• NutScript - Nutty name, serious framework
    2,778 replies, posted
Which is why he's using SQLite so it's stored serverside rather than in a database..:suicide:
[QUOTE=hooghoog;41337825]Which is why he's using SQLite so it's stored serverside rather than in a database..:suicide:[/QUOTE] [url=http://en.wikipedia.org/wiki/SQLite]That [i]is[/i] a database.[/url]
[QUOTE=hooghoog;41337825]Which is why he's using SQLite so it's stored serverside rather than in a database..:suicide:[/QUOTE] :facepalm:
[QUOTE=hooghoog;41337825]Which is why he's using SQLite so it's stored serverside rather than in a database..:suicide:[/QUOTE] I'm not strictly using SQLite btw.
for your inventory, when networking a characters inventory data what is your method of updating the client copy of it? sending the entirely new copy? deltas? updating key by key? also like chewgum said earlier you should add accessor funcs instead of accessing vars with weird names [editline]7th July 2013[/editline] [QUOTE=hooghoog;41337825]Which is why he's using SQLite so it's stored serverside rather than in a database..:suicide:[/QUOTE] boy, good thing you killed yourself after saying that idk what we would have done with you ps: the unofficial name for this is kuroisgayscript
Going to update the inventory stuff, making make a function to only get values that are different and send it. I got lazy at a point and kept putting off optimizing the inventory. As for the accessor func, should I store it in a table or just make it set a variable for the player like it currently does?
Store it in a table. Also, just realised what I posted. Wrote that quite late. :v:
This looks pretty good, although I hate the fact that it looks exactly like clockwork
The whole UI is just a placeholder and hopefully if I can think/get a good design, I'll implement it before release. [editline]6th July 2013[/editline] btw, for storage plugin: [img]http://www.facepunch.com/fp/ratings/tick.png[/img] = Use items as containers. [img]http://www.facepunch.com/fp/ratings/cross.png[/img] = Use props as containers. Main pros of using items is that it'd be easier for people without prop spawning flags can get containers + you'd be able to set passwords on your own items. With props, it's easier to spawn as it's just one click and it doesn't take up inventory space.
I have a noob questions that need to be answered if you may: How do you set admin (If not, basically how do you give toolgun, physgun, etc.) (Unless if it's a feature I have to manually add myself.)
[QUOTE=pilot;41344013]I have a noob questions that need to be answered if you may: How do you set admin (If not, basically how do you give toolgun, physgun, etc.) (Unless if it's a feature I have to manually add myself.)[/QUOTE] flag t and p aka toolgun and physgun. /flaggive "<string name> <string flag>"
[QUOTE=ChewGum;41344100]flag t and p aka toolgun and physgun. /flaggive "<string name> <string flag>"[/QUOTE] Thanks. P.S. How did you find these commands?
[QUOTE=pilot;41344164]Thanks. P.S. How did you find these commands?[/QUOTE] <your nutscript folder>/gamemode/sh_commands.lua
[QUOTE=pilot;41344164]Thanks. P.S. How did you find these commands?[/QUOTE] F1 ingame-help-commands
[QUOTE=Chessnut;41341734]Going to update the inventory stuff, making make a function to only get values that are different and send it. I got lazy at a point and kept putting off optimizing the inventory. As for the accessor func, should I store it in a table or just make it set a variable for the player like it currently does?[/QUOTE] just send deltas, i just updated my inventory to use deltas recently. basically i send a table that is the changes i made, then i merge it on the client with the existing client copy. for accessors i just keep them stored on the player and the Get* accessor func is on the player object
Leave it to Chessnut to bring some new life to RolePlay; Fantastic job with what you have completed so far!
[img]http://puu.sh/3xvAe.png[/img]
Since I updated the SQLite tables, you need to run: [Lua] sql.Query("DROP TABLE players") [/lua]
[url]https://dl.dropboxusercontent.com/u/138060702/Nutscript.html[/url] I made a loading screen for everyone that loves Nutscript.
Dumb, but I might use that as a loading screen just for shock factor.
[QUOTE=Hotpocket321;41361870][url]https://dl.dropboxusercontent.com/u/138060702/Nutscript.html[/url] I made a loading screen for everyone that loves Nutscript.[/QUOTE] That is the worst thing I have ever seen.
Networking should be better now as they just send changes instead. Also, the class system is pretty much finished, but I will update the sample schema tommorow to show how they are to be used.
Only a couple things left till the full release, can't wait. Making great progress so far buddy, keep it up!
Great job on this framework, Wondering if the actual framework is supposed to show up on the gamemodes list?
It's suppose to show up as NutScript - <Schema Title>.
Please help me install gamemode. It doesn't show in the gamemods menu. And where need type "+ gamemode sample" to run it in single player?
[QUOTE=SmallNibbler;41456079]Please help me install gamemode. It doesn't show in the gamemods menu. And where need type "+ gamemode sample" to run it in single player?[/QUOTE] Put both the NutScript and schema folders in the garrysmod/gamemodes folder and use "+gamemode <schema>" in your startup script.
The problem is solved, thank you.
-snip-
Since some people will/have set the gamemode to NutScript, I added this: [img]http://i.imgur.com/611Lg1M.png[/img] It searches for a valid schema and it will change the map too so the schema loads. Also, there's not a lot left to do :>
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