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Gr4Ss' plugin megathread

Discussion in 'Plugins' started by Gr4Ss, Jul 20, 2014.

  1. Make sure the models are installed on the server. And download the latest version, I fixed a bunch of errors. And best use strings as indexes for your bodygroup numbers (use numbers for the bodygroup states), found using number as indexes for the table to be buggy.
     
  2. Just add me, Gr4Ss
     
  3. Viomi

    Viomi Running ArchLinux

    In your armor code, you set a little HUD thing that shows the cracked glass and whatnot.

    However, the files themselves weren't included, so it shows as a missing material for most. For some reason, it works for only me- Is there a certain workshop download required with it?
     
  4. Not on workshop, I'll upload the files and you can just include them so they get downloaded from the server. Not that big of a download.
     
  5. Viomi

    Viomi Running ArchLinux

    Alright sweet thanks.

    The other part was you had your code looking for "if hasGasmask", but your fallout items had "gasmask = true" instead of "hasGasmask = true". Going in manually applied the HUD effect where it was missing before... Just a heads up
     
  6. Either a typo or me forgetting to change the variable naming. I'll release a fixed version once I'm less ill.

    Also materials, noticed I didn't include all files so just make sure all ten are included in sv_plugin.lua (or include the directory).
    https://dl.dropboxusercontent.com/u/18247506/Plugins/materials.zip
     
  7. Viomi

    Viomi Running ArchLinux

    Awesome! Thanks again, Grass. <3

    EDIT: https://dl.dropboxusercontent.com/u/156193372/sv_plugin.lua

    Went ahead and added in all of the files that were missing there if you'd like to use it ^
     
  8. DeadiKation

    DeadiKation Clockwork Customer

    Hey there, I was testing your Radiation plugin, and it seems there's nothing noticeable that happens, as well as no errors. Like the radiation can be set, but nothing actually happens upon entering the area, and no rads accumulated. Think you'd know why?

    Thanks!
     
  9. There's some weird thing going on with it. I'm busy right now but I'll fix it sometime next week most likely (or take my time to write a proper zones library).
     
  10. Viomi

    Viomi Running ArchLinux

    Your zones actually work fine in gas, there's just one typo in the radiation (which is probably what was causing Deadi's problem);
    You check to see if they're in a no radiation zone, and set "IsNotInNoRadiationZone" to false, and then else the same variable to false.. So it's false no matter what.
    But in gas it sets "IsNotInNoRadiationZone" to false, and then else the same variable to >true<. So I think you may have just typoed it... I changed the value to true in the else part of that if statement and it works fine now. c:
     
  11. Changing the false to true on line 82 should work, yeah. But that's more a hotfix as there's more broken with that block of code (it's also broken in gaszones). I'll fix it when I make a zones library.
     
  12. Viomi

    Viomi Running ArchLinux

    Yeah I was just posting it as a hotfix for temporary terms.

    Thanks for the work Gr4Ss ;)
     
  13. Problem is more that the check for the RadBox or whatever I called it doesn't work (at some point I figured I'd add in a big box that contains all radiation areas, to more quickly determine if someone is not in a radiation area). Need to fix up that check sometime, but that'll be for when I write a proper zone library to handle everything zone-related. I'll eventually come around to that (it's pretty high up my todo list as I figure some devs might have a use for it).
     
  14. And just a quick update: pushed some fixes for gaszones/radiation to the github (fixes the previously mentioned bug and a typo in radiationzoneremove). Also updates armor plugin to include all gasmask overlay texture files (and includes the files in the download).
     
  15. seigfred

    seigfred Dank af

    doesnt work fix it
     
  16. Monkah

    Monkah Guest

    Not being too helpful, you should post console logs.
     
  17. kurozael

    kurozael Cloud Sixteen Director Staff Member Administrator Investor

    [member=1476]Gr4Ss[/member] please check your PMs :)
     
  18. Zoo

    Zoo title

    Hi, I got a question regarding your Gas Zones plugin, in particular the items.

    So it says in the readme:
    -ITEM.hasGasmask = true; on it, in which case he'll also need filterQuality on his character data.

    What do you mean by character data and filter quality?

    I know filters need to have their charcoal replaced every now and then or something, but could you explain more?

    Also, a rebreather is like a permanent gasmask, for lack of a better word?
     
  19. The way the gaszones/radiationzones work is that they first check if the player his clothes item has the ITEM.hasGasmask field set to true. If yes, it will go look on the character's data (player:GetCharacterData("filterQuality")) for a 'filterQuality' field. If you are using my armor base, the filter_base that comes with it will do that for you when a player equips a filter. If you don't want to code your own gasmasks, just use that armor base and don't worry too much about what's in the readme (as it's all coded already, readme is there for people who want to code their own stuff).

    And rebreathers are gasmasks that don't need a filter.
     

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