• Vein
    1,001 replies, posted
[QUOTE=Valkyrie_;38113800]Got some errors :suicide: [code] [ERROR] gamemodes/base/entities/entities/base_ai/schedules.lua:137: attempt to index local 'task' (a nil value) 1. StartTask - gamemodes/base/entities/entities/base_ai/schedules.lua:137 2. SetTask - gamemodes/base/entities/entities/base_ai/schedules.lua:104 3. StartSchedule - gamemodes/base/entities/entities/base_ai/schedules.lua:59 4. Attack - gamemodes/vein/entities/entities/v_zombie/init.lua:79 5. unknown - gamemodes/vein/entities/entities/v_zombie/init.lua:291 [/code][/QUOTE] that was fixed by garry, so wait for the next gmod patch
Nice to hear :D
Anyone else isn't able to do anything else than opening enventory and character menu? :s
F1 F2 F3 F4 alt ^ buttons used in this gamemode "rpa" ^ console commands used in this gamemode - soon to be replaced with admin menu I'll have to make a help menu on F1 I suppose, but I don't want it to get too cluttered.
This is freaking sick dude! I am downloading it, can you play it on other maps than offical ones? The ones with NPC nodes?
If it has AI nodes, you can make your own navmesh. Follow directions from the popup that appears when you make a character. You basically want to add seeds in each flooding area - that is, if there's an area where a zombie can't get to from another area, add seeds in both. Don't worry if you add two seeds to an area. After that, run nav_generate and the module will add nodes from those points intelligently, ie flooding as many areas as it can - this makes sure that nodes are placed where it's walkable, or in other words, where zombies can spawn. You don't need a navmesh to spawn zombies or have them work on noded maps, its just that the autospawner won't work, and placing your own zombies is kind of lame!
[media]http://www.youtube.com/watch?v=fxXCrE80kBs&feature=youtu.be[/media] Pushing it to the limit!
[QUOTE=Disseminate;38120221][media]http://www.youtube.com/watch?v=fxXCrE80kBs&feature=youtu.be[/media] Pushing it to the limit![/QUOTE] Your AI director should group the zombies into clusters, not evenly distribute them.
It's a bit of a problem I've been wanting to do, actually. Two ways of doing that - first is spawning zombies near existing zombies, which is definitely not kosher. If a zombie's chasing a person in an abandoned building or something, a zombie shouldn't spawn directly behind the first when the person's not looking, because it doesn't make sense (where did that one come from?) Second is to spawn groups instead of single zombies at one time, but again, you end up with 20 zombies inside a bathroom or whatnot. Either way - working on it now!
[QUOTE=Disseminate;38120782]It's a bit of a problem I've been wanting to do, actually. Two ways of doing that - first is spawning zombies near existing zombies, which is definitely not kosher. If a zombie's chasing a person in an abandoned building or something, a zombie shouldn't spawn directly behind the first when the person's not looking, because it doesn't make sense (where did that one come from?) Second is to spawn groups instead of single zombies at one time, but again, you end up with 20 zombies inside a bathroom or whatnot. Either way - working on it now![/QUOTE] Just give zombies a bit of horde wandering logic. They want to group up and congregate with a few of their friends.
I have been trying to figure out how to make custom items like clothing. I was thinking it has something to do with changemodel or something, just need to figure it out. Any suggestions?
[QUOTE=Remscar;38120793]Just give zombies a bit of horde wandering logic. They want to group up and congregate with a few of their friends.[/QUOTE] Yeah, but that adds a buttload of lag. You're talking about getting the average position of subgroups of zombies and having them congregate towards the average. That means separate pathfinding and a constant 100-200 vector average calculations per frame not to mention actually detecting groups and determining where each zombie should head - all while making zombies look fluid in their choices, rather than just letting it be handled to the engine's "walk to random node" schedule. [editline]20th October 2012[/editline] [QUOTE=pilot;38120846]I have been trying to figure out how to make custom items like clothing. I was thinking it has something to do with changemodel or something, just need to figure it out. Any suggestions?[/QUOTE] Make an item that uses ply:SetSkin( skin ) or ply:SetModel( model ), then save the character's skin/model field (V.SQL.SaveCharacterField( ply, "Skin"/"Model", newskin/newmodel)). [editline]21st October 2012[/editline] Taking a poll while I'm here - Observe mode. Invisible admins or visible admins? Invisible admins means immersion - no male_07s flying around through walls. However, invisible admins also means admin spying - and as an admin of various RP communities over the last 3-4 years, I can personally say that it happened pretty much every day. I'll make it a config variable either way [img]http://www.facepunch.com/fp/ratings/tick.png[/img] for invisible default [img]http://www.facepunch.com/fp/ratings/cross.png[/img] for visible default
No matter how amazing you think your admins are, they totally will abuse observer.
I'm installing Vein right now, I sent you a friend request diss. Also where can we find the maps in the original post?
[code] [ERROR] gamemodes/vein/gamemode/sh_admin.lua:568: attempt to index field 'NAV' (a nil value) 1. Func - gamemodes/vein/gamemode/sh_admin.lua:568 2. unknown - gamemodes/vein/gamemode/sh_admin.lua:174 3. unknown - lua/includes/modules/concommand.lua:69 ][/code] Upon using rpa nav_addseed did I do something dumb?
[QUOTE=avincent;38122375]I'm installing Vein right now, I sent you a friend request diss. Also where can we find the maps in the original post?[/QUOTE] It's in the svn, under the ./MAPS directory. Not all the maps are done, hence why there's only a couple maps. [editline]21st October 2012[/editline] [QUOTE=DeathByKittens;38123914][code] [ERROR] gamemodes/vein/gamemode/sh_admin.lua:568: attempt to index field 'NAV' (a nil value) 1. Func - gamemodes/vein/gamemode/sh_admin.lua:568 2. unknown - gamemodes/vein/gamemode/sh_admin.lua:174 3. unknown - lua/includes/modules/concommand.lua:69 ][/code] Upon using rpa nav_addseed did I do something dumb?[/QUOTE] Common mistake - your module isn't properly installed. Make sure the contents of ./MODULES are in garrysmod/lua/bin. If the folder doesn't exist, create it.
Where are those Molotovs I was promised? D:
soon [editline]21st October 2012[/editline] by the way, putting your head underwater = getting infected
[QUOTE=Disseminate;38125762]It's in the svn, under the ./MAPS directory. Not all the maps are done, hence why there's only a couple maps. [editline]21st October 2012[/editline] Common mistake - your module isn't properly installed. Make sure the contents of ./MODULES are in garrysmod/lua/bin. If the folder doesn't exist, create it.[/QUOTE] Ah, of course. I put the modules folder inside bin rather than just the contents
I have a problem, when I try to shoot the zombies, weapons don't any damage, and the zombies don't attack me, they just get close to me. Any ideas??
Shoot them in the head. GM13 bug.
I do love to host this GM, well I am trying to use this in my server, but it keeps saying "sandbox" and the GM won't load. It worked on singleplayer though, any ideas? Edit: On debug it says : Couldn't change active gamemode - 'Vein' not found
garrysmod/gamemodes/Vein ^ check out to that folder
i lua king
Someone needs to add at least a revolver to this beautiful gamemode.
[QUOTE=Viktor Putin;38135609]Someone needs to add at least a revolver to this beautiful gamemode.[/QUOTE] You can do that yourself already.
There is a revolver lol You just leave any of the folders not in caps.
lets have a gang fight
i am yes
is mrtb89 alt of mrtb90? why?
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