• GMod - What are you working on? November 2015 (#51)
    264 replies, posted
[video=youtube;HtBFqyWfv6k]https://www.youtube.com/watch?v=HtBFqyWfv6k&feature=youtu.be[/video] I almost gave up on 3d2d and was about to move onto something else. Never give up because I finally accomplished whatt I was looking for! So proud of myself :)
[QUOTE=CGHippo;49185453]I almost gave up on 3d2d and was about to move onto something else. Never give up because I finally accomplished whatt I was looking for! So proud of myself :)[/QUOTE] That's really great! I'm glad you were able to finish what you started. A sense of accomplishment is one of the best feelings in the world. It's one of the things I love about programming.
[QUOTE=CGHippo;49185453] I almost gave up on 3d2d and was about to move onto something else. Never give up because I finally accomplished whatt I was looking for! So proud of myself :)[/QUOTE] Glad to see you're not trying to sell your first 3d2d script on scriptfodder. *cough* Good job!
[video=youtube;xLXgHiL0jgw]https://www.youtube.com/watch?v=xLXgHiL0jgw&feature=youtu.be[/video] Made it into a circle. And changed the direction of where its going. Pretty lazy way of doing this but I made the circle a .png for people that want to get the job done faster. I'll make a better tutorial then the one I just posted because that was ass. [editline]26th November 2015[/editline] [URL="https://facepunch.com/showthread.php?t=1495024"]https://facepunch.com/showthread.php?t=1495024[/URL] Finished my tutorial. Check it out for people that are wanting to learn 3d2d!
[IMG]http://images.akamai.steamusercontent.com/ugc/579073168800874200/3C4F44BFA075F4D81C6E22163C63784EEF7E50CB/[/IMG] more of the artistic type :V
Thought I'd share what I've done in the time I should be studying; [url]http://sperpes.alig96.com/leaderboards[/url] Its a website that tracks all the data from my TTT server. I'm only tracking kills/deaths and experience at the moment. My hopes is to make the server and website closely intertwined with each other. At the moment every time the server changes to a new map, it checks if it has meta data in the database, if not it registers it and will instantly show up on the website. (Without pictures and a description but I have an admin interface to change them) Also when the player joins the server and views the loadscreen it registers them to the database. You can also login with your steam account, but it doesn't do anything aside from well let you be logged in there's nothing to do at the moment haha. My hopes is for people to say maybe upload maps and have it go directly on the server when they're a high enough rank or maybe have players rate maps and leave comments typical stuff and view round logs after each round. Who knew databases were could be so sexy.... Any advice or recommendations that I could add or maybe some stats to track would be appreciated! (Thinking of tracking #of traitor kills, bullets fired, amount of times a weapon has been used or picked up etc)
[QUOTE=Alig96;49189223]Thought I'd share what I've done in the time I should be studying; [url]http://sperpes.alig96.com/leaderboards[/url] Its a website that tracks all the data from my TTT server. I'm only tracking kills/deaths and experience at the moment. My hopes is to make the server and website closely intertwined with each other. At the moment every time the server changes to a new map, it checks if it has meta data in the database, if not it registers it and will instantly show up on the website. (Without pictures and a description but I have an admin interface to change them) Also when the player joins the server and views the loadscreen it registers them to the database. You can also login with your steam account, but it doesn't do anything aside from well let you be logged in there's nothing to do at the moment haha. My hopes is for people to say maybe upload maps and have it go directly on the server when they're a high enough rank or maybe have players rate maps and leave comments typical stuff and view round logs after each round. Who knew databases were could be so sexy.... Any advice or recommendations that I could add or maybe some stats to track would be appreciated! (Thinking of tracking #of traitor kills, bullets fired, amount of times a weapon has been used or picked up etc)[/QUOTE] I think you should make the wells even in height. [IMG]http://i.imgur.com/WumW08h.png[/IMG] Looks cool, though!
[QUOTE=Alig96;49189223]Thought I'd share what I've done in the time I should be studying; [url]http://sperpes.alig96.com/leaderboards[/url] Its a website that tracks all the data from my TTT server. I'm only tracking kills/deaths and experience at the moment. My hopes is to make the server and website closely intertwined with each other. At the moment every time the server changes to a new map, it checks if it has meta data in the database, if not it registers it and will instantly show up on the website. (Without pictures and a description but I have an admin interface to change them) Also when the player joins the server and views the loadscreen it registers them to the database. You can also login with your steam account, but it doesn't do anything aside from well let you be logged in there's nothing to do at the moment haha. My hopes is for people to say maybe upload maps and have it go directly on the server when they're a high enough rank or maybe have players rate maps and leave comments typical stuff and view round logs after each round. Who knew databases were could be so sexy.... Any advice or recommendations that I could add or maybe some stats to track would be appreciated! (Thinking of tracking #of traitor kills, bullets fired, amount of times a weapon has been used or picked up etc)[/QUOTE] Just wanted to ask what method of Steam OpenID auth are you using? I'm thinking about doing something with Steam integration? I'm thinking about doing something Steam related.
[QUOTE=tW4r;49189426]Just wanted to ask what method of Steam OpenID auth are you using? I'm thinking about doing something with Steam integration? I'm thinking about doing something Steam related.[/QUOTE] [url]https://github.com/invisnik/laravel-steam-auth[/url]
[video="youtube;i1NabutV8L0"]http://youtu.be/i1NabutV8L0[/video] The sounds need adjustment, but they're a start. I need to setup some basic car-lights. I also need a particular way to re-render the car models so that the resolution is high. Similar system for the View Model Of the gun. I've scaled everything down, rendering things this small reduces the quality of the model.
[QUOTE=EthanTheGreat;49190412][video="youtube;i1NabutV8L0"]http://youtu.be/i1NabutV8L0[/video] The sounds need adjustment, but they're a start. I need to setup some basic car-lights. I also need a particular way to re-render the car models so that the resolution is high. Similar system for the View Model Of the gun. I've scaled everything down, rendering things this small reduces the quality of the model.[/QUOTE] you should disable bullet casing ejections on all the weapons so you dont have huge casings everywhere
[video=youtube;4rHi3LjCAEo]https://www.youtube.com/watch?v=4rHi3LjCAEo&feature=youtu.be[/video] I finished my knockout script.
[QUOTE=CGHippo;49191423][video=youtube;4rHi3LjCAEo]https://www.youtube.com/watch?v=4rHi3LjCAEo&feature=youtu.be[/video] I finished my knockout script.[/QUOTE] I can't stop watching this xD Good job man 10/10
[QUOTE=CGHippo;49191423]I finished my knockout script.[/QUOTE] Neat but as a suggestions maybe make it so they stand where they got knocked out? It seems kind of weird that they get back up where they originally were instead of where their body is.
[QUOTE=YourStalker;49191786]Neat but as a suggestions maybe make it so they stand where they got knocked out? It seems kind of weird that they get back up where they originally were instead of where their body is.[/QUOTE] I'll take a look. Thanks for the suggestion!
[video=youtube;-EIGsU_n37I]https://www.youtube.com/watch?v=-EIGsU_n37I&feature=youtu.be[/video] Working on a 3D2D scoreboard. So far its been going well. I'm no to good with VGUI but I've been trying to make it look sharp.
[QUOTE=CGHippo;49192638] 3d2d Scoreboard [/QUOTE] Looks like something I made a while ago :smile: [IMG]http://i.imgur.com/ahmuhal.png[/IMG]
[QUOTE=xChewy;49193190]Looks like something I made a while ago :smile: [IMG]http://i.imgur.com/ahmuhal.png[/IMG][/QUOTE] So... floating rectangles that display info?
[QUOTE=Nookyava;49194246]So... floating rectangles that display info?[/QUOTE] And a normal scoreboard is... a non-floating rectangle that displays info?
got the sounds to fade better than just choosing a sound based on distance. it now plays all 4 sounds at different volumes that fall off at certain ranges [video=youtube;CPm2GCdNZXc]http://www.youtube.com/watch?v=CPm2GCdNZXc&feature=youtu.be[/video]
[QUOTE=Kevlon;49194261]And a normal scoreboard is... a non-floating rectangle that displays info?[/QUOTE] wrong. typical scoreboards should be dodecahedrons with one face assigned to each player. run out of faces? too bad.
[QUOTE=Kevlon;49194261]And a normal scoreboard is... a non-floating rectangle that displays info?[/QUOTE] I wasn't stating it as a bad thing. I'm saying his scoreboard isn't going to be any different from the next one, unless they do anything different. Basically each basic scoreboard looks the same.
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[QUOTE=zeaga;49194845]He's made it very clear in his last few posts he's doing this for practice. You don't need to be original to be a good at scripting. What he's doing is fine.[/QUOTE] Good lord, I was responding to the guy who claimed it looked like his. I'm not going to continue this conversation, it was meant to be a lighthearted jab and you guys took it too personally.
[QUOTE=Nookyava;49194917]Good lord, I was responding to the guy who claimed it looked like his. I'm not going to continue this conversation, it was meant to be a lighthearted jab and you guys took it too personally.[/QUOTE] Yeah, that was my bad. I got Chewy and CG's posts mixed up. Sorry about that.
[video=youtube;HKEr5ZWIFNw]https://www.youtube.com/watch?v=HKEr5ZWIFNw&feature=youtu.be[/video] An entity that moves up and down! :D Couldn't have done this without zombine who helped out with math.sin
[QUOTE=CGHippo;49194942][video=youtube;HKEr5ZWIFNw]https://www.youtube.com/watch?v=HKEr5ZWIFNw&feature=youtu.be[/video] An entity that moves up and down! :D[/QUOTE] What are you doing it in? Seems a little choppy.
[QUOTE=Nookyava;49194952]What are you doing it in? Seems a little choppy.[/QUOTE] [CODE] function ENT:Think() local pos = self:GetPos() local curve = math.sin( CurTime() * 3 ) * 3 self:SetPos( Vector(pos.x,pos.y,self.origin.z+curve) ) end [/CODE] I'll go back and review it to try and fix it. I've been studying trigonometry so math.sin shouldn't be to tough.
[QUOTE=CGHippo;49194966][CODE] function ENT:Think() local pos = self:GetPos() local curve = math.sin( CurTime() * 3 ) * 3 self:SetPos( Vector(pos.x,pos.y,self.origin.z+curve) ) end [/CODE] I'll go back and review it to try and fix it. I've been studying trigonometry so math.sin shouldn't be to tough.[/QUOTE] Not bad. If you get it to work that way let me know, I've only found the way I can actively set the position of something is through a draw hook, making it seem like it's actually moving smoothly. [b]Edited:[/b] Found some old code of mine, maybe this'll help you. [lua]ENT.Base = "base_anim" ENT.Type = "anim" if SERVER then include("dr_weps_config.lua") else include("dr_weps_config.lua") end function ENT:Initialize() if (SERVER) then self:SetModel("models/props_phx/construct/plastic/plastic_angle_360.mdl") self:SetMaterial("hunter/myplastic") self:SetModelScale(0.5, 0) self:SetSolid( SOLID_OBB ) self:SetColor(Color(255,255,255,5)) self:SetMoveType( MOVETYPE_NONE ) self:SetCollisionGroup( COLLISION_GROUP_NONE ) self.Name = "Weapon Spawn" self.Weapons = self.Weapons || {"weapon_smg1"} self.WModel = self.WModel || "models/weapons/w_snip_awp.mdl" else self.WModel = self.WModel || "models/weapons/w_snip_awp.mdl" end end function ENT:Think() self.Weapons = self.Weapons || {"weapon_smg1"} end function math.RotationalYaw( _speed ) local _yaw = ( RealTime( ) * ( _speed or 180 ) ) % 360; _yaw = math.NormalizeAngle( _yaw ); return _yaw; end function math.sinwave( _speed, _size, _abs ) local _sin = math.sin( RealTime( ) * ( _speed or 1 ) ) * ( _size or 1 ); if ( _abs ) then _sin = math.abs( _sin ); end return _sin; end function ENT:OnRemove() if self.weapon and self.weapon:IsValid() then self.weapon:Remove() end end function ENT:Draw() local l = DynamicLight( self:EntIndex() ) l.Pos = self:GetPos() + Vector(0, 0, 5) l.r = 61 l.g = 210 l.b = 238 l.Brightness = 0.1 l.Decay = 500 l.Size = 1500 l.DieTime = CurTime() + 1 local _sin = math.sinwave( 3, 5 ); local _yaw = math.RotationalYaw( 60 ) self.weapon = ClientsideModel(self.WModel, RENDERGROUP_OPAQUE) self.weapon:SetRenderOrigin(self:GetPos()+Vector(0,0,math.sinwave(3,5)) + Vector(0, 0, 35)) self.weapon:SetAngles(Angle( 0, _yaw, 0 )) self.weapon:DrawModel() self.weapon:Remove() self:DrawModel() end function ENT:Touch(hitEnt) if ( hitEnt:IsValid() and hitEnt:IsPlayer() ) then if !hitEnt.PickedUp then hitEnt.PickedUp = true hitEnt:Give(table.Random(self.Weapons)) self:SetVelocity(Vector(0,0,0)) hitEnt:ChatPrint("You just picked up a weapon!") timer.Simple(1, function() hitEnt.PickedUp = false end) else end end end function ENT:Use( activator, caller, usetype, value ) if IsValid(activator) and activator:IsPlayer() then if(SERVER) then if activator:IsSuperAdmin() then if !activator.PickedUp then activator.PickedUp = true net.Start("dr_weapon_menu") net.WriteEntity(self) net.WriteTable(self.Weapons) net.Send(activator) timer.Simple(1, function() activator.PickedUp = false end) end else if !activator.PickedUp then activator.PickedUp = true activator:Give(table.Random(self.Weapons)) activator:ChatPrint("You just picked up a weapon!") timer.Simple(1, function() activator.PickedUp = false end) else end end end end end net.Receive("dr_weapon_save", function(len) local weapon = net.ReadEntity() local weapontable = net.ReadTable() weapon.Weapons = weapontable weapon.WModel = net.ReadString() end)[/lua]
[QUOTE=CGHippo;49194966][CODE] function ENT:Think() local pos = self:GetPos() local curve = math.sin( CurTime() * 3 ) * 3 self:SetPos( Vector(pos.x,pos.y,self.origin.z+curve) ) end [/CODE] I'll go back and review it to try and fix it. I've been studying trigonometry so math.sin shouldn't be to tough.[/QUOTE] To not make it choppy, you need to increase how much it thinks per second. I think the function is Ent:NextThink.
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