[QUOTE=Averice;24133482]Been doing some work on the chatbox for the last hour seeing as I've been neglecting it and all it's unfinished glory.
Still far from finished I have alot more planned for the chatbox, But here it is so far:
[img]http://img.photobucket.com/albums/v701/roflmfao/Anarchy_chat.png[/img]
Everything Fades away when you're not typing, Except the messages.
Still a few spacing issues and shit to fix up but I'm going to bed now and though you guys deserved a screenshot.[/QUOTE]
sweet looking !
Man, I cannot wait for [B]beta & Release[/B] day for this. [U]Going to be awesome![/U]
Good news folks, I polished up the spacing and line ups on the chatbox, Now i'll just add chat tab and some commands then I'll put up another screen.. May even add some rank pictures beside the players name in the chatbox.
[editline]04:40PM[/editline]
Also changed the size of it so it looks more 'normal'
[B]Fantastic![/B] :dance:
Hey, just curious but will you implement a public server for testing once you get to that state? [I](Before actual release of course)[/I]
[I]EDIT:[/I]
I mean, are you going to update the current server so that people can play on it?
[QUOTE=Diet Taco;24151278][B]Fantastic![/B] :dance:
Hey, just curious but will you implement a public server for testing once you get to that state? [I](Before actual release of course)[/I]
[I]EDIT:[/I]
I mean, are you going to update the current server so that people can play on it?[/QUOTE]
Why would he leave a server passworded with a outdated version?
If he wants beta testing, he'd probably give a select few people access.
[QUOTE=Diet Taco;24151278][B]Fantastic![/B] :dance:
Hey, just curious but will you implement a public server for testing once you get to that state? [I](Before actual release of course)[/I]
[I]EDIT:[/I]
I mean, are you going to update the current server so that people can play on it?[/QUOTE]
Yes there will be a public beta once it reaches that stage.. Fair way off yet though.
[QUOTE=Raged;24153130]Why would he leave a server passworded with a outdated version?
If he wants beta testing, he'd probably give a select few people access.[/QUOTE]
There is already an un-passworded server up but it's about 1.5 months out of date.
[editline]11:46PM[/editline]
Alright, Chatbox is NEARRRRLLLLYYYY done.. Tell me what you think.. what I can change... whatever..
When you click a button tab the name will then recieve an * beside it which shows which tab you have selected..
There is multi-line and multi-color support..
Multi-Color support is not for players to use in chat but rather for server messages and the like..
Alright onto the images..
[img]http://img.photobucket.com/albums/v701/roflmfao/anarchy_chat_global.png[/img]
[img]http://img.photobucket.com/albums/v701/roflmfao/anarchy_chat_faction.png[/img]
[editline]11:47PM[/editline]
Button colors will be changed to suit color-scheme
That is the best custom chatbox I have ever seen, sweet job.
[QUOTE=Xenus;24155776]That is the best custom chatbox I have ever seen, sweet job.[/QUOTE]
Thanks dude.
Got PM system and the Faction chatting actually implemented now.
[QUOTE=Averice;24154067]Yes there will be a public beta once it reaches that stage.. Fair way off yet though.[/QUOTE]
Awesome, can't wait.
[QUOTE=Averice;24157483]Got PM system and the Faction chatting actually implemented now.[/QUOTE]
Not only does it look really good, it [I]is[/I] really good!
But uhh, instead of having a * on the selected button you should surround the word by, --<insert word>-- so it would look like this, [B]--Global--[/B]
[QUOTE=Diet Taco;24157910]Awesome, can't wait.
Not only does it look really good, it [I]is[/I] really good!
But uhh, instead of having a * on the selected button you should surround the word by, --<insert word>-- so it would look like this, [B]--Global--[/B][/QUOTE]
the * is only temporary, When i get around to changing the buttons to the ones every other menu uses it will stay highlighted when selected.
I just had a simple DButton setup to test the tabbing and decided to copy+paste it 3 times to make each button so it looked symmetrical for the screenshot.
:iia:
This is getting way too awesome.
Love the chat box!
Ok im finally back from my long vacation / move and i have decided not to do anything having to do with swep models b/c they are a pain in the ass so i will get started on the base models asap but i request some refrence pictures also i have no access to gmod at the moment because im using my brothers computer and my computer is still in my old house.
Cool tazer, I need to start on finishing my axe swep, just not modivated enough yet to redo the swep reference model after I f'd up the UV mapping... I will get it done at some point, but I don't see a point in rushing it when we have a pretty long time until the sweps are necessary.
P.S. Chatbox looking sick man :D
Working on some NPC's for the main town and shit.. Hoping to have some 'interactiveness' with them like shooting them will cause them to play a scene then target you or something.
Are there going to be custom vehicles in this? I think this needs some sorta ATV.
[QUOTE=soccerskyman;24226606]Are there going to be custom vehicles in this? I think this needs some sorta ATV.[/QUOTE]
Yes, and they will carry passengers.
Alright, Weapon crafting is completed! Just need to make a GUI for it now.
I need ideas on Weapon modifications, but for you to understand the weapon mods I need to inform you all how the system works.
When you craft a weapon from a blueprint, each weapon has a specific amount of resources it needs to be crafted, You also get a list of Modifications for Primary Fire and Secondary Fire in which you can choose one of each, or none of each, or one primary and no secondary, or one secondary and no primary.
Each modification also has it's own specified resource amount that adds onto the current resource amount, in which you need to create the weapon.
Primary modifications will affect how the Primary fire acts, These can be simple little things that run while Primary fire is happening, or they can completely overwrite the primary fire of the weapon completely. Exactly the same for secondary modifications too, they can add-on or overwrite that specific function of the weapon.
This is where you guys come in.
I need ideas for weapon modifications, as an ideal starting point I want to have at least 16 Primary and 16 Secondary modifications to choose from, More can be added and more can be taken away but that is a good starting goal for the time open beta roles around.
[B][U]Weapon Modification Ideas:[/U][/B]
[U]Pistol:[/U]
-Primary Mods
--1-Silencer [I](Makes the sound of firing nearly silent, but decreasing range.)[/I]
--2-Laser Pointer [I](Attaches a laser pointer device, increasing range significantly but the laser can be seen by all players.)[/I]
--3-R~Mech 78yTl [I](Exchanges the firing mechanism with an experimental R~Mech, increasing fire rate but decreased damage also increased weight.)[/I]
--4-Dual Barrel [I](Allows two bullets to be fired at the same time, one above the other, slightly decreasing damage.)[/I]
-Secondary Mods
--1-Flash Light [I](Attaches a simple flashlight that can be turned on and off.)[/I]
--2-Flare [I](Changes the second barrel on the pistol into a flare gun, *REQUIRES "DUAL BARREL" mod.)[/I]
--3-Light Weight [I](Makes the weapon much lighter, allowing the player to carry more things at once but decreases the amount of magazines for this weapon.)[/I]
--4-Slide Magazine [I](Makes reloading faster, but makes the magazine a bit smaller.)[/I]
[U]SubMachine Gun:[/U]
-Primary Mods
--1-Rail Battery rb1x44[I](Exchanged the magazine slot with an experimental Rail Battery, making the weapon not require primary ammo, but decreasing its fire rate significantly also increasing its weight.)[/I]
--2-Incendiary Ammo [I](Makes all bullets fired from this weapon create a spark, allowing things to catch fire when shot.)[/I]
--3-Dual Railing [I](Allows two side attachments, but increases the weight of the weapon.)[/I]
--4-Magazine Pouches [I](Allows more magazines to be held but increasing the weight of the weapon.)[/I]
-Secondary Mods
--1-Flash Light [I](Attaches a simple flashlight that can be turned on and off.)[/I]
--2-Hand Grip [I](Attaches a small hand grip, allowing the recoil to be reduced.)[/I]
--3-Medic Pack [I](Attaches a small medic device, allowing secondary fire to heal targets for a very small amount but decreases the amount of magazines carried for this weapon.)[/I]
--4-Red Dot [I](Puts a Red-Dot sight on the top of the gun, slightly increasing vision in iron sights.)[/I]
[U]Assault Rifle:[/U]
-Primary Mods
--1-Full Metal Jacket [I](Allows Bullets to penetrate through small walls)[/I]
--2-Rail Battery rb2x88 [I](Exchanged the magazine slot with an experimental Rail Battery, making the weapon not require primary ammo, but decreasing its fire rate significantly also increasing its weight.)[/I]
--3-R~Mech 149zTl [I](Exchanges the fire mechanism with an experimental R~Mech, it increases fire rate significantly and decreases its weight also decreasing damage significantly.)[/I]
--4-Sling [I](It attaches a sling to the weapon, slightly decreasing its weight.)[/I]
-Secondary Mods
--1-Flash Light [I](Attaches a simple flashlight that can be turned on and off.)[/I]
--2-Scope 4x [I](Attaches a scope that increases vision in iron sights by 4.)[/I]
--3-SmokeGrenade Launcher [I](Attaches a grenade launcher that fires small proximity smoke bombs, it increases the weight of the rifle.)[/I]
--4-Grenade Launcher (Attaches a grenade launch that fires small proximity explosives, it increases the weight of the rifle.
[U][I][B]IMPOTANT NOTES:[/B][/I] [/U]
*Certain attachments or mods require a specific level of technology, meaning they must be advanced enough in order to create it. [I]I.E the Rail Batteries.[/I]
*The Rail Batteries only make primary fire not require ammo, secondary fire still requires ammunition.
*Weight determines the player's sprint speed, which can make escaping combat difficult.
*Default Damage amongst the Pistol, SMG, and Assault Rifle are not the same. Thus, a default SMG doesn't do as much damage as a default Assault Rifle. [I](An SMG with increased damage will do the same damage as a default Assault Rifle)[/I]
*[U]This is just a suggestion, although it has lots of thought put into it. These ideas could be changed or altered to fit gameplay better.[/U] [I](Or may not be implemented at all)[/I]
[INDENT][B][U]\\GOOD LUCK DEVELOPING!//[/U][/B][/INDENT]
Thanks for the ideas, I'm sure some of them may be implemented.. But I do not want any modifications that rely on having other modifications, I want as much diversity between each players weapons as possible.
[QUOTE=Averice;24256889]Thanks for the ideas, I'm sure some of them may be implemented.. But I do not want any modifications that rely on having other modifications, I want as much diversity between each players weapons as possible.[/QUOTE]
Technically, the only mod that relies on a primary mod is the "Flare" mod for the pistol. It requires the Primary mod "Dual Barrel" the reason is so that the player cannot be overpowered with a Primary mod like a Laser Pointer + Flare (increased flare range) Nonetheless, I understand what you are talking about. Although, I think we should look at the Weapon bases too. Not only do you need ideas for Weapon Mods, you need stat ideas for the basic weapons. For example, you can choose from 3 pistols (M9, USP, Deagle) each having their own stats. Then after that you have to choose which primary/secondary mod you want for that gun.
So, as you can see this could become tons of different weapon bases with various weapon mods. Either making it difficult when choosing which weapon you want [I](due to stats and what not)[/I] or creating a wider amount of simple weapons to choose from [I](that being that the stats are nearly the same)[/I]
[editline]2:08[/editline]
Also keep in mind, that some of this is going to have to be Modeled (viewmodel & worldmodel)
[QUOTE=Diet Taco;24257315]Technically, the only mod that relies on a primary mod is the "Flare" mod for the pistol. It requires the Primary mod "Dual Barrel" the reason is so that the player cannot be overpowered with a Primary mod like a Laser Pointer + Flare (increased flare range) Nonetheless, I understand what you are talking about. Although, I think we should look at the Weapon bases too. Not only do you need ideas for Weapon Mods, you need stat ideas for the basic weapons. For example, you can choose from 3 pistols (M9, USP, Deagle) each having their own stats. Then after that you have to choose which primary/secondary mod you want for that gun.
So, as you can see this could become tons of different weapon bases with various weapon mods. Either making it difficult when choosing which weapon you want [I](due to stats and what not)[/I] or creating a wider amount of simple weapons to choose from [I](that being that the stats are nearly the same)[/I]
[editline]2:08[/editline]
Also keep in mind, that some of this is going to have to be Modeled (viewmodel & worldmodel)[/QUOTE]
Weapon bases have already been done for.
pistol - Low tech weapon base.
pistol_adv - Medium tech weapon base.
pistol_advII - High tech weapon base.
assault
assault_adv
assault_advII
rifle
rifle_adv
rifle_advII
smg
smg_adv
smg_advII
And depending on the advancement capabilities of the weapon you choose a base and overwrite/fill in whatever you want.
MAKE A PIRATE STAGE :D with a pirate town :3 looks awesome finish it
My suggestions:
[B]Pistol:
[/B]
Primary:
Automatic (turns it into a machine pistol)
Larger Calabier (decreases clip size and Fire Rate, increases damage.)
Incendiary Ammo (Dose temporary fire damage, less ammo)
Flare Ammo (Turns gun into flare gun. Useful for team tactics. Drastically reduces damage, adds slight fire damage.)
Secondary:
Combat Knife
Akimbo (Adds second gun, Removes Secondary all together.)
Throwing Knife
[B]Assault Rifle:[/B]
Primary:
Barrel Rifling (Increases accuracy)
Flamer (Turns gun into flame thrower)
Large Mags (More ammo per magazine)
Chain Gun (LARGE clip size, but reduces speed and accuracy on carrier)
Gravity Drive (Turns gun into gravity gun. Requires high tech)
Secondary:
Combine Balls (Requires high tech)
Shot Gun Attachment
Launcher
[B]Rifle
[/B]Primary:
Bird shot (turns gun into shotgun with bird shot ammo)
Buck Shot (turns gun into shotgun with buck shot ammo)
Deer Slug (turns gun into shotgun with deer slug ammo)
Semi-automatic upgrade
Scope
Barrel Rifling (Major increase in accuracy)
Large Calabier (Increases damage and accuracy)
Silencer (Obviously, it silences the gun.)
Rail Gun (Iinfinite ammo, LONG recharge time, super-accurate, SLOW rate of fire. Requires high tech.)
Secondary:
Shotgun Attachment
Launcher Attachment
Bayonet
Extra Rail Gun Battery (Requires Rail Gun attachment obviously. Gives a slightly larger clip to a Rail Gun)
Will add more later.
<3
Woo, added rifle upgrades.
Anyone who feels up to it can also write the code for there own weapon mod.
[b]Tutorial:[/b]
Example:
[lua]
anarchy.weapons.AddMod("shotgunblast", "Shotgun Blast", ShotGunShoot, false, {tech = 1, rare = 2}, false, "assault")
[/lua]
anarchy.weapons.AddMod params are as follows
1 = shotgunblast <-- A unique name the code will use to load your mod.
2 = The nice name, the name that will be shows to people when they select it.
3 = The function your modification will run(will get to this in a minute)
4 = Run the normal firemode AND your mod? false for just your mod, true for both.
5 = A table of resources your mod needs to run, i.e. tech, rare, wood, metal, stone
6 = Primary fire mod = true, secondary fire mode = false
7 = The type of weapon your mod requires. Assault, SMG, Pistol, Rifle, Melee.
Now the functions here is an example.
[lua]
function ShotGunShoot(wep) -- Always have wep as your only param that is the weapon.
wep.Secondary.Delay = 1; -- Here i am modifiying the weapons secondary fire delay to 1 second between shots.
if( wep:CanSecondaryAttack() ) then -- Do they have the ammo?
wep:ShootNormalBullet(10, 10, 4, 0.3); -- Shooting my bullets. ShootNormalBullet(numberofbullets, damage, recoil, aim-cone)
wep:TakeSecondaryAmmo(1) -- Take some ammo.
end
end
anarchy.weapons.AddMod("shotgunblast", "Shotgun Blast", ShotGunShoot, false, {tech = 1, rare = 2}, false, "assault") -- Add it to the selectable modifiers.
[/lua]
Any questions?
[editline]03:23PM[/editline]
Here's a function that increases accuracy for primary fire.
[lua]
local function AccuracyInc(wep)
wep.Primary.Cone = 0.0 -- Never misses.
wep.Primary.Recoil = 0.1 -- Small recoil.
end
anarchy.weapons.AddMod("accuracy", "Increae Accuracy", AccuracyInc, true, {tech = 8, rare = 4, metal = 1}, true, "rifle")
[/lua]
If only I knew how to make SWEPs from Maya...
Railgun:
[code] function railgun(wep)
wep.Primary.Delay = 10;
if( wep:CanPrimaryAttack() ) then
wep:ShootRail(1, 100, 5, 0.0);
wep:TakePrimaryAmmo(0)
end
end
anarchy.weapons.AddMod("railgun", "Rail Generator", RailGunFire, false, {tech = 10, Metal = 5, rare = 5}, true, "rifle")
[/code]Long delay for obvious reasons.
[QUOTE=soccerskyman;24284140]Railgun:
[code] function railgun(wep)
wep.Primary.Delay = 10;
if( wep:CanPrimaryAttack() ) then
wep:ShootRail(1, 100, 5, 0.0);
wep:TakePrimaryAmmo(0)
end
end
anarchy.weapons.AddMod("railgun", "Rail Generator", RailGunFire, false, {tech = 10, Metal = 5, rare = 5}, true, "rifle")
[/code]Long delay for obvious reasons.[/QUOTE]
Done, 10 Seconds was a bit much for a delay, and I lowered the damage to 80.
[lua]
function RailGun(wep)
wep.Primary.Delay = 3;
wep.Primary.ClipSize = 10;
if( wep:CanPrimaryAttack() ) then
wep:ShootNormalBullet(1, 80, 5, 0.0)
wep:TakePrimaryAmmo(1)
wep:EmitSound("weapons/awp/awp1.wav");
end
end
local Desc = [[Fires Rail Rounds
Fire Delay: 2/s
ClipSize: 10
Accuracy: 100%
Infomation: Modifys the Primary Fire of the weapon
to fire rail gun generated ammunition.
]]
anarchy.weapons.AddMod("railgun_adv", "Rail Generator", RailGun, false, {tech = 10, rare = 8, metal = 4}, true, "rifle_adv", Desc)
[/lua]
Your code was a little off but I fixed it, also decided to add a new param for AddMod wich is a description of it.
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