Anyone remember the class system I was making a while back? I wrote system using it called Luabinds.
[code]class "DefaultProfile" inherit "Profile"
function DefaultProfile:DefaultProfile()
self:Bind( KEY_W, "+forward" )
self:Bind( KEY_S, "+back" )
self:Bind( KEY_A, "+moveleft" )
self:Bind( KEY_D, "+moveright" )
self:Bind( KEY_SPACE, "+jump" )
self:Bind( KEY_LSHIFT, "+speed" )
self:Bind( KEY_LCONTROL, "+duck" )
self:Bind( KEY_Q, "+menu" )
self:Bind( KEY_Z, "undo" )
self:Bind( KEY_TAB, "+showscores" )
self:Bind( KEY_R, "+reload" )
self:Bind( KEY_T, "say hello world" )
end[/code]
[code]using( Luabinds )
BindManager:Initialise()
BindManager:SetProfile( new( DefaultProfile ) )[/code]
Fully customisable keys. Useful for custom gamemodes that want to make use of keys without having to get people to bind stuff manually in the console.
As you can see, I commented out the tab key - commenting it out stops the tab key from showing the scoreboard as normal. This just overrides hooks and stuff, so it doesn't actually modify the player's bind setup (and so can't be used maliciously - it even protects against unbinding console button).
Also it's nice and easy to setup and switch between different profiles, so you could have a config window to change them or you could have different profiles for different mini-gamemodes within your gamemode.
[QUOTE=thomasfn;38013497]Anyone remember the class system I was making a while back? I wrote system using it called Luabinds.
[/QUOTE]
I was wanting to do something like this so I could make binds on the fly with a custom gui.
Are modifier binds possible?
[QUOTE=vexx21322;38014190]I was wanting to do something like this so I could make binds on the fly with a custom gui.
Are modifier binds possible?[/QUOTE]
I'm not sure what you mean by modifier binds, but it automatically handles commands like +forward and -forward (so it runs the + on key down and - on key up).
[QUOTE=thomasfn;38014465]I'm not sure what you mean by modifier binds, but it automatically handles commands like +forward and -forward (so it runs the + on key down and - on key up).[/QUOTE]
like a ctrl + r = +menu.
A code editor.
(with tabs, syntax highlighting and partial utf8 support)
[t]https://i.minus.com/ibqMC2oSiJDJmh.png[/t]
[t]https://i.minus.com/ioSzFXOM4mrE8.png[/t]
Cyanides code editor needs to be rewritten IMO. It's kind of messy.
[QUOTE=JetBoom;38006600]I use Panel:MakePopup, gui.SetMousePos, Internal input functions, disable keyboard/mouse input again. You have to run those through a queue, doing one action per frame.[/QUOTE]
[del]I tried this, and worked until I did not move my mouse. How do you disable mouse movement while doing click actions? I can't find a way to do it.[/del]
Edit: Appearently I tried to use it wrong. Works perfectly!
Here's what I got so far on the visualizer abusing the framebuffer thing. Thanks to animorten for giving me the FFT table and that stuff using webaudio in gmod 13.
I've kinda focused more on the looks rather than making it play along with the music so far. The video example posted is acoustic so it's a little trickier to visualize.
I hate how youtube/movie maker kills the quality though.. Too many changes for the video compressor going on I guess.
[media]http://www.youtube.com/watch?v=qI9-Zvn2s6E[/media]
[img]http://cloud.steampowered.com/ugc/1135164277646356543/C2E7136E40EE27667BE99DE759E472CA06ABC71C/[/img]
That sick visualizer reminds me this video.
[media]http://www.youtube.com/watch?v=a1LK6p6TuPg[/media]
[QUOTE=Map in a box;38015590]Cyanides code editor needs to be rewritten IMO. It's kind of messy.[/QUOTE]
Syranide*
And he didn't write it. Some other guy whom I can't remember the name of did, and then A LOT of other people have edited it over time (including myself).
But yes, it is messy. Very messy. When !cake finishes his editor I'd gladly see it in the Wire SVN.
EDIT: Nevermind, Syranide made the editor, just not the frame around it. And the guy who made the frame was Sandolum
[img]http://puu.sh/1erFF[/img]
[b]Dat menu.[/b]
[editline]asd[/editline]
There are bits of code in the skin file that "hook into" the standard controls to change some stuff, like adding a (-4, -4, -4, 4) docking margin to the DMenuBar when it's parented to a DFrame.
Thus, the skin can simply be applied over any frame and it will make the necessary subtle adjustments automatically. No extra code required.
[QUOTE=Divran;38018217]Syranide*
And he didn't write it. Some other guy whom I can't remember the name of did, and then A LOT of other people have edited it over time (including myself).
But yes, it is messy. Very messy. When !cake finishes his editor I'd gladly see it in the Wire SVN.
EDIT: Nevermind, Syranide made the editor, just not the frame around it. And the guy who made the frame was Sandolum[/QUOTE]
Why add it to the wire SVN if it's primary purpose isn't E2/etc editing?
[QUOTE=Map in a box;38021518]Why add it to the wire SVN if it's primary purpose isn't E2/etc editing?[/QUOTE]
Because if it isn't in the wire SVN, people will be forced to download a separate addon just to use E2.
Any coder can still use the editor for whatever, just as anyone has been able to use the old E2 editor for whatever (take Luapad for example).
[QUOTE=vercas;38020870][img]http://puu.sh/1erFF[/img]
[b]Dat menu.[/b]
[editline]asd[/editline]
There are bits of code in the skin file that "hook into" the standard controls to change some stuff, like adding a (-4, -4, -4, 4) docking margin to the DMenuBar when it's parented to a DFrame.
Thus, the skin can simply be applied over any frame and it will make the necessary subtle adjustments automatically. No extra code required.[/QUOTE]
Will it be possible to use this skin with the GM13 spawn menu? It looks awesome, and would match my steam since I'm using PixelVision already.
[QUOTE=Divran;38023725]Because if it isn't in the wire SVN, people will be forced to download a separate addon just to use E2.
Any coder can still use the editor for whatever, just as anyone has been able to use the old E2 editor for whatever (take Luapad for example).[/QUOTE]
But he didn't remake the editor?
[QUOTE=vercas;38020870][img]http://puu.sh/1erFF[/img][/QUOTE]
The diagonal line pattern you used on the frame titlebars are kind of fucked up compared to the original steam skin you took it from.
[QUOTE=CowThing;38024568]Will it be possible to use this skin with the GM13 spawn menu? It looks awesome, and would match my steam since I'm using PixelVision already.[/QUOTE]
Almost everything in the spawnmenu is custom drawn, one way or another.
I tried, it looks like shit.
The only thing which respects the skin is the DPropertySheets and their tabs.
But, even the tab text is of custom color...
[QUOTE=Hentie;38026191]The diagonal line pattern you used on the frame titlebars are kind of fucked up compared to the original steam skin you took it from.[/QUOTE]
Would you believe me if I said I tried everything possible for a whole damn day to get those lines looking good?
I have [B]not a clue[/B] why they look like that.
It's like the image has less contrast or something.
Finally, I decided to make a equipment menu for donators that are Innocent on TTT.
[IMG]http://cloud-2.steampowered.com/ugc/560955325194096719/BCB408023150EE9407C5E36782C635A1F58809B1/[/IMG]
Kind of advantageous over non-donators don't you think?
[QUOTE=Map in a box;38029852]Kind of advantageous over non-donators don't you think?[/QUOTE]
What's your opinion on what they should get? (Anything visual is out of the question ex. Hats Trails and such)
[QUOTE=Map in a box;38029852]Kind of advantageous over non-donators don't you think?[/QUOTE]
I think that's kinda the point isn't it?
[video=youtube;jckdUrNqu7w]http://www.youtube.com/watch?v=jckdUrNqu7w[/video]
Had an impulse from Wizard of Ass to start working on some effects.
[QUOTE=Lexic;38029974]I think that's kinda the point isn't it?[/QUOTE]
Pay2Win.
[QUOTE=brandonj4;38029944]What's your opinion on what they should get? (Anything visual is out of the question ex. Hats Trails and such)[/QUOTE]
Give them aesthetic things like abilities which won't specifically give them advantage to them like name colors etc
[editline]14th October 2012[/editline]
[QUOTE=vercas;38030449][video=youtube;jckdUrNqu7w]http://www.youtube.com/watch?v=jckdUrNqu7w[/video]
Had an impulse from Wizard of Ass to start working on some effects.[/QUOTE]
It'd be pretty stupid to just keep that skin in an admin mods. I don't think admin mods need to be super flashy and fancy, [url=http://en.wikipedia.org/wiki/KISS_principle]KISS[/url]
[QUOTE=brandonj4;38029944]What's your opinion on what they should get? (Anything visual is out of the question ex. Hats Trails and such)[/QUOTE]
Introducing items that affect gameplay which can only be acquired through purchase/donation is generally frowned upon. This is because success in the game becomes less a matter of personal achievement, and more a matter of who is paying the most. Not everyone can donate, and not everyone who can would prefer to spend part of their own money this way. In both cases, these players are likely to leave in favor of some other place where everybody gets equal odds. If you're really opposed to cosmetic items, consider something like giving donators the ability to choose which team/class they spawn with in the next round, renewing once every twelve hours.
what does this error mean in my darkrp the jobs dont work my error is: Adding Player
ERROR: GAMEMODE:'PlayerSetModel' Failed: [gamemodes\darkrpsvn\gamemode\sv_gamemode_functions.lua:415] attempt to index local 'TEAM' (a nil value)
why are you rating as dumb am posting because i need help and cant find a darkrp lua help page
[QUOTE=Map in a box;38033120]Give them aesthetic things like abilities which won't specifically give them advantage to them like name colors etc
[editline]14th October 2012[/editline]
It'd be pretty stupid to just keep that skin in an admin mods. I don't think admin mods need to be super flashy and fancy, [url=http://en.wikipedia.org/wiki/KISS_principle]KISS[/url][/QUOTE]
The admin mod is but simple.
It needs a good looking and compact skin to do the job.
You'll see, soon.
[QUOTE=twitchyb1t;38033697]what does this error mean in my darkrp the jobs dont work my error is: Adding Player
ERROR: GAMEMODE:'PlayerSetModel' Failed: [gamemodes\darkrpsvn\gamemode\sv_gamemode_functions.lua:415] attempt to index local 'TEAM' (a nil value)
why are you rating as dumb am posting because i need help and cant find a darkrp lua help page[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1160598&page=55"]What do you need help with..[/URL]
You're not working on this.
ninjas can you just post what my problem is
[highlight](User was banned for this post ("Wrong thread" - Gran PC))[/highlight]
[QUOTE=Hentie;38026191]The diagonal line pattern you used on the frame titlebars are kind of fucked up compared to the original steam skin you took it from.[/QUOTE]
[img]http://puu.sh/1eRPt[/img]
I don't know, I think it's pretty spot on. Obviously there are very subtle differences, but I mean c'mon.
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