GMod - What are you working on? January 2015 (#41)
781 replies, posted
[QUOTE=Katazuro;46962642][vid]https://dl.dropboxusercontent.com/u/15781683/rp_rockford_v1b 2015-1-18 17-18-53.webm[/vid]
I've never tried doing a custom weapon selector, so this was a bitch. I'm happy it's done![/QUOTE]
Is there a hook for that or do you manually check the scroll wheel and mouse inputs?
[QUOTE=Exho;46963450]Never used an outdated version again! I'll make it visible from the homescreen with those app badge things and then the installation button will take you to the Steam page so either you can update the addon or you can tell your server owner to. It uses my own word wrap too which I've found more useful than Gmod's.
[t]http://i.gyazo.com/5c1855b54606b09ec7a1e4ba1cb61bfa.png[/t][/QUOTE]
Does it run all slow when you update it until you fork up 200 dollars to buy the new phone? That would be more realistic. Really ramp up the immersion.
Are any of you guys working on a gamemode similar to "The Ship". Would be pretty cool =P
[QUOTE=highvoltage;46963567]Is there a hook for that or do you manually check the scroll wheel and mouse inputs?[/QUOTE]
you don't really need a hook, you can check for invnext, invprev, and +attack in PlayerBindPress, or at least that's how I did mine forever ago
Niandra was working on a Ship Gamemode
[QUOTE=bobbleheadbob;46963589]Does it run all slow when you update it until you fork up 200 dollars to buy the new phone? That would be more realistic. Really ramp up the immersion.[/QUOTE]
Yeah it will be super slow until you buy the 20$ upgrade from Scriptfodder
[QUOTE=Nookyava;46963669]Niandra was working on a Ship Gamemode[/QUOTE]
"was working on a Ship Gamemode"
I think I saw a picture of it that she posted. Also since you said "was", is it still being worked on?
Getting closer to completion on my Team Deathmatch Gamemode. Team Red vs Team Blue. With a class system.
[T]http://puu.sh/eIEXX/755a47a723.jpg[/T]
[T]http://puu.sh/eIC6B/ecd98874fe.jpg[/T]
[T]http://puu.sh/eIE4V/eb2d7e8443.jpg[/T]
[T]http://puu.sh/eICDp/3623a5de08.jpg[/T]
I plan on releasing it publicly when everything is polished out and features for customization are added in. Kinda surprised there isn't a decent publicly released Team Deathmatch yet.
I am a relatively new coder, so the main thing that's missing is an advanced spawning system. If anyone is up to help, just let me know.
[QUOTE=stupid-;46964277]Getting closer to completion on my Team Deathmatch Gamemode. Team Red vs Team Blue. With a class system.
I plan on releasing it publicly when everything is polished out and features for customization are added in. Kinda surprised there isn't a decent publicly released Team Deathmatch yet.
I am a relatively new coder, so the main thing that's missing is an advanced spawning system. If anyone is up to help, just let me know.[/QUOTE]
What do you mean by "advanced spawning system"?
Here is a simple spawn system: [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/_systems/playerselectspawn_system.lua.html[/url]
It needs a point entity ( one will be spawned; download the one at the top of the script ) and you to fill in the information of how it looks for the spawn-point..
If you only have 2 teams, it'll make things easy to populate. Simple add vectors / angles to a table using team as key, then use table.Random or whatever to select a spawn; if the spawn-point can't be used it'll recursively continue to look until a free one is available.
You could also load existing map spawn-points into the lists by looking for point entities on the map.
By advanced, I guess I mean a system more like Call of Duty's way of spawning in Team Deathmatch. Sure at the start, teams spawn in two separate areas across the map.
But as people die, you are spawned in a "safer" part of the map, "near" teammates. Instead of sticking to just info_player_terrorist and info_player_counterterrorist, the spawns rotate as the match progresses, and there are different spawn points all over the map.
Right now the system I use is simple, and there is some spawn protection in place so players don't die immediately, but generally the other team knows where you are spawning and will always run in that direction, disregarding sections of the map.
[QUOTE=stupid-;46964394]By advanced, I guess I mean a system more like Call of Duty's way of spawning in Team Deathmatch. Sure at the start, teams spawn in two separate areas across the map.
But as people die, you are spawned in a "safer" part of the map, "near" teammates. Instead of sticking to just info_player_terrorist and info_player_counterterrorist, the spawns rotate as the match progresses, and there are different spawn points all over the map.
Right now the system I use is simple, and there is some spawn protection in place so players don't die immediately, but generally the other team knows where you are spawning and will always run in that direction, disregarding sections of the map.[/QUOTE]
The system would work like this:
Each map would have team spawn points grouped together on opposite sides of the map as well as neutral spawn points. As the game goes on and when a player dies, you find the center position of three random teammates. The closest neutral spawn point to that point is the place where the player spawns.
However, if that point is deemed "dangerous" (there are enemies within x distance of it) then reroll the random teammates and find a new midpoint/spawn point until a safe one is chosen.
If a safe point is not found after a number of tries equal to the number of members on the team, then try spawning at a random point which is safe but not close to teammates.
If all fails, spawn at a random team spawnpoint like the start of the game.
[QUOTE=stupid-;46964394]By advanced, I guess I mean a system more like Call of Duty's way of spawning in Team Deathmatch. Sure at the start, teams spawn in two separate areas across the map.
But as people die, you are spawned in a "safer" part of the map, "near" teammates. Instead of sticking to just info_player_terrorist and info_player_counterterrorist, the spawns rotate as the match progresses, and there are different spawn points all over the map.
Right now the system I use is simple, and there is some spawn protection in place so players don't die immediately, but generally the other team knows where you are spawning and will always run in that direction, disregarding sections of the map.[/QUOTE]
What about something like getting the positions of all the players a few seconds before you need to respawn and when your ready to spawn check all the positions to make sure nobody is still in them, that the player is still alive, an enemy can't see it, etcetera and if all else fails just spawn them at a normal point. Shouldn't be too expensive depending on the amount of checks you want to do.
[QUOTE=bobbleheadbob;46964444]The system would work like this:
Each map would have team spawn points grouped together on opposite sides of the map as well as neutral spawn points. As the game goes on and when a player dies, you find the center position of three random teammates. The closest neutral spawn point to that point is the place where the player spawns.
However, if that point is deemed "dangerous" (there are enemies within x distance of it) then reroll the random teammates and find a new midpoint/spawn point until a safe one is chosen.
If a safe point is not found after a number of tries equal to the number of members on the team, then try spawning at a random point which is safe but not close to teammates.
If all fails, spawn at a random team spawnpoint like the start of the game.[/QUOTE]
Essentially yeah that's what I'm looking for.
[QUOTE=LieutExcalibu;46964111]"was working on a Ship Gamemode"
I think I saw a picture of it that she posted. Also since you said "was", is it still being worked on?[/QUOTE]
Yeah, kinda - I haven't made much progress lately and overall have been pretty lazy/demotivated with it so feel free to make your own thing
EDIT: Basically I've never actually used the Net Library that extensively before and I didn't realize I'd need it to much when I started the project, so that kinda killed me
[QUOTE=NiandraLades;46964827]Yeah, kinda - I haven't made much progress lately and overall have been pretty lazy/demotivated with it so feel free to make your own thing
EDIT: Basically I've never actually used the Net Library that extensively before and I didn't realize I'd need it to much when I started the project, so that kinda killed me[/QUOTE]
What was 'The Ship' gamemode about?
[QUOTE=Kozmic;46965916]What was 'The Ship' gamemode about?[/QUOTE]
It was about [url=http://store.steampowered.com/app/2400]The Ship.[/url]
[quote][img]http://ph129.net/i/sKSAzA.png[/img][/quote]
I finally decided that having 125 items inside one global table was annoying as fuck to edit.
Now each item has it's own file, and ID derived from it's filename. I love fenv's.
You have no idea how boring it was to set up each item individually in a [URL="http://ph129.net/i/GhbfrK.txt"]new format[/URL] afterwards.
Finished redoing my first addon ever.
[b]Old[/b]
[video=youtube;PHrA8xmpq40]http://www.youtube.com/watch?v=PHrA8xmpq40[/video]
[b]New[/b]
[video=youtube;mNzIVkT-nWg]http://www.youtube.com/watch?v=mNzIVkT-nWg&feature=youtu.be[/video]
It's amazing how much has changed since I first did this project. (also because I can record at 60fps now)
[QUOTE=Phoenixf129;46966609]I finally decided that having 125 items inside one global table was annoying as fuck to edit.
Now each item has it's own file, and ID derived from it's filename. I love fenv's.
You have no idea how boring it was to set up each item individually in a [URL="http://ph129.net/i/GhbfrK.txt"]new format[/URL] afterwards.[/QUOTE]
Maybe you can just generate some repetitive items with small code rather than putting all items in individual files.
Like this:
[lua]
for cat, data in ipairs(sheetItems) do
for k, v in ipairs(data) do
local ITEM = nut.item.register("acloth_"..cat..v[3], "base_atcloth", nil, nil, true)
ITEM.name = v[1]
ITEM.desc = v[2]
ITEM.sheet = {cat, v[3]} -- sheetdata [1]<male> index [2]<fancy>
ITEM.price = v[4] or 100
ITEM.isCloth = true
ITEM.category = categoryName[cat] or "Clothes"
for _, idx in ipairs(businessClass) do
local classData = nut.class.list[idx]
if (classData and classData.business) then
classData.business["acloth_"..cat..v[3]] = 1
end
end
end
end[/lua]
[QUOTE=EthanTheGreat;46854565]
Getting this weird stencil issue in the radar.
In the background that changes color is suppose to be solid black.
Seems like stencils are conflicting with each other.
I use [B]render.RenderView[/B] and [U][B]render.PushCustomClipPlane[/B][/U]
Tried [B]render.StencilEnable, render.Clear, render.EnableClipping, etc....[/B]
It would be interesting to understand why it changes like that.[/QUOTE]
Don't mean to be a skrub, but how did you perform clipping on a 2D element like that?
I know how to use stencils with models, but I am completely oblivious on how to do it with things like that.
[media]http://www.youtube.com/watch?v=_Sfu3NHr-N0&feature=youtu.be[/media]
I hate it when Mods on facepunch post about how much they dislike DarkRP. This should help [I]them[/I] like it more. Hahaha!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=378086209[/url]
[QUOTE=FPtje;46968145][media]http://www.youtube.com/watch?v=_Sfu3NHr-N0&feature=youtu.be[/media]
I hate it when Mods on facepunch post about how much they dislike DarkRP. This should help [I]them[/I] like it more. Hahaha!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=378086209[/url][/QUOTE]
I completely revoke everything bad I've said about Roleplay gamemodes
[video=youtube;VwRm-dpVOEw]http://www.youtube.com/watch?v=VwRm-dpVOEw[/video]
Updates on drifting. It's turning out pretty awesome. Still a lot left to do.
Scale of cars vs normal size: [B][U]0.05[/U][/B]
[QUOTE=Phoenixf129;46966609]I finally decided that having 125 items inside one global table was annoying as fuck to edit.
Now each item has it's own file, and ID derived from it's filename. I love fenv's.
You have no idea how boring it was to set up each item individually in a [URL="http://ph129.net/i/GhbfrK.txt"]new format[/URL] afterwards.[/QUOTE]
If you use fenv, you could just ditch the ITEM table in your file completely
[QUOTE=NiandraLades;46968259]I completely revoke everything bad I've said about Roleplay gamemodes[/QUOTE]
Don't sell out so easy, make him add pugs as pets
YOU'RE IN CONTROL HERE
[QUOTE=solid_jake;46968456]Don't sell out so easy, make him add pugs as pets
YOU'RE IN CONTROL HERE[/QUOTE]
I only accept demands through voice messages.
[QUOTE=solid_jake;46968456]Don't sell out so easy, make him add pugs as pets
YOU'RE IN CONTROL HERE[/QUOTE]
[media]http://www.youtube.com/watch?v=ZylQ_xstVIY[/media]
Skip to 2:25.
I'm still convinced you can do anything with PAC.
[QUOTE=FPtje;46968501]I only accept demands through voice messages.[/QUOTE]
One moment downloading Audacity...I'll edit later hehuhueuheu
[url]http://i.imgur.com/w4KjS7N.png[/url]
I am still trying to get a good squeaker voice. :<
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