Is there anyway to add more save fields within a schema i.e I want to save two names per character for reasons and don't really want to mess with the base.
[QUOTE=Chessnut;43320395][img]http://i.imgur.com/kSOOyGo.png[/img]
[highlight]This is a NutScript schema, and will only function with the NutScript framework.[/highlight]
[b]What is Half-Life 2 RP?[/b]
Half-Life 2 RP is a serious roleplay gamemode that takes place in the Half-Life 2 universe before Gordon Freeman has arrived. In this universe, the Universal Union, also referred to as the Combine have taken over earth, destroying it’s militaries in seven hours. Afterwards, they began the enslavement of all humanity and the draining of Earth’s resources. Many resistance movements have been organized against the omnipresent Overwatch and Civil Protection that the Combine has installed into the cities. You can roleplay as anything from a mere Citizen to an Administrator.
[b]What factions are there?[/b]
You have your standard factions: City Administrator, Combine Overwatch, Civil Protection, Citizens, and Vortigaunts. Most have their own classes that keep each members distinct.
[b]What items are included?[/b]
Your normal items like anti-depressants to rations are included.
[b]What is included?[/b]
This version of Half-Life 2 roleplay comes with some old and new features. Everything you would expect from a regular HL2 RP server is included. Some new items, however are:
• Vending machines now have multiple options to choose from. They can also be restocked by civil protection, but costs the officer 25 tokens.
• Ration machines now require a CID card item. The next time you can use the ration machine is stored in the CID card, so exchanging cards can lead to more rations.
• Civil Protection has a new stunstick. By default, it only deals damage. You can activate stun mode where it will blind targets (like in HL2) and allow one to known someone else out. Stun mode can be seen by having the flashing effects.
• Combine overlay has a different data display.
• Dispatch now reads your digits on Combine death.
• Scanner with picture taking abilities.
• Easy customization through one file ([url]http://i.imgur.com/3W7tjwe.png[/url])
• Support for the Metropolice Pack models.
• Antidepressants have a neat effect.
• And more…
[b]Media[/b]
[media]http://www.youtube.com/watch?v=vXBYKiKR6vU[/media]
[media]http://www.youtube.com/watch?v=5bsRppZEqPM[/media]
[t]http://cloud-3.steampowered.com/ugc/703983937244594793/8CECE0507421BAA53BECB6B48C92B95D71956425/[/t]
[t]http://cloud-4.steampowered.com/ugc/703983937244593365/05925D28981C50DD2D416725F29933597C929F8A/[/t]
[t]http://cloud.steampowered.com/ugc/450657240879299708/9C54CE52DC3438D1B01B346176019963714E9D8A/[/t]
[t]http://cloud-4.steampowered.com/ugc/703983937244591610/7BABFF2E47943748DCEF59B157A9391B47AFCBE0/[/t]
[t]http://cloud-4.steampowered.com/ugc/703983937244590161/8A200BFCD7C1BA2A1646D5A3FBC0605BCECAD805/[/t]
[t]http://cloud-4.steampowered.com/ugc/703983937244583795/D6A149BA7F224BF5430F68FE622CD1BBF922F1BC/[/t]
[b]Where can I download this?[/b]
GitHub Page: [url]https://github.com/Chessnut/hl2rp[/url]
Direct Download (.zip): [url]https://github.com/Chessnut/hl2rp/archive/master.zip[/url]
[b]How much will this cost?[/b]
The schema will be completely free for the public to use, once it is done[/QUOTE]
Hey dude Im not sure if you will see this but after switching to CP and I go to "Classes" in f1 the only class I can change to is CP Recruit and I cant change to CP Scanner and all the other classes in the CP Faction PLEASE HELP!
[QUOTE=ICallHax;45517024]Hey dude Im not sure if you will see this but after switching to CP and I go to "Classes" in f1 the only class I can change to is CP Recruit and I cant change to CP Scanner and all the other classes in the CP Faction PLEASE HELP![/QUOTE]
You have to change your RP name so it has SCN in there. It's not a class.
Also, don't quote the whole OP. :s
[QUOTE=mib999;45518658]You have to change your RP name so it has SCN in there. It's not a class.
Also, don't quote the whole OP. :s[/QUOTE]
No dude that didnt work, I tried doing SCN, scanner, CP Scanner etc. And yes I believe they are a rank because in C:\Program Files hl2rp\gamemode\schema\classes there is a cp_scanner class and it says in the script:
[CODE]CLASS.name = "Civil Protection Scanner"
CLASS.faction = FACTION_CP
CLASS.model = Model("models/combine_scanner.mdl")
function CLASS:PlayerCanJoin(client)
return client:IsCombineRank(nut.config.scannerRanks)
end
function CLASS:OnSet(client)
timer.Simple(0.2, function()
SCHEMA:CreatePlayerScanner(client, string.find(client:Name(), "CLAW.") and "npc_clawscanner")
end)
end
function CLASS:OnSpawn(client)
timer.Simple(0.2, function()
SCHEMA:CreatePlayerScanner(client, string.find(client:Name(), "CLAW.") and "npc_clawscanner")
end)
end
CLASS_CP_SCN = CLASS.index[/CODE]
So that should mean if im cp rank I can switch to it through ranks? right? Please help!
[QUOTE=ICallHax;45525115]No dude that didnt work, I tried doing SCN, scanner, CP Scanner etc. And yes I believe they are a rank because in C:\Program Files hl2rp\gamemode\schema\classes there is a cp_scanner class and it says in the script:
[CODE]CLASS.name = "Civil Protection Scanner"
CLASS.faction = FACTION_CP
CLASS.model = Model("models/combine_scanner.mdl")
function CLASS:PlayerCanJoin(client)
return client:IsCombineRank(nut.config.scannerRanks)
end
function CLASS:OnSet(client)
timer.Simple(0.2, function()
SCHEMA:CreatePlayerScanner(client, string.find(client:Name(), "CLAW.") and "npc_clawscanner")
end)
end
function CLASS:OnSpawn(client)
timer.Simple(0.2, function()
SCHEMA:CreatePlayerScanner(client, string.find(client:Name(), "CLAW.") and "npc_clawscanner")
end)
end
CLASS_CP_SCN = CLASS.index[/CODE]
So that should mean if im cp rank I can switch to it through ranks? right? Please help![/QUOTE]
It says ~ [quote]return client:IsCombineRank(nut.config.scannerRanks)[/quote] ~ ..So I think you have to have the SCN rank to change the class - i just tested and it works for me. :S
Have a CP character. and set your name to CP-SCN.13509. that works for me,.
[QUOTE=mib999;45525187]It says ~ ~ ..So I think you have to have the SCN rank to change the class - i just tested and it works for me. :S
Have a CP character. and set your name to CP-SCN.13509. that works for me,.[/QUOTE]
Well how are you able to rename your CP character, it doesn't let me edit the name. There is one already when I click create and then CP. How would I edit the name?
[editline]28th July 2014[/editline]
[QUOTE=mib999;45525187]It says ~ ~ ..So I think you have to have the SCN rank to change the class - i just tested and it works for me. :S
Have a CP character. and set your name to CP-SCN.13509. that works for me,.[/QUOTE]
Also this is the script for the CP faction
[CODE]FACTION.name = "Civil Protection"
FACTION.desc = "Enforcers of social stability for the Universal Union"
FACTION.color = Color(85, 127, 242)
FACTION.maleModels = {"models/police.mdl"}
FACTION.femaleModels = {"models/police.mdl"}
FACTION.isDefault = true
FACTION.payTime = 300
FACTION.pay = 30
function FACTION:GetDefaultName(name)
return (nut.config.cpPrefix or "CP-").."RCT."..nut.util.GetRandomNum(nut.config.cpNumDigits or 5)
end
FACTION_CP = FACTION.index[/CODE]
**********EDIT************
NM I changed the name to CP-SCN.13509 and was then able to go to classes and change to CP Scanner. However this seems stupid how will players know to change their name to that? Also this leaves the option to players to change a CP name to retarted things. Do you know of a way where I can fix this problem and make it so that if you are a CP you can change to CP Recruit, CP Scanner, CP Chief etc. (All the classes in the classes folder) without changing name?
[QUOTE=ICallHax;45525671]Well how are you able to rename your CP character, it doesn't let me edit the name. There is one already when I click create and then CP. How would I edit the name?
[editline]28th July 2014[/editline]
Also this is the script for the CP faction
[CODE]FACTION.name = "Civil Protection"
FACTION.desc = "Enforcers of social stability for the Universal Union"
FACTION.color = Color(85, 127, 242)
FACTION.maleModels = {"models/police.mdl"}
FACTION.femaleModels = {"models/police.mdl"}
FACTION.isDefault = true
FACTION.payTime = 300
FACTION.pay = 30
function FACTION:GetDefaultName(name)
return (nut.config.cpPrefix or "CP-").."RCT."..nut.util.GetRandomNum(nut.config.cpNumDigits or 5)
end
FACTION_CP = FACTION.index[/CODE]
**********EDIT************
I removed the code where it makes the name automaticly for you and changed the CP name to CP-SCN.13509 in game. That didn't work can you maby send me your code so I can see if its different then mine?[/QUOTE]
/charsetname< charname> <newcharname>
[QUOTE=mib999;45525835]/charsetname< charname> <newcharname>[/QUOTE]
Did you get my newest edit?
[QUOTE]NM I changed the name to CP-SCN.13509 and was then able to go to classes and change to CP Scanner. However this seems stupid how will players know to change their name to that? Also this leaves the option to players to change a CP name to retarted things. Do you know of a way where I can fix this problem and make it so that if you are a CP you can change to CP Recruit, CP Scanner, CP Chief etc. (All the classes in the classes folder) without changing name?
[/QUOTE]
Also do you know how I can change to First person and take pictures with the scanner like in the video he had in the Forum post?
[QUOTE=ICallHax;45525893]Did you get my newest edit?
Also do you know how I can change to First person and take pictures with the scanner like in the video he had in the Forum post?[/QUOTE]
In reply to your edit:
To make it so you can change to that class, go to your class file for scanner, and replace this function:
[lua]
function CLASS:PlayerCanJoin(client)
return client:IsCombineRank(nut.config.scannerRanks)
end[/lua]
with this:
[lua]
function CLASS:PlayerCanJoin(client)
return true
end
[/lua]
Untested, but should work i guess.
I have a problem. I want rebels/anti-citizens or whatever to be able to knock down any func_door (or prop_door, if that's a thing), most notably the Combine doors in the nexus. I tried to allow it to be placed on func_doors and it explodes, but despite this, instead of being blown off, it still stays there and disappears abruptly when you get close and you can walk through. Please halp meh? :(
I think that's more to do with the fact that there is no physics on those doors. You're better off making a hacking device.
I'm having a BAD BAD BAD issue with this schema:
All is fine except well, punches have an "ammo" of sorts, when a citizen spawn he can only punch anywhere between 5 times or even up to 20, seemingly random. Help? Then the punch just doesn't punch, raised or not.
[QUOTE=ReapDaWrapper;45733178]I think that's more to do with the fact that there is no physics on those doors. You're better off making a hacking device.[/QUOTE]
I'd LOVE to make a hacking device, it shouldn't be (too) hard if I could get how they check if the person is a Combine so they open doors. Can't locate the func_door unlocking code at the moment, checked all around :/
I think you are describing fists using stamina.
[QUOTE=Chessnut;45751956]I think you are describing fists using stamina.[/QUOTE]
Wait
I literally dropped the stamina out of the folder for nutscript
I don't want stamina, but I want FISTS TO ACTUALLY WORK?
Set them to use no stamina then.
Can someone PLEASE make or direct me to a plugin where you can kick down doors? I tried porting a CW plugin but FAILED MISERABLY...
[QUOTE=RonanZer0;45764733]Can someone PLEASE make or direct me to a plugin where you can kick down doors? I tried porting a CW plugin but FAILED MISERABLY...[/QUOTE]
There would be one on the forums but the forums are down atm.
[QUOTE=Nope guy;45766545]There would be one on the forums but the forums are down atm.[/QUOTE]
Found it: [url]https://github.com/Cyumus/Plugins/tree/master/doorkick[/url]
YES I need more help but at least I found a tucked away plugin if anyone wants it. :3
OK so I have my sh_voices.lua with all the Combine voices. I have a voice command that says sector... with no number. :( I tried things like:
[lua]
nut.voice.Register("combine", "SECTOR 3", "Sector 3", {"npc/combine_soldier/vo/sector.wav", "npc/combine_soldier/vo/three.wav"})
[/lua]
or
[lua]
nut.voice.Register("combine", "SECTOR 3", "Sector 3", "npc/combine_soldier/vo/sector.wav" && "npc/combine_soldier/vo/three.wav")
[/lua]
or even
[lua]
nut.voice.Register("combine", "SECTOR 3", "Sector 3", "npc/combine_soldier/vo/sector.wav", "npc/combine_soldier/vo/three.wav")
[/lua]
But they don't work. I want it to play the voice command "sector" and then "3" right after it. Help meh? :3
[QUOTE=Halokiller38;43320678]Looks really good! Might want to change how the dialogue works so its in quotes, other than that, looks great![/QUOTE]
[QUOTE=Chessnut;43321345]I'll make it a plugin or something, but it isn't too hard to do that.[/QUOTE]
How?
[QUOTE=RonanZer0;45827684]How?[/QUOTE]
Really
How do I make it say Charactername says ""
Is it possible to remove the ability to see what people are typing as it's being typed, to instead have it replaced with <Typing>?
[url]https://github.com/Chessnut/NutScript/blob/master/gamemode/sh_config.lua#L96[/url]
Been there from the start.
How do i add citizen voices send me a lua code or somthing please :3
Now I know this is a longshot but I'm not very advanced with sounds.
Is it at all possible to make the Dispatch voice Russian?
If not that's cool.
[QUOTE=thexant;46127478]Now I know this is a longshot but I'm not very advanced with sounds.
Is it at all possible to make the Dispatch voice Russian?
If not that's cool.[/QUOTE]
Just go to gamemode > schema > sh_voices and edit the lines as you wish. EXAMPLE:
nut.voice.Register("combine", "Russian init. word/line (Aka what to say in chat to activate)", "The line that corrects the init word/line (Like "help" > "Help me!")", "The soundpath for the voice")
[QUOTE=Nope guy;46132099]Just go to gamemode > schema > sh_voices and edit the lines as you wish. EXAMPLE:
nut.voice.Register("combine", "Russian init. word/line (Aka what to say in chat to activate)", "The line that corrects the init word/line (Like "help" > "Help me!")", "The soundpath for the voice")[/QUOTE]
Alright, but what are the Russian Soundpaths?
[QUOTE=thexant;46135633]Alright, but what are the Russian Soundpaths?[/QUOTE]
there arent any i dont think
[QUOTE=mib999;46140460]there arent any i dont think[/QUOTE]
The only possibility I can think of is extracting Russian files from the Russian version of Half-Life 2, but I don't even know what languages the games are in. However the dispatch voices within the base game should be Russian logically.
Well looks like that's not gonna happen.
Thanks for the help guys.
There's a russian soundpack on the workshop for combine.
Just use that.
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