[QUOTE=Chessnut;38442898]Why do you need a developer mode? If you are developing, you can use lua_run and player.GetByID(1):SetMoney(amount). The information tab is there since people keep asking where the main menu is. Also your inventory and money save fine?[/QUOTE]
player.GetByID(1):SetMoney(amount) Am I supposed to put that in my console because I get nothing if i do that. Sorry for my lack of knowledge.
[QUOTE=connorlawd;38580424]player.GetByID(1):SetMoney(amount) Am I supposed to put that in my console because I get nothing if i do that. Sorry for my lack of knowledge.[/QUOTE]
Btw you don't really need to do player.GetByID(1)
You can do
Player(1):SetMoney(amount) It's much more convenient, no need to write all of that.
[b]edited:[/b]
you can do this by using lua_run in the console if in single player or use
rcon_password <pass>
then rcon lua_run
Also, to get someones id, type status in console
and its the first number on the left.
[QUOTE=UniqueGuy;38580541]Btw you don't really need to do player.GetByID(1)
You can do
Player(1):SetMoney(amount) It's much more convenient, no need to write all of that.
[b]edited:[/b]
you can do this by using lua_run in the console if in single player or use
rcon_password <pass>
then rcon lua_run
Also, to get someones id, type status in console
and its the first number on the left.[/QUOTE]
ah thanks any idea why i am getting invalid vehicle physics when both me and my server have the gamemode and contentpack?
[QUOTE=UniqueGuy;38493128]Okay, so, I'm in progress of making a jobs tab in the gamemode, I've got most of it working, just a little problem. It makes 1 new category for each job I put, I've set up the tables correctly(As far as I know of) and all. Here is an image of it
[IMG]http://eternal-gaming.co.uk/problem.jpg[/IMG]
The code I've done for the jobs is:
[LUA]
function PANEL:Init()
self.panel = vgui.Create("DScrollPanel", self);
self.panel:Dock(FILL);
self.categories = {};
for k, v in pairs(JobCats) do
for k2, v2 in pairs(AllJobs) do
local itemCategory = v.name or "None";
if ( v2.category == v.name and v.show == true) then
local category = vgui.Create("DCollapsibleCategory");
category:SetLabel(v.name);
category:Dock(TOP);
category:SetExpanded(0);
category.panel = vgui.Create("DPanel", category);
category.panel:Dock(FILL);
category.list = vgui.Create("DListLayout", category.panel);
category.list:Dock(FILL);
category.list:DockPadding(3, 3, 3, 7);
category:SetContents(category.list);
self.panel:AddItem(category);
self.categories[itemCategory] = category;
local category = self.categories[v.name or "None"];
local item = category.list:Add("ps_JobsItem");
item:DockMargin(3, 3, 3, 3);
item:SetJob(table.Random(v2.model), v2.name, v2.desc, function()
net.Start("ps_ChangeToTeam");
net.WriteInt(v2.id);
net.SendToServer();
end);
end;
end
end;
end;
[/LUA]
All help would be greatly appreciated.
[b] NOTE: This is a remake of the market tab. Just saying. [/b]
[b] EDIT: Code for the tables [/b]
[LUA]
AllJobs = {}
JobCats = {}
function AddJobCat(id, name, show)
table.insert(JobCats, {id = id, name = name, show = show})
end
AddJobCat({TEAM_CITIZEN}, "Civillians", true)
AddJobCat({TEAM_POLICE, TEAM_MAYOR}, "Government Officials", true)
AddJobCat({TEAM_ARRESTED}, "Arrested", false)
function AddJob(id, Name, model, Description, useable, cat)
table.insert(AllJobs, {id = id, name = Name, model = model, desc = Description, useable = useable, category = cat})
end
policemodels = {
"models/player/riot.mdl",
"models/player/swat.mdl",
"models/player/urban.mdl",
"models/player/gasmask.mdl"
--[[
"models/player/police.mdl",
"models/player/combine_soldier.mdl",
"models/player/combine_soldier_prisonguard.mdl"
--]]
};
mayormodels = {
"models/player/breen.mdl",
"models/player/mossman.mdl"
}
citizenmodels = { -- Other.
"models/player/Kleiner.mdl",
"models/player/alyx.mdl",
"models/player/gman_high.mdl",
-- Female models.
"models/player/Group01/Female_01.mdl",
"models/player/Group01/Female_02.mdl",
"models/player/Group01/Female_03.mdl",
"models/player/Group01/Female_04.mdl",
"models/player/Group01/Female_06.mdl",
"models/player/Group01/Female_07.mdl",
"models/player/Group03/Female_01.mdl",
"models/player/Group03/Female_02.mdl",
"models/player/Group03/Female_03.mdl",
"models/player/Group03/Female_04.mdl",
"models/player/Group03/Female_06.mdl",
"models/player/Group03/Female_07.mdl",
-- Male models.
"models/player/Group01/male_09.mdl",
"models/player/Group01/male_08.mdl",
"models/player/Group01/male_07.mdl",
"models/player/Group01/male_06.mdl",
"models/player/Group01/male_05.mdl",
"models/player/Group01/male_04.mdl",
"models/player/Group01/male_03.mdl",
"models/player/Group01/male_02.mdl",
"models/player/Group01/male_01.mdl",
"models/player/Group03/male_02.mdl",
"models/player/Group03/male_03.mdl",
"models/player/Group03/male_04.mdl",
"models/player/Group03/male_05.mdl",
"models/player/Group03/male_06.mdl",
"models/player/Group03/male_07.mdl",
"models/player/Group03/male_08.mdl"
};
AddJob(TEAM_CITIZEN, "Citizen", citizenmodels, "A general civillian of the town. You live off benefits.", true, "Civillians")
AddJob(TEAM_POLICE, "Police Officer", policemodels, "You patrol the streets to make sure every civillian of the city is safe and crime is at bay.", true, "Government Officials")
AddJob(TEAM_MAYOR, "Mayor", mayormodels, "You control the government agency and tell them what to do. You are the leader of the whole city.", true, "Government Officials")
AddJob(TEAM_ARRESTED, "Arrested", citizenmodels, "Arrested by the government agency.", false, "")
[/LUA]
Alot of stuff.[/QUOTE]
Dear Chessnut, how to add jobs category in F1 Menu?
Running this on my server, and some vehicles give an "Invalid Vehicle Physics" error.
Yes we're running the content pack, I've also extracted all the files for FastDL purposes.
The buggy is the only vehicle that spawns fine, but I can't get into it.
Console gives an error that it couldn't find scripts/muscle.
Edit: Also, I'd love the job code to be made fully public Managed to get 28 people onto my server, and they're not loving the undefined job idea. I've tried working off of the code you gave out, but I just crash on connect. Granted I don't know lua so I can't complain.
Edit again: Now all I need is ps_JobsItem
damnit i missed a server with people on it :(
pw0nage you should message me next time you get people on your server
[QUOTE=LauScript;38594176]damnit i missed a server with people on it :(
pw0nage you should message me next time you get people on your server[/QUOTE]
We were a TF2 community up until the other day when I made a gmod server for fun. It doesn't have any set gamemode at the moment, so I just switch through whatever people want at that time. People complain whenever I switch the gamemode to Pistachio because of the job system. If someone wants to modify it to add defined jobs (like DarkRP's job system) along with set your own job (which I'd love), I'd run it 24/7. I personally love the way this gamemode plays, but I don't love the job system. The people I was playing it with didn't love the job system either. I didn't play gmod back in the days of Gmod 9, so I don't know what Gmod 9 RP was like, but I do know DarkRP is shit. In MY OPINION, it has a good concept when it comes to jobs (only certain classes can buy guns, etc.). In this, everyone can buy everything, making a lot of the possible jobs pointless. No point in being a gun dealer since anyone can buy guns at the same price. The dealer can buy all the guns until they're out of stock, but that could cause problems. One person constantly buys them all and raids everyone else while no one else can get any guns.
I propose a system where there are classes, and if you're a certain class and have the money for the item, you can buy it from an infinite stock at a lower price.
So here's an example
Ak47's: the max in the market for anyone besides gun dealers is 2 at 5K each
Gun dealers can buy as many as they want at 4K each, and sell them for whatever they want.
I basically want something that doesn't exist, but I have no lua coders to make it, and know nothing about Lua.
Anyways, if someone wants to make that mod, I'd be all up for running a 64 slot server for it. My steam group has over 8K members, so getting it populated shouldn't be a hard thing to do.
If you are interested, add me on steam.
[url]http://steamcommunity.com/id/NarryGewman/[/url]
Edit: The vehicles still don't work. The custom ones give physics errors and the jeep gives an error saying it's missing scripts/muscle
lol @ people complaining at not having jobs when they don't know all it is, is text that says what job you are.
nice gmod players you're awesome
[QUOTE=LauScript;38596629]lol @ people complaining at not having jobs when they don't know all it is, is text that says what job you are.
nice gmod players you're awesome[/QUOTE]
I know.
What they want is a job system like in DarkRP. I'd love to have that as well, but it's not the point of this gamemode. That's why I proposed the idea of having set classes and custom classes.
It just doesn't make much sense to play a job, for example a gun dealer when everyone can buy guns at the same price, or a job as a thief when if you were to implement lockpicks and stuff, everyone would have access to it. They do run out of stock, but it still causes problems. What if one person bought EVERYTHING and then left the other players defenseless? It's just not what people want now'a'days. They want to have set classes, which is what DarkRP was for, but DarkRP is a shitload of fuck at this point.
I still would love for someone to make a job system for this gamemode, but I doubt it'll happen since it contradicts what the gamemode is about. I just don't want to run DarkRP, and there are no other public RP gamemodes I could run. So I have two choices: Shit or something people don't want.
That's probably why the servers are always empty. It's just not what people want at this point.
Well what does making a system that just changes text above your head anyways actually make work? It really makes no sense why people don't just pretend like what roleplay means. Also lock picks are already implemented, check the video on the first post.
[QUOTE=Chessnut;38597026]Well what does making a system that just changes text above your head anyways actually make work? It really makes no sense why people don't just pretend like what roleplay means. Also lock picks are already implemented, check the video on the first post.[/QUOTE]
What I meant was make specific classes bypass the market limit. For example: Gun dealers can bypass the marker limits to an extent, thieves get lockpicks cheaper, etc.
I get what you're saying, and I understand the point of the gamemode, I just don't think it's what the majority of RPers are looking for. They want defined classes with bonuses.
Edit:
Also I've had no luck with the vehicles. Jeep still gives me the missing scripts/muscle.txt error and the other vehicles still give me physics errors.
Also small bug I found when setting doors to be team owned, even if I use quotes, I can't put a space in the title.
Anyways, here's the IP for anyone who wants to join. I'll work on populating it soon.
[url=steam://connect/66.225.231.169:27015/]66.225.231.169:27015[/url]
Currently running evocity_v33x with vehicles disabled (as they're bugged). I may switch the map to downtown depending on response.
chessnut i'm thinking you should probably look into adding classes for your gamemode, while i know you don't want your gamemode to be like that it seems that everyone else does otherwise they'll stick with darkrp. And personally I think you should too because i'd rather be playing this than darkrp :(
[QUOTE=LauScript;38602990]chessnut i'm thinking you should probably look into adding classes for your gamemode, while i know you don't want your gamemode to be like that it seems that everyone else does otherwise they'll stick with darkrp. And personally I think you should too because i'd rather be playing this than darkrp :([/QUOTE]
Maybe make it optional. Add a cvar to enable and disable them. I'll play it the current way, but I'd love at least a somewhat defined job system, and I'd rather this a lot more than DarkRP as well, but most people want jobs. That's just what players seem to want at this point.
Found a bug. When I dyed my clothes, my character became the same color.
And another bug. I bring out a weapon, and this happens:
[code]
[ERROR] lua/includes/extensions/entity.lua:211: bad argument #2 to '__index' (number expected, got boolean)
1. __index - [C]:-1
2. GetIronsights - lua/includes/extensions/entity.lua:211
3. func - ...des/pistachio/entities/weapons/weapon_cs_base/shared.lua:180
4. CalcView - gamemodes/base/gamemode/cl_init.lua:363
5. unknown - gamemodes/pistachio/gamemode/main/cl_main.lua:623
[/code]
I temporarily fixed it by disabling the iron sight code, but that's not a great fix..
On a side note, even one of my head admins wont take it seriously without a somewhat defined job system.
[QUOTE=Pw0nageXD;38604947]Maybe make it optional. Add a cvar to enable and disable them. I'll play it the current way, but I'd love at least a somewhat defined job system, and I'd rather this a lot more than DarkRP as well, but most people want jobs. That's just what players seem to want at this point.
Found a bug. When I dyed my clothes, my character became the same color.
And another bug. I bring out a weapon, and this happens:
[code]
[ERROR] lua/includes/extensions/entity.lua:211: bad argument #2 to '__index' (number expected, got boolean)
1. __index - [C]:-1
2. GetIronsights - lua/includes/extensions/entity.lua:211
3. func - ...des/pistachio/entities/weapons/weapon_cs_base/shared.lua:180
4. CalcView - gamemodes/base/gamemode/cl_init.lua:363
5. unknown - gamemodes/pistachio/gamemode/main/cl_main.lua:623
[/code]
I temporarily fixed it by disabling the iron sight code, but that's not a great fix..
On a side note, even one of my head admins wont take it seriously without a somewhat defined job system.[/QUOTE]
Then get your head admin replaced with someone who will take it seriously. Pistachio isn't for scripted jobs.
Am i only one who thought title is Moustachio instead of Pistachio :v:
[img]http://www.mistyillusions.org/marysew/wp-content/uploads/Gallery_target_moustachio.png[/img]
can someone please explain why people named rp 'scripts' after cakes, and now after nuts?
Because food is a serious approach.
we're all mad stoners with the munchies and since we are too lazy to make our food we name our gamemodes after them
[QUOTE=LauScript;38615164]we're all mad stoners with the munchies and since we are too lazy to make our food we name our gamemodes after them[/QUOTE]
Kurozael should of been high when he made BluePrint, Clockwork, Nexus and OA then :|
[QUOTE=NightmareX91;38610106]Then get your head admin replaced with someone who will take it seriously. Pistachio isn't for scripted jobs.[/QUOTE]
I understand that, but out of the around 80 people I've gotten onto the gamemode, only about 6 of them liked the concept of make your own job.
It's just not what people who never played Gmod 9 want.
I really do love this gamemode and the idea behind it, but if you only have a few people who like it this way, compared to the majority who like it the other way, what do you think they're gonna play? DarkRP or an overstuffed DarkRP edit.
If anyone knows lua and wants to help me get at least a semi-defined jobs system made (get certain things from the market cheaper (maybe bypass limits?), a simple menu, etc) while leaving the make your own job idea intact, add me on Steam.
[url]http://steamcommunity.com/id/NarryGewman/[/url]
There may be some compensation in it for you.
I know I'll probably get a lot of hate for changing the whole base idea of the gamemode, but I don't want to spend money running a server that is empty because no one wants to play on an undefined gamemode at this point in time, and I don't want to run a shit gamemode like DarkRP.
I should note I just want a semi-defined job system. I don't want to destroy the idea of Pistachio, but I don't want to run an empty server either.
Here's an idea that doesn't kill the make your own job idea, but give some basis:
Maybe 5 or 6 classes all with small differences
Mayor - Stays what it is
Cop - Stays what it is
Store Owner - Gets things from the market cheaper (maybe a bulk ordering system, or just shipments like in DarkRP), but has some set of rules preventing it from partaking in illegal activities besides selling weapons. For example: working with just one side, joining gangs (explained further down), etc.
Gang leader - Gets lockpicks and other illegal items from the market slightly cheaper, but not as cheap as store owners, to not eleminate the idea of store owners. The cache is, a gang has to have at least 3 people in it to make a gang leader
Citizen - Add a /setgang command (this would also make it so cops can't become corrupt, store owners can't join gangs, etc by gamemode means, therefore making it easier to enforce gang rules because of this). Once there are at least 3 people who have /setgang to the same thing, they get access to a command /voteleader which will display a vote to the people in their gang asking if they can be a leader.
This wouldn't destroy the set your own job idea, but it would promote people to play by giving them the possibility of being a store owner without having to buy everything at the same price of others, just like in real life (which they could rename themselves to specific items like guns only, food only, etc), gangs would have a defined system as to not create chaos, and pretty much everything else would be left intact.
RP gamemode server should be lead by someone actually knows how to code lua. not just modifying existing things.
God, 'Custom' not means extra jobs and guns.
[QUOTE=rebel1324;38623859]RP gamemode server should be lead by someone actually knows how to code lua. not just modifying existing things.
God, 'Custom' not means extra jobs and guns.[/QUOTE]
I'm planning on learning lua. I put the server up the other day after running TF2 servers for over a year. I learned Sourcepawn after a few months of hosting the TF2 servers, and I'm planning on doing the same thing with Lua. I just need some time to spend learning it, which I do not have at the moment.
[QUOTE=Pw0nageXD;38615622]I understand that, but out of the around 80 people I've gotten onto the gamemode, only about 6 of them liked the concept of make your own job.[/QUOTE]
I never understood the majority of RP players on Garry's Mod - it's like they want more confinement, more of the same repetitive gameplay, and they'll go as far as to say a gamemode is uninteresting if it isn't a replica of a bad custom DarkRP server. It's not the same gameplay you're going to expect because it explicitly states in the first post:
[quote]Hopefully this gamemode tends to the people who've been complaining role-play is dead. The purpose was to fix the issue of people thinking that they need new features in order to have fun and such.[/quote]
I'll be honest - I question is the apparent lack of medics, but like I said it's a different style of gameplay that might warrant it. You need to stop catering to the wrong kinds of players. You dictate what kind of player base you have.
[quote][HOOVY] Sweetcolt801: narry how do i get a job[/quote]
[quote][OOC] [F2P] Kalosze: does having job changes stuff?[/quote]
So yeah...
Just tell them you make up jobs? Anyways, expect some fixes to be done soon, I've been lazy lately.
I think some sort of license system would be cool. Right now, everything is a single item everyone buys for the same price, so what's the point of selling it? You'd have to sell it for a higher price then people normally buy it for to make a profit, which means noone will buy it. Saying it's up to the players isn't very good either due to the fact that certain situations are unpredictable, and simply setting rules leads to complications, loopholes and frustration in an open based economy. While I do understand prices rise as you buy more of the product, it will simply be the first person to get in on it will become a monopoly. A license system would be simple, players in game pay a registration fee and get a license to sell X, they can then purchase bulk shipments of the said category and (possibly) get a slight discount. However, in turn, they'd need to reach a certain income quota weekly scaling on how much they buy, and if they don't the license gets revoked. This would stop friends from exclusively giving out guns to each other or more cheaply, while still being possible in small amounts for fun.
[editline]29th November 2012[/editline]
To go further and encourage other avenues of income, put the price of a gun distribution license pretty high. People would have to sell other less dangerous items to get there, and then would need to keep up the good attitude. If they just hoarded guns, they'd lose both the license and money. Even better, add a waiting period for re-application after losing the license, so rich players can't buy it over and over.
[QUOTE=chuck14;38640351]I think some sort of license system would be cool. Right now, everything is a single item everyone buys for the same price, so what's the point of selling it? You'd have to sell it for a higher price then people normally buy it for to make a profit, which means noone will buy it. Saying it's up to the players isn't very good either due to the fact that certain situations are unpredictable, and simply setting rules leads to complications, loopholes and frustration in an open based economy. While I do understand prices rise as you buy more of the product, it will simply be the first person to get in on it will become a monopoly. A license system would be simple, players in game pay a registration fee and get a license to sell X, they can then purchase bulk shipments of the said category and (possibly) get a slight discount. However, in turn, they'd need to reach a certain income quota weekly scaling on how much they buy, and if they don't the license gets revoked. This would stop friends from exclusively giving out guns to each other or more cheaply, while still being possible in small amounts for fun.
[editline]29th November 2012[/editline]
To go further and encourage other avenues of income, put the price of a gun distribution license pretty high. People would have to sell other less dangerous items to get there, and then would need to keep up the good attitude. If they just hoarded guns, they'd lose both the license and money. Even better, add a waiting period for re-application after losing the license, so rich players can't buy it over and over.[/QUOTE]
very good point
Who grants the license?
[QUOTE=Chessnut;38643775]Who grants the license?[/QUOTE]
If you're aiming for a completely player run economy, noone. Just have the fee get deleted and then a karma check depending on the license type (dont need rich murderers dealing guns but whatever floats your boat). From there, do a wait time to simulate checking your "registration" and then give them the license. Let them check with a command how many items in the license's category they've ordered, how much money in income is due from it, and howmuch they've reached. To check income, you could always just log how much a player gets in cash wether it be paychecks or player to player transfer.
If you want to go the oppressive fascist way have everything be checked/licenses distributed by an admin that comes on once a month.
I'm a little bit lost, how exactly do you adjust things in game? Is there some sort of administration system? If so how do you get to it.
Anyways as I've said in my PM's, good luck with the development ;)
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