[QUOTE=Feihc;29932688]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.[/QUOTE]
I expect that the vertex module would work wonders for quads and basic shapes. Though for barrels I do see where you are coming from. Quite a few vertices in such a simple object if I remember the wireframe. Kind of annoying if that function doesn't work with the world, it would be useful when I think about it.
Can you make me a function that if a persons health is below 20, they receive messeges at a time rate of about every 10 seconds, the message saying "You health has reached critical condition, seek medical attention"
[QUOTE=hexpunK;29932624]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]
No. A duplicator is just a right click to copy the prop and left click to spawn.
My weapon is a left click to spawn a barrel.
Also, that won't be the final use for it, but it will be the base of it.
Request: Better Portal Turret SENT. I've been looking for one for a portal-themed gamemode I've been working on, but most are just combine turrets with the portal model, or just don't work.
Tried making my own, couldn't get it to aim right.
Should have a nice eye-laser, like effects/redlaser1.
[QUOTE=Science;29933327]No. A duplicator is just a right click to copy the prop and left click to spawn.
My weapon is a left click to spawn a barrel.
Also, that won't be the final use for it, but it will be the base of it.[/QUOTE]
If you're going to modify it then why not just make the base yourself as well :colbert:
[editline]19th May 2011[/editline]
[QUOTE=amkoc;29933494]Request: Better Portal Turret SENT. I've been looking for one for a portal-themed gamemode I've been working on, but most are just combine turrets with the portal model, or just don't work.
Tried making my own, couldn't get it to aim right.
Should have a nice eye-laser, like effects/redlaser1.[/QUOTE]
Thought about making one a while back. I might do this one - takes a bit more work than most other requests though. Will keep it in mind
[editline]19th May 2011[/editline]
[QUOTE=zynga;29933184]Can you make me a function that if a persons health is below 20, they receive messeges at a time rate of about every 10 seconds, the message saying "You health has reached critical condition, seek medical attention"[/QUOTE]
here ya go
[lua]
hook.Add("Think", "LowHealthWarning", function()
for k, v in pairs(player.GetAll()) do
v.LastWarned = v.LastWarned or 0
if v:Alive() then
if v:Health() <= 20 then
if v.LastWarned <= CurTime() then
v:ChatPrint("Your health has reached critical levels. Seek medical attention")
v.LastWarned = CurTime() + 10
end
end
end
end
end)
[/lua]
[QUOTE=Science;29930113][release][U][B]Basic Scripted Weapon[/B][/U]
• A Pistol View And World Model
• A Barrel To Be Displayed where ever the player looks
• A 'Ghosted' Affect on the barrel so it doesnt collide and doesnt completely block your view
• Left Click Spawns A Barrel At That Position
• Right Click Rotates The Ghosted Barrel
[B]Extras[/B]
• 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]
You act as if you are trying to learn then you act as if you smart and all :smug: yet you cant do such a simple thing?
[QUOTE=King Flawless;29935766]You act as if you are trying to learn then you act as if you smart and all :smug: yet you cant do such a simple thing?[/QUOTE]
Please don't start a flame war and shit up my thread.
Trying to be productive here.
hopefully you don't mind making one last request for me:p
--
Could you create a button(just parent it to PaintPanel, set the pos typically anywhere, ill fix that) where if a player clicks on it runs anothr function that does this: If ran, it will say in the servers chat "(player/killer) Has killed (Player/victim).
If you could do that for me, it would be awesome. You don't really have to create the button, as i can work on that but the function it will run on doclick would be great.
[QUOTE=Feihc;29936532]Please don't start a flame war and shit up my thread.
Trying to be productive here.[/QUOTE]
No hes right, Science doesn't even understand to go look at the duplicator tool and see how the dup tool does it when everyone in this thread is telling him to use it/look at it, hes a dumbfuck
[QUOTE=c-unitV2;29952597]No hes right, Science doesn't even understand to go look at the duplicator tool and see how the dup tool does it when everyone in this thread is telling him to use it/look at it, hes a dumbfuck[/QUOTE]
Either way, I don't give a shit about your idiotic petty high-school babble bitching.
Yes, it's annoying when people act like they're tough shit when they're not, but I don't want you jack fucks hijacking my thread and turning it into another flame war when I'm trying to be productive in here.
[editline]20th May 2011[/editline]
[QUOTE=zynga;29949159]hopefully you don't mind making one last request for me:p
--
Could you create a button(just parent it to PaintPanel, set the pos typically anywhere, ill fix that) where if a player clicks on it runs anothr function that does this: If ran, it will say in the servers chat "(player/killer) Has killed (Player/victim).
If you could do that for me, it would be awesome. You don't really have to create the button, as i can work on that but the function it will run on doclick would be great.[/QUOTE]
What exactly do you mean? Just a chat print for all players when you press said button? How are you getting the players?
Alright, what I'm saying is when the button is pushed, it prints whatever it says into the chatbox(every can see it).
And what i want it to print is something like, "player1" has killed "player2".
[QUOTE]How are you getting the players?[/QUOTE]
Ah sorry forgot about that, currently i have no way of getting the players.
If you could add this to it, it would be great.
Sorry if im asking for to much.
[QUOTE=zynga;29953703]Alright, what I'm saying is when the button is pushed, it prints whatever it says into the chatbox(every can see it).
And what i want it to print is something like, "player1" has killed "player2".
Ah sorry forgot about that, currently i have no way of getting the players.
If you could add this to it, it would be great.
Sorry if im asking for to much.[/QUOTE]
Still not entirely sure what you're after :|
I saw your other thread that kind of covered this same topic, did that not resolve it?
Oh no, that was something else.
Basically what im doing is making a menu pop up when the player dies,
and one of the buttons is basically what im asking you to make.
All i want is for when the button is clicked, it prints in the servers chat, not anything like chatprint where its only visible to just the player , i want it visible to the whole server.
Lets say playerA kills playerB
Player B died right, so when he died he pushs the button to found out who killed him, and what it prints out is : (playerA Killed PlayerB") Type of thing.
Did that help?
I just want the button done though, as i'm working on the other parts for this death menu.
[QUOTE=zynga;29954616]Oh no, that was something else.
Basically what im doing is making a menu pop up when the player dies,
and one of the buttons is basically what im asking you to make.
All i want is for when the button is clicked, it prints in the servers chat, not anything like chatprint where its only visible to just the player , i want it visible to the whole server.
Lets say playerA kills playerB
Player B died right, so when he died he pushs the button to found out who killed him, and what it prints out is : (playerA Killed PlayerB") Type of thing.
Did that help?
I just want the button done though, as i'm working on the other parts for this death menu.[/QUOTE]
Like this?
[lua]
if SERVER then
hook.Add("PlayerDeath", "TellClientsOfDeath", function(vict, inf, kill)
if kill:IsPlayer() then
umsg.Start("PlayerDeath", vict)
umsg.Entity(kill)
umsg.End()
end
end)
end
if CLIENT then
usermessage.Hook("PlayerDeath", function(data)
local entity = data:ReadEntity():Nick()
local button = vgui.Create("DButton")
button:Center()
button:SetText("Broadcast Killer")
button:SetSize(85, 25)
button:SetVisible(true)
button.DoClick = function(button)
RunConsoleCommand("BroadcastKiller", entity)
button:Remove()
end
end)
end
concommand.Add("BroadcastKiller", function(ply, cmd, args)
for k, v in pairs(player.GetAll()) do
v:ChatPrint(args[1] .. " has killed " .. ply:Nick())
end
end)
[/lua]
From what i can tell, it looks right. Thank you.
Yo, i have a question about adding it to this oher code though.
Can i pm you instead of clusterfucking your thread with the same request?
[QUOTE=zynga;29955512]From what i can tell, it looks right. Thank you.
Yo, i have a question about adding it to this oher code though.
Can i pm you instead of clusterfucking your thread with the same request?[/QUOTE]
Go for it.
So is a new version of the bodygroup stool not workable?
[QUOTE=Drainwater;29996466]So is a new version of the bodygroup stool not workable?[/QUOTE]
Sorry, I hadn't really looked at that one yet, got side tracked with the other posts.
Can you give me a quick idea of what the STOOL does?
[QUOTE=Feihc;29997618]Sorry, I hadn't really looked at that one yet, got side tracked with the other posts.
Can you give me a quick idea of what the STOOL does?[/QUOTE]
Here's a mildly entertaining comic that explains it more clearly than I can I think.
[url]http://www.facepunch.com/threads/1044980-Bodygroups-and-YOU[/url]
The major issue I have with it is that it only lets you choose one bodygroup and subgroup at a time...which becomes kind of clunky when you're trying to use multiple models that have multiple bodygroups and subgroups. I was hoping for something that lets you choose more than one of each at a time, or ideally something that would have a list of them available to choose from. I know this is just a side project for you though, so really any improvement you could do to it would be fantastic.
Can you make a map menu (for a server) where you can switch the map by clicking on the map. Something like Evolve's map menu...
Any chance you could make a Fretta gamemode that's basically just the mg_ maps from CSS?
I have a request that I think you might like and I have wanted for a long time.
Have you ever used the stacker tool and wanted to be able to use your mouse and make a line of props like in rts games.
What do I mean exactly ?
When stacking something you normally have to guess what number to put in for all angles and it can take a long time.
My solution is to make it so that the prop stacker follows your mouse like building a wall in a rts game. This way you can easily make things exactly where you want them to be. You drag out how many props you want and it just makes more accordingly. With the option to make it so when a new prop is being created it does not just simply stack another on you can have the prop slightly in the last one.
Another option for it could be so it only lets you move in one direction (forward/backward/left/right/anywhere)
This would help so much with tricky angles to stack and things like that.
I guess you could call it aim stack.
Still no idea ? Basically this.
forward/backward
[url]http://imageshack.us/photo/my-images/688/sf0.png/[/url]
[url]http://imageshack.us/photo/my-images/64/57120375.png/[/url]
[url]http://imageshack.us/photo/my-images/815/sf2m.png/[/url]
Anywhere
[url]http://imageshack.us/photo/my-images/233/sp0.png/[/url]
[url]http://imageshack.us/photo/my-images/696/sp1e.png/[/url]
[url]http://imageshack.us/photo/my-images/818/sp3r.png/[/url]
As you can see I just positioned those to show you what I would like.
A holster script. Every time you swap your weapon the v_model goes directly down and the next weapon plays its default draw animation.
Also a script that causes a dust effect when you fall high enough and if it's very high it causes an explosion but the explosion does not damage the player. Also, make it togglable.
A "stumble" script. every time you take 35 or more damage at once you stumble for 1 second, which prevents you from shooting and the camera tilts all over the place. Kind of like in TES 4 where when you take alot of damage you stumble and cannot defend yourself, or Fallout when you break your arm and the screen shakes. Also when you take 60 from being hit by a phys object, explosion, or antilion guard you fly backwards and land on your back. Take 3 seconds to get back up
[QUOTE=wishbone;30056456]Can you make a map menu (for a server) where you can switch the map by clicking on the map. Something like Evolve's map menu...[/QUOTE]
K - working on this now.
[editline]26th May 2011[/editline]
[QUOTE=Drainwater;30000723]Here's a mildly entertaining comic that explains it more clearly than I can I think.
[url]http://www.facepunch.com/threads/1044980-Bodygroups-and-YOU[/url]
The major issue I have with it is that it only lets you choose one bodygroup and subgroup at a time...which becomes kind of clunky when you're trying to use multiple models that have multiple bodygroups and subgroups. I was hoping for something that lets you choose more than one of each at a time, or ideally something that would have a list of them available to choose from. I know this is just a side project for you though, so really any improvement you could do to it would be fantastic.[/QUOTE]
I dont really think I know how to do this one >.>
[editline]26th May 2011[/editline]
[QUOTE=DesumThePanda;30066059]A holster script. Every time you swap your weapon the v_model goes directly down and the next weapon plays its default draw animation.[/quote]
Perhaps, I'll give it a go when I get to it in the list.
[QUOTE=DesumThePanda]
Also a script that causes a dust effect when you fall high enough and if it's very high it causes an explosion but the explosion does not damage the player. Also, make it togglable.
[/quote]
Uhm... K?
[QUOTE=DesumThePanda]
A "stumble" script. every time you take 35 or more damage at once you stumble for 1 second, which prevents you from shooting and the camera tilts all over the place. Kind of like in TES 4 where when you take alot of damage you stumble and cannot defend yourself, or Fallout when you break your arm and the screen shakes. Also when you take 60 from being hit by a phys object, explosion, or antilion guard you fly backwards and land on your back. Take 3 seconds to get back up[/QUOTE]
[/quote]
The stumble I could do, but the flying backwards crap takes animation work that I have no idea how to do.
[QUOTE=Feihc;30068466]
I dont really think I know how to do this one >.>
[/QUOTE]
Aww...well thanks for looking in to it anyway.
what i would like is a script for ragdolls to me affected more by explosions and get blown away plz
[QUOTE=wishbone;30056456]Can you make a map menu (for a server) where you can switch the map by clicking on the map. Something like Evolve's map menu...[/QUOTE]
[lua]
if SERVER then
hook.Add("PlayerInitialSpawn", "GiveClientsMapList", function(ply)
datastream.StreamToClients(ply, "StreamMapList", file.Find("maps/*.bsp", true))
end)
end
if CLIENT then
local IgnoreMaps = { "background", "^test_", "^styleguide", "^devtest" }
concommand.Add("SelectMap", function(ply, cmd, args)
if not ply:IsAdmin() then
ply:ChatPrint("Only an admin can change maps!")
return
end
mPan:SetVisible(not mPan:IsVisible())
end)
datastream.Hook("StreamMapList", function(handler, id, encoded, mapTab)
local sw = ScrW()
local sh = ScrH()
mPan = vgui.Create("DFrame")
mPan:SetSize(895, 633)
mPan:Center()
mPan:SetTitle("Select Map")
mPan:SetDeleteOnClose(false)
mPan:SetSizable(false)
mPan:SetVisible(false)
local mList = vgui.Create("DPanelList", mPan)
mList:SetPos(3, 26)
mList:StretchToParent( 3, 26, 3, 3 )
mList:EnableVerticalScrollbar(true)
mList:EnableHorizontal(true)
mList:SetPadding(5)
mList:SetSpacing(5)
local cFrame = nil
for k, v in ipairs( mapTab ) do
local Ignore = nil
for _, ignore in pairs( IgnoreMaps ) do
if ( string.find( v, ignore ) ) then
Ignore = true
end
end
if !Ignore then
local name = string.gsub( v, ".bsp", "" )
local Mat = "maps/"..name
if Material(Mat..".vmt"):IsError() then
Mat = "maps/noicon"
end
local MatID = surface.GetTextureID(Mat)
local mButton = vgui.Create("DButton", mPan)
mButton:SetText(name)
mButton:SetSize(140, 115)
mButton:SetVisible(true)
mButton.DoClick = function()
if cFrame then return end
cFrame = vgui.Create("DFrame", mPan)
cFrame:SetSize(175, 60)
cFrame:Center()
cFrame:MakePopup()
cFrame:SetTitle(" Are you sure?")
cFrame:ShowCloseButton(false)
cFrame:SetScreenLock(true)
cFrame.Paint = function()
draw.RoundedBox(6, 0, 0, cFrame:GetWide(), cFrame:GetTall(), Color(100,100,100,255))
end
local cButton = vgui.Create("DButton", cFrame)
cButton:SetSize(80, 25)
cButton:SetPos(cFrame:GetWide() * .25 - 40, 25)
cButton:SetText("Confirm")
cButton:SetConsoleCommand("changelevel", name)
local nButton = vgui.Create("DButton", cFrame)
nButton:SetSize(80, 25)
nButton:SetPos(cFrame:GetWide() * .75 - 40, 25)
nButton:SetText("Cancel")
nButton.DoClick = function()
cFrame:Close()
cFrame = nil
end
end
local tall = mButton:GetTall()
local wide = mButton:GetWide()
mButton.Paint = function()
draw.NoTexture()
surface.SetDrawColor(200,200,200,255)
surface.DrawRect(0,0,wide,tall)
surface.SetDrawColor(255,255,255,255)
surface.SetTexture(MatID)
surface.DrawTexturedRect(2,2,wide - 4, tall - 4)
draw.NoTexture()
surface.SetDrawColor(100,100,100,200)
surface.DrawRect(2,tall*.35 - 2, wide - 4,tall*.35 - 2)
end
mList:AddItem(mButton)
end
end
end)
end
[/lua]
Copy and paste into a file and save in lua/autorun
Let me know what you think. Here's what it looks like.
[img]http://dl.dropbox.com/u/9780864/map%20selection%20test.png[/img]
The "Are You Sure" box isn't always there, just when you click on a button to switch maps.
[editline]27th May 2011[/editline]
Oh, right. Type (or bind a key to) "SelectMap" to bring up the menu.
[editline]27th May 2011[/editline]
Also, I forgot to mention that if you add a new map to your server mid-game it wont appear on the list until you either re-connect or the map is changed (ironically).
Any consideration to mine or just no chance. Or have you not glanced at it yet.
[QUOTE=alexojm;30079376]Any consideration to mine or just no chance. Or have you not glanced at it yet.[/QUOTE]
I would have to take a look at the stacker code. You might be better off sending the original author a message and asking for it.
can my request happen? or is it too hard?
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