird men... fairies?
[QUOTE=amkoc;48386820]I got bored and turned players into tiny bird men tiny bird men... fairies?[/QUOTE] Omg, please work with Hoffa and his airplane stuff. You need to reach this level of awesome: [video=youtube;oDqfN-3szXo]https://www.youtube.com/watch?v=oDqfN-3szXo[/video]
[QUOTE=amkoc;48386820]I got bored and turned players into tiny bird men [media]https://www.youtube.com/watch?v=E-NLYICW05g[/media] tiny bird men... fairies?[/QUOTE] If this is the people's attempt to overthrow the Seagull'd Republic, they're going to need to try harder.
[QUOTE=CosmicSeagull;48387123]If this is the people's attempt to overthrow the Seagull'd Republic, they're going to need to try harder.[/QUOTE] What in the hell? You're still alive? I don't think I've seen your name in like a year and a half. :v:
Currently working on a Clockwork gamemode based on Skyrim. Cloud Sixteen ad post: [url]http://forums.cloudsixteen.com/threads/beta-cw-skyrim-roleplay.12932/[/url] A reply to the same post with screenies: [url]http://forums.cloudsixteen.com/threads/beta-cw-skyrim-roleplay.12932/page-2#post-161026[/url]
-snip- No more content posts for a while.... Too many haters...
[QUOTE=EthanTheGreat;48387995] [B][U]Largest Source-Engine Map to exist....!!!!!!!! THAT IS A FACT!!!!!![/U][/B] [/QUOTE] what
[QUOTE=SirRuBiX;48387839]Currently working on a Clockwork gamemode based on Skyrim. Cloud Sixteen ad post: [url]http://forums.cloudsixteen.com/threads/beta-cw-skyrim-roleplay.12932/[/url] A reply to the same post with screenies: [url]http://forums.cloudsixteen.com/threads/beta-cw-skyrim-roleplay.12932/page-2#post-161026[/url][/QUOTE] Or, you know, post the images here.
-snip- You win guys. I'm off this thread.
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