1. This forum is ARCHIVED! Visit the new Cloud Sixteen forums, codename Eden, at https://eden.cloudsixteen.com. These forums will remain archived for a few months before being closed down, so try to encourage plugin developers to begin moving their content across to the new forums.
Dismiss Notice
Hi Guest, you need a Steam account to register and post on these forums. Login with Steam at the top of the forums to get started!
Dismiss Notice
Hi Guest, do you want to buy HL2RP or another Clockwork schema? Visit the Cloud Sixteen Store to get started!

Important Free Black Mesa Keys

Discussion in 'Announcements' started by kurozael, Jan 24, 2015.

  1. Zoo

    Zoo title

    It worked, thank you very much!

    EDIT: Only minor issue is that it shows up as Unauthorized in the gamemode menu thing.
     
    Last edited: Jan 24, 2015
  2. alexanderk

    alexanderk a Legend

    Sorry for the issues, guys!
     
    • Friendly Friendly x 1
  3. JohnGalt

    JohnGalt I hate my life

    Well, I'll just grab this and Save it for later.
     
  4. Zoo

    Zoo title

    anyone possibly know how to remove the big content error in the middle of the screen?
     
  5. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Replace EVERYTHING in "garrysmod\gamemodes\cwBlackMesa\schema\cl_hooks.lua" with this:

    This should remove the annoying content thing

    Code:
    --[[
        © 2013 Heartbit.me do not share, re-distribute or modify
        without permission of its author ([email protected]).
    --]]
    
    -- Called when the cinematic intro info is needed.
    function Schema:GetCinematicIntroInfo()
        return {
            credits = "Designed and developed by "..self:GetAuthor()..".",
            title = Clockwork.config:Get("intro_text_big"):Get(),
            text = Clockwork.config:Get("intro_text_small"):Get()
        };
    end;
    
    -- Called when the target's status should be drawn.
    function Schema:DrawTargetPlayerStatus(target, alpha, x, y)
        local informationColor = Clockwork.option:GetColor("information");
        local thirdPerson = "him";
        local mainStatus;
        local uncuffText;
        local gender = "He";
        local action = Clockwork.player:GetAction(target);
       
        if (target:GetGender() == GENDER_FEMALE) then
            thirdPerson = "her";
            gender = "She";
        end;
       
        if (target:Alive()) then
            if (action == "die") then
                mainStatus = gender.." is in critical condition.";
            end;
           
            if target:Health() < 50 then
                mainStatus = gender.." is clearly injured.";
            end
           
            if (target:GetRagdollState() == RAGDOLL_KNOCKEDOUT) then
                mainStatus = gender.." is clearly unconscious.";
            end;
           
            if (target:GetSharedVar("cuffed") != 0) then
                if (Clockwork.player:GetAction(Clockwork.Client) == "uncuff") then
                    mainStatus = gender.. " is being uncuffed.";
                else
                    local uncuffText;
                   
                    if (target:GetShootPos():Distance( Clockwork.Client:GetShootPos() ) <= 192) then
                        if (Clockwork.Client:GetSharedVar("cuffed") == 0) then
                            mainStatus = "Press :+use: to uncuff "..thirdPerson..".";
                           
                            uncuffText = true;
                        end;
                    end;
                   
                    if (!uuncuffText) then
                        mainStatus = gender.." has been cuffed.";
                    end;
                end;
            elseif (Clockwork.player:GetAction(Clockwork.Client) == "cuff") then
                mainStatus = gender.." is being cuffed.";
            end;
           
            if (mainStatus) then
                y = Clockwork.kernel:DrawInfo(Clockwork.kernel:ParseData(mainStatus), x, y, informationColor, alpha);
            end;
           
            return y;
        end;
    end;
    
    -- Called when a player's scoreboard options are needed.
    function Schema:GetPlayerScoreboardOptions(player, options, menu)
        if (Clockwork.command:FindByID("CharSetCustomClass")) then
            if (Clockwork.player:HasFlags(Clockwork.Client, Clockwork.command:FindByID("CharSetCustomClass").access)) then
                options["Custom Class"] = {};
                options["Custom Class"]["Set"] = function()
                    Derma_StringRequest(player:Name(), "What would you like to set their custom class to?", player:GetSharedVar("customClass"), function(text)
                        Clockwork.kernel:RunCommand("CharSetCustomClass", player:Name(), text);
                    end);
                end;
               
                if (player:GetSharedVar("customClass") != "") then
                    options["Custom Class"]["Take"] = function()
                        Clockwork.kernel:RunCommand( "CharTakeCustomClass", player:Name() );
                    end;
                end;
            end;
        end;
    
        if (Clockwork.command:FindByID("CharTakeClearances")) then
            if (Clockwork.player:HasFlags(Clockwork.Client, Clockwork.command:FindByID("CharTakeClearances").access)) then
                options["Take Clearances"] = function()
                    Derma_StringRequest(player:Name(), "Which clearance levels to remove?", player:GetSharedVar("Clearances"), function(text)
                        Clockwork.kernel:RunCommand("CharTakeClearances", player:Name(), text);
                    end);
                end;
            end;
        end;
       
        if (Clockwork.command:FindByID("CharGiveClearances")) then
            if (Clockwork.player:HasFlags(Clockwork.Client, Clockwork.command:FindByID("CharTakeClearances").access)) then
                options["Give Clearances"] = function()
                    Derma_StringRequest(player:Name(), "Which clearance levels to add?", "", function(text)
                        Clockwork.kernel:RunCommand("CharGiveClearances", player:Name(), text);
                    end);
                end;
            end;
        end;
    end;
    
    -- Called to get the screen text info.
    function Schema:GetScreenTextInfo()
        local blackFadeAlpha = Clockwork.kernel:GetBlackFadeAlpha();
        if (Clockwork.Client:GetSharedVar("beingCuffed")) then
            return {
                alpha = 255 - blackFadeAlpha,
                title = "YOU ARE BEING CUFFED"
            };
        elseif (Clockwork.Client:GetSharedVar("cuffed") != 0) then
            return {
                alpha = 255 - blackFadeAlpha,
                title = "YOU HAVE BEEN CUFFED"
            };
        end;
    end;
    
    -- Called when the local player's character screen faction is needed.
    function Schema:GetPlayerCharacterScreenFaction(character)
        if (character.customClass and character.customClass != "") then
            return character.customClass;
        end;
    end;
    
    -- Called when the local player attempts to see a class.
    function Schema:PlayerCanSeeClass(class)
        return false; -- We don't use this in our gamemode.
    end;
    
    function Schema:ChatBoxAdjustInfo(info)
        if (IsValid(info.speaker)) then
            if (info.data.anon) then
                info.name = "Somebody";
            end;
        end;
    end;
    
    -- Called when the local player's vignette should be drawn.
    function Schema:DrawPlayerVignette()
        return true;
    end;
    
    -- Called to check if a player does recognise another player.
    function Schema:PlayerDoesRecognisePlayer(player, status, isAccurate, realValue)
        if (player:GetFaction() == FACTION_SECURITY or player:GetFaction() == FACTION_DIRECTOR or player:GetFaction() == FACTION_DCT) then
            return true;
        end;
    end;
    
    
    -- Called when the target player's name is needed.
    function Schema:GetTargetPlayerText(player, targetPlayerText)
        targetPlayerText:Add("RANK", Clockwork.class:Query(player:Team(), "name"), Color(200,200,200,255));
    end;
    
    /*
    -- Called when needed to get current Content server version.
    local ServerContentVersion = 0
    function getServerContentVersion(body, len, headers, code)
        ServerContentVersion = tonumber(body);
    end
    http.Fetch( "http://heartbit.me/hbcontent_version.php", getServerContentVersion);*/
    
     
    • Winner Winner x 2

Previous Readers (Total: 0)