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Clockwork 0.93 Development

Discussion in 'Development' started by NightAngel, Jun 19, 2015.

  1. NightAngel

    NightAngel Fuck off Lev

    • Winner Winner x 9
    • Like Like x 1
    Last edited: Jun 19, 2015
  2. duck

    duck Phant0m Legend

    The new config.

    [​IMG]
     
    • Like Like x 6
    • Winner Winner x 1
  3. Songbird

    Songbird ❤️ Staff Member Moderator Legend

    Well, I'll be finally be happy to be an owner of the Clockwork schema when the update hits.
     
    • Agree Agree x 1
    • Friendly Friendly x 1
  4. NightAngel

    NightAngel Fuck off Lev

    This is just the start. :D
     
  5. SevenLions

    SevenLions Post 123 for a Door Giveaway!!! Clockwork Customer

    I'm worried about too much branding. I hope some derma changes from Half Life Universe are added but I'm worried that stuff like this
    [​IMG]
    will turn into this
    [​IMG]

    My only reason is that with these past few updates we've seen a bunch of branding, C16 news in the chat, C16 adverts in the corner. I paid for an open schema, not branded advertising and that's why I have this concern.
     
  6. alexanderk

    alexanderk a Legend

    We're not the ones doing branding. It's CAX -- something we don't control. It's @kurozael that controls the advertisments etc.
     
    • Like Like x 1
  7. The Dovahneer

    The Dovahneer i can change my title

    can you make the armor system less shit
    like
    make it so a cp cant sponge an entire mag of 9mm
     
  8. RJ

    RJ no pay Legend Clockwork Customer

    Code:
    -- Called just after a player spawns.
    function PLUGIN:PostPlayerSpawn(player, lightSpawn, changeClass, firstSpawn)
        if (!lightSpawn) then
            if (Schema:PlayerIsCombine(player) or player:GetFaction() == FACTION_ADMIN) then
                if (player:GetFaction() == FACTION_OTA) then
                    -- This part is for OTA's health/armor.
                    player:SetMaxHealth(150);
                    player:SetMaxArmor(150);
                    player:SetHealth(150);
                    player:SetArmor(150);
                elseif (!Schema:IsPlayerCombineRank(player, "RCT")) then
                    player:SetArmor(100); -- Every CP's armor except RCT.
                else
                    player:SetArmor(50); -- RCT's armor.
                end;
            end;
        end;
    end;
    Goes in sv_hooks.lua for a plugin.
     
  9. The Dovahneer

    The Dovahneer i can change my title

    no i mean
    make it better
    more like the base hl2 system rather than acting like an extra health bar
     
  10. RJ

    RJ no pay Legend Clockwork Customer

    There's a CW function for scaling damage based on the hitgroup:
    Code:
        -- A function to scale damage by hit group.
        function PLUGIN:ScaleDamageByHitGroup(player, attacker, hitGroup, damageInfo, baseDamage)
            if (!damageInfo:IsFallDamage() and !damageInfo:IsDamageType(DMG_CRUSH)) then
                if (hitGroup == HITGROUP_HEAD) then
                    damageInfo:ScaleDamage(Clockwork.config:Get("scale_head_dmg"):Get());
                elseif (hitGroup == HITGROUP_CHEST or hitGroup == HITGROUP_GENERIC) then
                    damageInfo:ScaleDamage(Clockwork.config:Get("scale_chest_dmg"):Get());
                elseif (hitGroup == HITGROUP_LEFTARM or hitGroup == HITGROUP_RIGHTARM or hitGroup == HITGROUP_LEFTLEG
                or hitGroup == HITGROUP_RIGHTLEG or hitGroup == HITGROUP_GEAR) then
                    damageInfo:ScaleDamage(Clockwork.config:Get("scale_limb_dmg"):Get());
                end;
            end;
      
            Clockwork.plugin:Call("PlayerScaleDamageByHitGroup", player, attacker, hitGroup, damageInfo, baseDamage);
        end;
    Looks like you can change them in the config menu, or you can put it in a plugin and hard code (it would go in sv_plugin.lua, or to maintain consistency: Under sh_plugin.lua surrounded in an if (SERVER) then).

    Edit:
    Only thing it can't do is have armor apply to certain hitgroups and only mitigate damage instead of absorbing it all. If that's the case then yeah, we could work on that.
     
  11. Songbird

    Songbird ❤️ Staff Member Moderator Legend

    He's talking about situation when you get hit, your armor bar reduces with the health bar instead of two separately functioning bars.
     
  12. alexanderk

    alexanderk a Legend

    We're discussing revisions to the armor system, but it won't be in 0.93.
     
  13. RJ

    RJ no pay Legend Clockwork Customer

    I know, you replied just as I made an edit.
     
  14. NightAngel

    NightAngel Fuck off Lev

    Right now we're trying to get the build as stable as possible for release, tons of cleaning up, optimizing, and bug squashing.
     
    • Winner Winner x 1
  15. willy pete

    willy pete i'm going to cut off your face and wear it

    yessssssssss

    i appreciate the work you guys have put into this. its lookin sexy so far
     
    • Friendly Friendly x 1
  16. Zig

    Zig Guest

    [​IMG]
     
    • Like Like x 1
  17. NightAngel

    NightAngel Fuck off Lev

    [​IMG]

    Early storage derma rework, still lots of stuff to fix.
     
    • Winner Winner x 1
  18. The model panel feels really unnecessary, it's pretty obvious which is which and besides that not much is changed. If it isn't broken then why fix it?
     
  19. Rhenz

    Rhenz Who needs a map? Staff Member Moderator Legend

    I gotta agree. The models aren't really necessary. The function of what it does is nice, but the models don't need to be there.
     
  20. NightAngel

    NightAngel Fuck off Lev

    It was broken with the recent update. I had to fix it up, figured I might as well change the design.

    [​IMG]

    Edit: I like the space that the model panels fill in, less blank space imo.
     

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