• CakeScript - A Brand New Roleplay Gamemode (It can be any kind, too!)
    288 replies, posted
[QUOTE=Hemroid_Man] I know people will hate wiremod with Roleplay ,[/QUOTE] There are reason why they hate wire: The need to download a few hundred unneeded luas, they want to rp not to wirebuild something. But Creditcards would be a nice thing, cause in most rp's you start without any money, -> so you can't start to create your house fast ect. In real life, you don't start without anything. You already have a job when oyu leave home, your parents/friends help you and so on.
The VGUI still needs work on the clock, but I like the ID- Kinda. You need to have it as a "weapon", and then if your asked to pull it out, you can switch to that, and then you hold that. Then the other cop can press E while looking at it, and it will show up on HIS screen. So maybe don't have it always display on your screen, only when you pull it out as a weapon? And make it so it can be dropped, so you can try and get pass guards, by just showing them you have an ID. Maybe make it so that you can "forge" id's (As a skill) and it just displays the ID with the name of the user holding it, and the model. Or have two levels of forged (or more), where like: Level 1: The name is right, the model displayed is wrong, the gender is wrong. Would only stand up to a light inspection. Level 2: Name is right, the model is right, and the gender is wrong. Would stand up better, the cop would have to carefully look at the gender. Level 3: Name, mode, and gender are right. Would be really hard to make. And by model right i mean that your forged id matches your player model, and not the guy you stole/traded with. [b]Edit:[/b] Credit cards would be cool, (Could add in ID Theft!) but wire is a no. Or you could add wire support to some things like doors, and then leave it up to the server admin if they wanna run wire on it or not. If they choose no, you don't see any indication of wire at all, etc.
I like Ned's idea for the ID. For owning stores/houses/apartments you should make it so the doors will need to be bought, then you will get a key and be able to lock and unlock doors. To furnish the home you would pull up a spawn menu, but a custom one, so the q menu is disabled. It will have a list of the household things like couches lamps and tables, maybe even usable things like a worktable for crafting, or a radio that will play random songs when turned on. Also for stores make it so the customer will "use" the owner, or things on shelves, and it will pull up a menu of whats in stock and how much. The owner can set the prices and makes the stuff by crafting. That will eliminate people running into stores with a grav gun trying to ruin everything, and stealing stuff.
[QUOTE=CowThing] Also for stores make it so the customer will "use" the owner, or things on shelves, and it will pull up a menu of whats in stock and how much. The owner can set the prices and makes the stuff by crafting. That will eliminate people running into stores with a grav gun trying to ruin everything, and stealing stuff.[/QUOTE] I like that idea! Perhaps even an NPC shopkeeper? (Of course you'd have to pay for such a thing) [b]Edit:[/b] [QUOTE=Lord Ned]The VGUI still needs work on the clock, but I like the ID- Kinda. You need to have it as a "weapon", and then if your asked to pull it out, you can switch to that, and then you hold that. Then the other cop can press E while looking at it, and it will show up on HIS screen. So maybe don't have it always display on your screen, only when you pull it out as a weapon? And make it so it can be dropped, so you can try and get pass guards, by just showing them you have an ID. Maybe make it so that you can "forge" id's (As a skill) and it just displays the ID with the name of the user holding it, and the model. Or have two levels of forged (or more), where like: Level 1: The name is right, the model displayed is wrong, the gender is wrong. Would only stand up to a light inspection. Level 2: Name is right, the model is right, and the gender is wrong. Would stand up better, the cop would have to carefully look at the gender. Level 3: Name, mode, and gender are right. Would be really hard to make. And by model right i mean that your forged id matches your player model, and not the guy you stole/traded with.[/QUOTE] I like this idea also. An ID card that you can whip out.. Anyone interested in making the model/viewmodel?
I could make a view/world model. Anyway you could do it like say the spy's cloak, where it's interactive? So you could make your world/viewmodel actually show what is on the ID? Also make construction similar to Nox Assault/CTF, where apon buying a door, you get a physgun, with limited range/lifting abilities. Right clicking with the physgun brings up a menu that is sorted by different types of stuff, etc. And make it so when you let go with the physgun it auto-freezes. (Saves on lag)
Anything new ? :)
[QUOTE=Lord Ned]I could make a view/world model. Anyway you could do it like say the spy's cloak, where it's interactive? So you could make your world/viewmodel actually show what is on the ID? [/QUOTE] Don't forget the toolgun.
:zing: Now go look at the toolgun and figure out how to do what i suggested. :3
[QUOTE=Sechs]This is where it begins to make zero sense to me. Why would you want more health/strength if killing people is discouraged in roleplay? How does having a clock enhance anything?[/QUOTE] you are totally right tho if this is going to be real roleplay then i guess he could have it. Since taco n banana is hl2 Rp.
EDIT: Removed.
[quote]Another factor to this is that your body will stay there to be taken away, but if someone doesn't get your body you'll eventually turn into a rotting corpse (aka the "charpel" model) and then disappear.[/quote] Does this mean a "Cremator" job will be introduced? Like the one from HL2: Beta that goes around with the immolator and disintegrates dead corpses.
I can't wait, this should be very intereting.
[QUOTE=nkear5]Does this mean a "Cremator" job will be introduced? Like the one from HL2: Beta that goes around with the immolator and disintegrates dead corpses.[/QUOTE] That would be a nice swep that could be added to a 'job', persay, but the ragdolls decay themselves. Also, it would seem the toolgun model has an RT texture on it, so I just have to grab it and draw things to it. It's quite simple, actually. :D
The concept and the screens so far are looking quite nice. I never really got into rp because it was either too boring or just a crippled deathmatch. I'll check this out someday :)
[highlight]WARNING! THIS POST IS LONG[/highlight] This looks very promising, I must say. What about some form of metal detectors near the entrances of important buildings. (Citadel/Nexus, "Mayor's" Office, Gun Store etc.) I'm not implying that these stores will be in the gamemode, just a few examples of "important" buildings. Think about it, a big reason why it's hard to stop DM-ing in [b]other[/b] RP gamemodes (No names for the sake of avoiding flamers and shit.) is because you never see it coming. You just don't know who's got a gun and who doesn't. Making ANYONE a potential threat, leaving store-owners/etc. nervous and defensive to hold anything of value knowing that the next guy who walks into the room can go from a Grav-Gun to a 9mm in a split second. To avoid this, consider the following: [b]• Holster System •[/b] A small function that would show a world-model version of the gun/guns the players are currently holding. That way, others can see exactly who's coming in, with what. For example, someone with a p228 will have a small p228 model attached to the side of their leg, someone with an M16 would have an M16 Model strapped to their back, etc. [code] This would help keep everyone a little calmer, but it wouldn't completely cancel out the possibility of Deathmatch. Which, like it or not, makes a big difference in the realism aspect of a roleplay gamemode. [/code] [b]• Restriction Zones •[/b] A certain zone or area of the game defined my trigger brushes in Hammer, specifying certain rules and limitations to a map based on the location of the player. [b]• Security Checkpoints •[/b] More-or-less advanced metal-detectors with a few nifty features. Usually a small, concrete room connecting two large areas (Restriction Zones) with two heavy metal doors, and the following: [code] &#9688; A Tinted (Bullet-Proof) window. (Behind which would be a Security Room with an SNPC Guard.) &#9688; A Ceiling Turret in the corner, which remains concealed until an emergency. &#9688; A small painted square on the floor, indicating where the player should stand. &#9688; Some sort of "Laser Scanning" around the edges of the room, which moves up and down, scanning every inch of the room on player entry. &#9688; Two Weapon-Strippers at opposite ends of the room, facing the center. [/code] Example Layout: [img]http://www.fileden.com/files/2007/7/25/1295729/untitled.bmp[/img] These three concepts collide, forming a pretty advanced and awesome Security System for any location on the map. The system would work something like this: [code] Event in-game: &#9688; Player enters room, doors lock, camera and turret activate and follow player. Event in code: • [i]Trigger-Brush activates all necessary entities and sounds based on touch from player.[/i] &#9688; Voice relays instructions, player steps onto white-square. • [i]Another Trigger-Brush checks that the player is within the square. Freeze() player so he can't move during scanning.[/i] &#9688; Scanning begins, laser sweeps room in a few seconds. • [i]Scan the entire room for ALL entities. Get the Owner and Name of all scanned entities in the room. Get all the items and weapons in the player's inventory. if the owner of an entity is the player, and the entity is in the restricted list for the zone the player is trying to enter then -add it to the list of restricted items found on/with the player. end[/i] NOTE: The reason why we scan the ENTIRE room and not just check the player's inventory is so that the player can't walk in the room, and drop any items on the ground before stepping on the white square. So if there's anything illegal in the room, and the player owns it, the we can assume he tried to drop it and pick it up later. &#9688; Judge scanning results: • [i]if no restricted items were found then - open Door B and let the player through *1a elseif something was found then - make sure both doors are shut and locked - add the found item(s) to a table - tell the player what items were found - inform him of the restrictions for this zone - and ask him to comply *2 if the player chooses "yes" then - activate the weapon strippers in the room - take his restricted items and all restricted items found in the room that belong to him - silently check the room and the player again to make sure we didn't miss anything *2a if the player and room are clear then - tell the player that he'll get his items back when he leaves - make a table of all items taken and save it in a text file - (OPTIONAL) create an item_crate with all items (This way, when the player leaves, he can be given a box with all his stuff instead of shoving everything back into his inventory etc.) *2b else the room/player aren't clear then - go back to first if statement... - add 1 to the total number of entry tries for that player *2a1 if the total number of entry tries is => 3 then - Activate the turret - open Door B - and spawn 2 SNPC guard that "dislike" the player and force him out. end end *3 if the player chooses "no" then - start a countdown from 10 - inform him that he has x seconds to leave the security zone and that guards will be dispatched to "assess" the situation if he does not *3a if countdown =< 0 then - remove the timer - and go to 2a1 end end if the player doesn't reply within 15 seconds then - go back to 3 end end [/i] [/code] The pseudocode isn't perfect, but it demonstrates a very basic and possible way of making such a system with lua in GMod Here's an example of how all of these things come together: [code] [b]SCENARIO A:[/b] Let's say a player (We'll call him Bob.), has a small p228 handgun on him, which he legally purchased and owns. Now, Bob wishes to enter into the Nexus/Citadel Lobby, which is a Firearm-Free Restriction Zone to avoid incidents and to maintain high security. Bob must go through one of the multiple "Entry Security-Checkpoints". He approaches "Door A" from the Nexus Entrance, and enters the Security-Checkpoint Room. Upon entry, both doors are locked immediately, and a camera unfolds from the ceiling, taking pictures of Bob. A voice instructs him to: [i]"Step into the white square painted on the floor in the center of the room, and remain still during Scanning."[/i] He does so, standing perfectly still, a red laser scans the entire room, from top to bottom for a few seconds. UH-OH! The room's lights turn red as a small alarm sounds loops in the background. The Ceiling Turret activates and aims directly at Bob. The same voice says. [i]"You currently have one or more restricted items on your person. This zone prohibits the use and concealment of such items. In order to continue, you must surrender all restricted items to Security for withholding until you leave this zone. Failure to surrender restricted items on your person will result in Civil Protection Intervention which may or may not lead to one or more fines/arrests/confiscations of you and/or your property and belongings, depending on violation severity and cooperation. Do you comply?"[/i] [i]"Yes, I comply"[/i] responds Bob in a calm voice. Instantly, his p228 is detached from his side-holster by the Weapon-Strippers, and vanishes in a flash of white sparks. [i]"Thank you for your cooperation. Your items will be returned to you when you leave the restricted zone."[/i] The Ceiling Turret and Camera fold into the ceiling and disappear as the door in front of Bob opens and the lights return to their normal color. [b]SCENARIO B:[/b] What if, when ask to comply, Bob had replied with the following: [i]"No! F*** YOU F***ING F***ER-F***ERS! /VOTECOP /buyshipment m16 HAHAHA!"[/i] Instantly, the robotic voice replies: [i]"Citizen has voluntarily chosen to disregard/disobey Restriction Zone 1 rules and regulations. Security Code 3. You have 10 seconds to leave the security room before affirmative action is taken."[/i] Door A opens. Ceiling Turret fixes on Bob as he runs around the room, jump
I really want to publish the feature list for the massive Lua script I'm working on so that when I release it, people don't think I copied this one. Trouble is, I have some really *REALLY* cool stuff that I'd rather not leak until I release it (nobody is getting any dates this time, sorry!)
1. He tested it at the CCZ community. 2. Mostly, he was a dick to all of us. 3. He stole most of the ideas from Tacoscript. 4. He's a slow worker, and makes his mod look way better than it really is or will be. Just to let you know whoever is going to be the NEXT test server for it. [b][highlight](User was permabanned for this post (Reason: Tacoscript drama bullshit) [event] 51491 [/event])[/highlight][/b]
I can probably sleep easy - a lot of the ideas from all these different scripts are going to end up being similar... - Groups - Player Rankings - Banks ^ These ideas show up a lot. ..but nothing is likely to appear in the next year that will have *exactly* the features I'm already working on.
[QUOTE=Redcow]1. He tested it at the CCZ community. 2. Mostly, he was a dick to all of us. 3. He stole most of the ideas from Tacoscript. 4. He's a slow worker, and makes his mod look way better than it really is or will be. Just to let you know whoever is going to be the NEXT test server for it.[/QUOTE] 1. Yes, I did. 2. You were dicks to me, actually. Unserious, also. 3. I can't seem to think of any ideas that got taken from TacoScript. None, in fact. (Well, that have been coded yet anyways). If there is just tell me, but it still won't be 'most'. 4. I'm not a slow worker, I fixed bugs within 30 minutes. Besides that, you can't make a full blown RP script in a week. Anyways guys, I'm going to update the main post a bit.
You know the Keys in DarkRP? I always thought it would be awesome if you dropped them when you died, and people could steal them and open all the doors you owned. I'm not sure if this is possible (I think not, actually), but I'm just sayin'
That would need to make a whole new system with keys. Because, right now all the scripts ( I think) Has only keys, and integrated the keys to the username/steamid.
[QUOTE=Worfox]That would need to make a whole new system with keys. Because, right now all the scripts ( I think) Has only keys, and integrated the keys to the username/steamid.[/QUOTE] Why can't I make my own keys system?
People are now getting dangerously close to thinking of some of the things that are already coded and in my upcoming script. If I don't release it soon, people are seriously going to think I stole the ideas and that's going to suck.
Lua. I have something of importance I want to talk to you about, so friend request me on steam (gauchie) or PM me. Thanks.
[QUOTE=philxyz]People are now getting dangerously close to thinking of some of the things that are already coded and in my upcoming script. If I don't release it soon, people are seriously going to think I stole the ideas and that's going to suck.[/QUOTE] *rantrantrant* :tinfoil: [b]Edit:[/b] [QUOTE=nofearkid]Lua. I have something of importance I want to talk to you about, so friend request me on steam (gauchie) or PM me. Thanks.[/QUOTE] Like I told him... [U][b]GOD DAMN IT PEOPLE I DO NOT WANT LATEST OR ANY OTHER TACOSCRIPT.[/b][/U] :argh:
Sorry for the rant. Keep up the good work, looks like this is going to be great.
[QUOTE=philxyz]Sorry for the rant. Keep up the good work, looks like this is going to be great.[/QUOTE] :excited: Sure thing. :excited:
This looks really good. But, uh, what's the Charpel model?
Damn it, Banana! Get on with it! This anticipation makes my pants itchy.
[QUOTE=Asstron]Damn it, Banana! Get on with it! This anticipation makes my pants itchy.[/QUOTE] I lol'd.
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