Mini Fretta Tuts

I’m bored as fuck so i thought i’d write a quick crash course on how to use Fretta. If you can’t comprehend this little tutorial i suggest you take a breather and go learn some basic lua.

Tut #1: The basics of Fretta

So you have your brand new empty gamemode folder all ready to begin working on. Firstly, start with shared.lua.

This is what your shared.lua should look like off the bat. Just copy and paste this. Then, edit each variable to what you require for your gamemode. For this example i’m going to make a simple free for all deathmatch where the player with the most kills wins.

[lua]
GM.Name = “Revolver Fight”
GM.Author = “Rambo_6”
GM.Email = “”
GM.Website = “”
GM.Help = “Kill the other team or something”

GM.TeamBased = false // Team based game or a Free For All game?
GM.AllowAutoTeam = true
GM.AllowSpectating = true
GM.SecondsBetweenTeamSwitches = 10
GM.GameLength = 15
GM.RoundLimit = 10 // Maximum amount of rounds to be played in round based games
GM.VotingDelay = 5 // Delay between end of game, and vote. if you want to display any extra screens before the vote pops up

GM.NoPlayerSuicide = false
GM.NoPlayerDamage = false
GM.NoPlayerSelfDamage = false // Allow players to hurt themselves?
GM.NoPlayerTeamDamage = false // Allow team-members to hurt each other?
GM.NoPlayerPlayerDamage = false // Allow players to hurt each other?
GM.NoNonPlayerPlayerDamage = false // Allow damage from non players (physics, fire etc)
GM.NoPlayerFootsteps = false // When true, all players have silent footsteps
GM.PlayerCanNoClip = false // When true, players can use noclip without sv_cheats
GM.TakeFragOnSuicide = false // -1 frag on suicide

GM.MaximumDeathLength = 10 // Player will repspawn if death length > this (can be 0 to disable)
GM.MinimumDeathLength = 5 // Player has to be dead for at least this long
GM.AutomaticTeamBalance = false // Teams will be periodically balanced
GM.ForceJoinBalancedTeams = false // Players won’t be allowed to join a team if it has more players than another team
GM.RealisticFallDamage = false
GM.AddFragsToTeamScore = false // Adds player’s individual kills to team score (must be team based)

GM.NoAutomaticSpawning = false // Players don’t spawn automatically when they die, some other system spawns them
GM.RoundBased = true // Round based, like CS
GM.RoundLength = 60 * 2 // Round length, in seconds
GM.RoundPreStartTime = 5 // Preperation time before a round starts
GM.RoundPostLength = 5 // Seconds to show the ‘x team won!’ screen at the end of a round
GM.RoundEndsWhenOneTeamAlive = false // CS Style rules

GM.EnableFreezeCam = false // TF2 Style Freezecam
GM.DeathLingerTime = 3 // The time between you dying and it going into spectator mode, 0 disables

GM.SelectModel = true // Can players use the playermodel picker in the F1 menu?
GM.SelectColor = true // Can players modify the colour of their name? (ie… no teams)

GM.PlayerRingSize = 48 // How big are the colored rings under the player’s feet (if they are enabled) ?
GM.HudSkin = “SimpleSkin”

GM.ValidSpectatorModes = { OBS_MODE_CHASE, OBS_MODE_IN_EYE, OBS_MODE_ROAMING }
GM.ValidSpectatorEntities = { “player” } // Entities we can spectate
GM.CanOnlySpectateOwnTeam = false // you can only spectate players on your own team[/lua]

So there you have the backbone of the gamemode, all of the basic rules and shit. Now you create your teams in the same file.

[lua]
TEAM_HUMAN = 1

function GM:CreateTeams()

if ( !GAMEMODE.TeamBased ) then return end

team.SetUp( TEAM_HUMAN, "Human Dudes", Color( 50, 255, 50 ), true )
team.SetSpawnPoint( TEAM_HUMAN, { "info_player_start", "info_player_terrorist", "info_player_rebel", "info_player_deathmatch" } )
team.SetClass( TEAM_HUMAN, { "Human" } ) // "Human" is the class we want players to use

team.SetUp( TEAM_SPECTATOR, "Spectators", Color( 200, 200, 200 ), true )
team.SetSpawnPoint( TEAM_SPECTATOR, { "info_player_start", "info_player_terrorist", "info_player_counterterrorist", "info_player_combine", "info_player_rebel" } ) 

end[/lua]

Note that we’ve set a specific class for the Human Dudes to use. Let’s code that next.

Now you need to make a folder called “player_class” in the same folder as shared.lua. In that folder, make a lua file called “class_human” or something similar that is easy to recognize.

In that file, put this:

[lua]local CLASS = {}

CLASS.DisplayName = “Revolver Dude”
CLASS.WalkSpeed = 400
CLASS.CrouchedWalkSpeed = 0.2
CLASS.RunSpeed = 600
CLASS.DuckSpeed = 0.2
CLASS.JumpPower = 200
CLASS.PlayerModel = “models/players/breen.mdl”
CLASS.DrawTeamRing = true
CLASS.DrawViewModel = true
CLASS.CanUseFlashlight = true
CLASS.MaxHealth = 100
CLASS.StartHealth = 100
CLASS.StartArmor = 0
CLASS.RespawnTime = 0 // 0 means use the default spawn time chosen by gamemode
CLASS.DropWeaponOnDie = false
CLASS.TeammateNoCollide = false
CLASS.AvoidPlayers = false // Automatically avoid players that we’re no colliding
CLASS.Selectable = true // When false, this disables all the team checking
CLASS.FullRotation = false // Allow the player’s model to rotate upwards, etc etc

function CLASS:Loadout( pl )

pl:Give( "weapon_357" )

end

function CLASS:OnSpawn( pl )
end

function CLASS:OnDeath( pl, attacker, dmginfo )
end

function CLASS:Think( pl )
end

function CLASS:Move( pl, mv )
end

function CLASS:OnKeyPress( pl, key )
end

function CLASS:OnKeyRelease( pl, key )
end

function CLASS:ShouldDrawLocalPlayer( pl )
return false
end

function CLASS:CalcView( ply, origin, angles, fov )
end

player_class.Register( “Human”, CLASS )[/lua]

This is your barebones “Human” class for the player. The benefit of having these functions here instead of just using the gamemode hooks is that it’s all compartmentalized and way tidier. This makes it way easier to create different classes with different abilities, loadouts, etc.

Of course if you aren’t using any of the hooks i’ve pasted here you can just chop them out of the class and nothing will happen. This is just a simple barebones class that spawns as Breen with a revolver.

So now that you have your teams, basic gamemode rules and player classes set up, let’s finish up by doing the round-based stuff.

In this example, i’ve made rounds last 2 minutes. At the end of each round i want to pick the player with the most kills and declare him the winner. Alternatively, the round could end early if a player reaches 10 kills. So in init.lua i’d do this:

[lua]

// This is called every second to see if we can end the round
function GM:CheckRoundEnd()

if ( !GAMEMODE:InRound() ) then return end 

for k,v in pairs( team.GetPlayers( TEAM_HUMAN ) ) do

	if v:Frags() >= 10 then

	      GAMEMODE:RoundEndWithResult( v )

            end

    end

end

// This is called after a player wins in a free for all
function GM:OnRoundWinner( ply, resulttext )

ply:AddScore( 1 ) // Let's pretend we have AddScore for brevity's sake

end

// Called when the round ends
function GM:OnRoundEnd( num )

   for k,v in pairs( team.GetPlayers( TEAM_HUMAN ) ) do
         v:SetFrags( 0 ) // Reset their frags for next round
   end

end

[/lua]

These are the basic 4 functions that you’ll probably need to use. There are some other ones that are also useful such as:

[ul][li]OnRoundStart - Called when the round begins[/li][li]GetRoundTime - You can edit this to modify how long certain rounds last.[/li][li]ProcessResultText - Choose what text is displayed when the round ends here.[/ul][/li]
But since i want to keep it simple i won’t use these.

So there we have a barebones revolver deathmatch gamemode. Easy, right? Any other Fretta features that need clearing up or explaining?

Should be added to the wiki yourself before some one else fucks it up.

Okay, here’s one that’s been bothering me: If I make a more esoteric or complex gamemode that requires me to overwrite a lot of fretta’s innards, what’s the bare minimum I need to have in my code for the fretta voting system to work? Are there any other fretta subsystems that must stay intact?

On that note, I think it would be cool if you could keep the voting system as separate from the other libraries as you can, so people are less likely to permafuck their gamemode. Would it be possible to make the voting system an addon (or in an optional addon form) that would allow players to vote for any gamemode on the server, wether it’s derived from fretta or not? (so long as you tell fretta this gamemode exists , what maps are for it, maybe round end conditions, etc.) Or maybe the gamemode itself could just call a function to start voting. Either way, I think the community would appreciate something like this, especially if it makes it easier to “convert” gamemodes to fretta.

http://pb.luahelp.com/code/?f=/gamemodes/fretta/gamemode/init.lua

function GM:EndOfGame( bGamemodeVote ) on line 449

Done

Well done Noodle Man/PK Owner <___<

Whats the point in having your 2 accounts?

Do you just use Noodle Man to be a complete retard and “PK Owner” to be slightly less of a retard?

no, i just use noodle man

Fixed your code tags. You should only use the <lua> tags and not the whole example template.

o ok, thanks for that. i didnt know what to do there

Also, dont put “Uploaded by pk owner”

They can see that by looking at the history. It just makes the page look ugly.

-snip-

Stop advertising your thread -.-

Noodle Man gtfo.

Rambo nice job. :smiley:

Why should i gtfo?

Cause your constant dumbness is an annoyance.

anyway, thanks Rambo.

The wiki entry looks horribly formatted lmao

That’s why they told you to do it yourself before someone comes along and fucks it up. Sure didn’t take that long.

Thanks for taking the time to document it for people Rambo, looks good.

No problem

Too bad you can’t get banned for being an idiot. :ohdear: