• NutScript - Nutty name, serious framework
    2,778 replies, posted
[QUOTE=a-cookie;42841931]because i'm a hypocrite[/QUOTE] Wow "hypocrite" What a difficult substantive. Are you even able to spell out that word?
Why is the site down?
[QUOTE=opti2000;42842749]Wow "hypocrite" What a difficult substantive. Are you even able to spell out that word?[/QUOTE] uh pardon
[QUOTE=XeroG;42842750]Why is the site down?[/QUOTE] Hosting issues. It'll be resolved shortly
[QUOTE=LauScript;42841594]Anyway, I'm putting my WAE script into nutscript plugin form, so it's a little bit more "formal" for people that want to use it in nutscript.[/QUOTE] What will be the full feature list for when its released? I'm in no rush but It'll just be very interesting indeed.
[QUOTE=GTbrawlers;42844761]What will be the full feature list for when its released? I'm in no rush but It'll just be very interesting indeed.[/QUOTE] well it really only has one feature, what do you mean specifically? it makes players weapons show up on their bodies.
[QUOTE=LauScript;42845080]well it really only has one feature, what do you mean specifically? it makes players weapons show up on their bodies.[/QUOTE] Ah yeah, I saw that release. I was referring to the one about player body temperature etc or was that just a tease?
[QUOTE=GTbrawlers;42845125]Ah yeah, I saw that release. I was referring to the one about player body temperature etc or was that just a tease?[/QUOTE] He's taking his time on it just to fuck with me
[QUOTE=DeathByKittens;42845235]He's taking his time on it just to fuck with me[/QUOTE] And everyone else.
just sent the attachment plugin to chessnut so he can add it to the gamemode. and yeah i'm slowly working on it lol i'm pretty lazy [editline]13th November 2013[/editline] [b]What the fuck do you know about tacticool?[/b] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/gm_flatgrass000244.jpg[/IMG][/URL]
I believe the forums are fixed.
[QUOTE=LauScript;42845316]just sent the attachment plugin to chessnut so he can add it to the gamemode. and yeah i'm slowly working on it lol i'm pretty lazy [editline]13th November 2013[/editline] [b]What the fuck do you know about tacticool?[/b] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/gm_flatgrass000244.jpg[/IMG][/URL][/QUOTE] DOOM Marine.
[QUOTE=Chessnut;42854566]I believe the forums are fixed.[/QUOTE] [URL]http://chessnut.info/forums/[/URL] I think I may register if I release a plugin worthy or my SRP schema. [QUOTE=NightmareX91;42854576]DOOM Marine.[/QUOTE] Reminds me more of Grand Theft Auto and your players pockets of infinite space.
Got a quick lua related question. Is there any way to set the material of an item as it is spawned from the inventory. E.g. I drop an item from my inventory and it will appear with the material of flesh. It would be helpful for my food addons as I need the flesh material. There is an example of it in use in clockwork but I haven't been able to replicate it in NS. [lua]-- Called when the item entity has spawned. This is used to set the material. function ITEM:OnEntitySpawned(entity) entity:SetMaterial("models/flesh"); end; ITEM:Register();[/lua] This is the code from clockwork that I have used previously. Thanks and sorry for double posting.
Can't check atm but SetMaterial may only take a material object. SetMaterial( Material("path") ) not sure off hand, check on wiki and i don't believe nutscript items have hooks like that( i could be wrong. )
Added ITEM:OnEntityCreated(entity)
[QUOTE=Chessnut;42866502]Added ITEM:OnEntityCreated(entity)[/QUOTE] Thanks! I've attempted to use it in a script as follows which should work. I don't have a test server so I'll see if it works in the next few days. [lua]function ITEM:OnEntityCreated(entity) entity:SetMaterial("models/flesh") end[/lua]
has anyone tried editing the UI for NS at all, I find that there is some funky alpha stuff going on which happens if you use specific ui components like dpanels and the dpanel image button thingy, but doesn't happen with custom ui components.
[QUOTE=Johnny Guitar;42872268]has anyone tried editing the UI for NS at all, I find that there is some funky alpha stuff going on which happens if you use specific ui components like dpanels and the dpanel image button thingy, but doesn't happen with custom ui components.[/QUOTE] The only thing slightly related that I've changed are the values in sv_config for the menu colours :p Nothing spectacular at all but it would be interesting to see someone else's interpretation of the NS UI. The current one is nice but I think people could make some pretty nice, creative things. Also does anyone know a website that will autoplay an mp3 that you upload for use with the line - [lua]nut.config.menuMusic =[/lua] It would be pretty helpful if anyone could direct me to a service or even to know if you can get youtube videos to play through it instantly so that the client doesn't need to DL the MP3 file.
[QUOTE=GTbrawlers;42872626]The only thing slightly related that I've changed are the values in sv_config for the menu colours :p Nothing spectacular at all but it would be interesting to see someone else's interpretation of the NS UI. The current one is nice but I think people could make some pretty nice, creative things. Also does anyone know a website that will autoplay an mp3 that you upload for use with the line - [lua]nut.config.menuMusic =[/lua] It would be pretty helpful if anyone could direct me to a service or even to know if you can get youtube videos to play through it instantly so that the client doesn't need to DL the MP3 file.[/QUOTE] if it works with the bass module it should play, IF i remember correctly you can upload to dropbox and just use the public URL. I have clients download the music however because in reality you should be providing a service that allows people to download shit at a half decent rate.
[QUOTE=Johnny Guitar;42873716]if it works with the bass module it should play, IF i remember correctly you can upload to dropbox and just use the public URL. I have clients download the music however because in reality you should be providing a service that allows people to download shit at a half decent rate.[/QUOTE] Thanks for the info. I'll give dropbox a try for testing purposes but once the gamemode goes live I can set up a fastDL for it.
A good idea would be to implant LauScripts attachment addon, or just make a new base that looks like the Clockwork one. Accessories can be very good in roleplay, if a gas mask is needed etc. Clockworks looks like this, : [QUOTE]local Cockwork = Cockwork; local ITEM = Cockwork.item:New(nil, true); ITEM.name = "Accessory Base"; ITEM.model = "models/gibs/hgibs.mdl"; ITEM.weight = 1; ITEM.useText = "Wear"; ITEM.category = "Accessories"; ITEM.description = "An accessory you can wear."; ITEM.isAttachment = true; ITEM.attachmentBone = "ValveBiped.Bip01_Head1"; ITEM.attachmentOffsetAngles = Angle(270, 270, 0); ITEM.attachmentOffsetVector = Vector(0, 3, 3); -- Called when a player wears the accessory. function ITEM:OnWearAccessory(player, bIsWearing) if (bIsWearing) then else end; end; -- Called to get whether a player has the item equipped. function ITEM:HasPlayerEquipped(player, bIsValidWeapon) if (CLIENT) then return Clockwork.player:IsWearingAccessory(self); else return player:IsWearingAccessory(self); end; end; -- Called when a player has unequipped the item. function ITEM:OnPlayerUnequipped(player, extraData) player:RemoveAccessory(self); end; -- Called when a player drops the item. function ITEM:OnDrop(player, position) if (player:IsWearingAccessory(self)) then Clockwork.player:Notify(player, "You cannot drop this while you are wearing it!"); return false; end; end; -- Called when a player uses the item. function ITEM:OnUse(player, itemEntity) if (player:Alive() and !player:IsRagdolled()) then if (!self.CanPlayerWear or self:CanPlayerWear(player, itemEntity) != false) then player:WearAccessory(self); return true; end; else Clockwork.player:Notify(player, "You cannot do this action at the moment!"); end; return false; end; if (CLIENT) then function ITEM:GetClientSideInfo() if (!self:IsInstance()) then return; end; if (Clockwork.player:IsWearingAccessory(self)) then return "Is Wearing: Yes"; else return "Is Wearing: No"; end; end; end; Cockwork.item:Register(ITEM);[/QUOTE] [editline]16th November 2013[/editline] And the reason I posted this is because, it should just be added into the framework itself other then just an addon.
my attachment stuff is already implemented in the gamemode. i'll add some more functions so it's not just for weapons, then chessnut can implement it into the items system if he wants.
[QUOTE=LauScript;42877945]my attachment stuff is already implemented in the gamemode. i'll add some more functions so it's not just for weapons, then chessnut can implement it into the items system if he wants.[/QUOTE] oh wat Well, woops. Thanks for that.
[QUOTE=sants1;42878017]oh wat Well, woops. Thanks for that.[/QUOTE] Yeah it got added to the plugins section bro :) Currently chess, me, Fayz_Golden and a few others are testing this cool as hell screenshot thing for the HL2RP gamemode. He'll be uploading a video soon but it is amazing guys. The whole gamemode is to be honest and that's just off the unique features.
[QUOTE=GTbrawlers;42878328]Yeah it got added to the plugins section bro :) Currently chess, me, faze golden and a few others are testing this cool as hell screenshot thing for the HL2RP gamemode. He'll be uploading a video soon but it is amazing guys. The whole gamemode is to be honest and that's just off the unique features.[/QUOTE] Yea, it's looking really good so far!
[media]http://www.youtube.com/watch?v=vXBYKiKR6vU[/media]
[QUOTE=Chessnut;42878525]Video snip[/QUOTE] I can't wait to see what's next really. I didn't expect that at all upon joining the server and It's the first time I had played NS: Half Life 2 and I didn't expect it to be that far along if I'm honest.
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