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RJ's Plugin/Development Collection

Discussion in 'Plugins' started by RJ, Feb 1, 2013.

  1. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Fully-functional parakeets pills for CW/HL2RP
     
    • Agree Agree x 1
  2. That. That. That. That. Do that please <3
     
  3. YourAdHere

    YourAdHere Clockwork Customer

    Um. How about an actual GOOD toxin plugin, one that just simply damages you when you're in a toxin area, and you can make your own gasmasks, and you have filters that last you 5 mins but only run out in toxin areas?
     
  4. I just bought the Crafting plugin... How do I download it?
     
  5. RJ

    RJ no pay Legend Clockwork Customer

    You will receive an email with your key and instructions on how to download it.
     
  6. Effectual plugins.

    Don't you think the crafting plugin is a bit over-priced? $40? A plugin that costs more than it's schema...
     
  7. RJ

    RJ no pay Legend Clockwork Customer

    I'm going to be lowering the price soon. I can't say when though.
     
  8. Could you answer the question of how much you will lower it?
     
  9. Monkah

    Monkah Guest

    welp, nobody's going to buy until you do
     
  10. Since it is crafting, it's pretty useful so, in the 10-20 price range should be fine.
     
  11. Monkah

    Monkah Guest

    Buuuut Polis's crafting is pretty much the same thing (if not better) and is 100% free.
     
  12. Oh! I didn't know that, thanks Monkah.

    Well we know what that means, this should be free lol.
     
  13. RJ

    RJ no pay Legend Clockwork Customer

    From what I've read, it's not quite the same. His uses items in your own inventory that you use to craft. Mine is an entirely different menu used for crafting (you can look at my demonstration video to see how mine works).
     
  14. Polis' crafting plugin isn't really a crafting plugin, TBH. It's a plugin that adds a load of items but relies on someone to use if statements and such. If he uses my recipe library then it can really be an official crafting plugin, but until then, I'd say RJ's plugin is a lot better because it at least provides a framework for crafting.
     
  15. seigfred

    seigfred Dank af

    I was buying it, I forgot to enter my email like a dumbass, I was about to get rj to help me fix it, I give him my email to send the key too, he goes offline right away
    I hate my life
     
  16. Sounds similar to C16 support tickets.

    Don't worry. RJ will get with you when he gets back on. He's good about helping people out.
     
    • Funny Funny x 1
  17. RJ

    RJ no pay Legend Clockwork Customer

    Not a problem, I got your email and made a note of it. Like it says on the site: "Recieving your product key can take between 24-48 hours after the time of your purchase during business days (Monday through Friday)."
     
  18. RJ

    RJ no pay Legend Clockwork Customer

    Along with working on RayJay, I've been touching up some of my plugins to make them easier to use. For example, a crafting blueprint looked like this before:
    Code:
    local ITEM = Clockwork.item:New("blueprint_base");
    
    ITEM.name = "9mm Pistol Blueprint";
    ITEM.model = "models/weapons/w_pistol.mdl";
    ITEM.weight = 0.8;
    
    ITEM.category = "Weapon Blueprints"
    ITEM.crafting = true;
    ITEM.description = "Requirements: \nx1 Broken 9mm Pistol \nx2 Reclaimed Metal \nx1 Box of Screws \nx1 Screw Driver";
    
    -- A function to check for the required materials for a craft.
    function ITEM:HasMaterials(player)
    	return (
    		player:HasItemByID("broken_9mm_pistol") and
    		player:HasItemByID("reclaimed_metal") and (table.Count(player:GetItemsByID("reclaimed_metal")) >= 2) and
    		player:HasItemByID("box_of_screws") and
    		player:HasItemByID("screw_driver")
    	)
    end;
    
    -- A function to take the required materials for a craft.
    function ITEM:TakeMaterials(player)
    	return (
    	player:TakeItem(player:FindItemByID("broken_9mm_pistol")) and
    	player:TakeItem(player:FindItemByID("reclaimed_metal")) and
    	player:TakeItem(player:FindItemByID("box_of_screws")) )
    end;
    
    -- A function to give a player a crafted item.
    function ITEM:GiveCraft(player)
    	return (
    		player:GiveItem(Clockwork.item:CreateInstance("weapon_pistol"))
    	)
    end;
    
    ITEM:Register();
    Now it will look like this:
    Code:
    local ITEM = Clockwork.item:New("blueprint_base");
    
    ITEM.name = "9mm Pistol Blueprint";
    ITEM.model = "models/weapons/w_pistol.mdl";
    ITEM.weight = 0.8;
    
    ITEM.category = "Weapon Blueprints"
    ITEM.crafting = true;
    ITEM.description = "Requirements: \nx1 Broken 9mm Pistol \nx2 Reclaimed Metal \nx1 Box of Screws \nx1 Screw Driver";
    
    -- A function to check for the required materials for a craft.
    function ITEM:HasMaterials(player)
    	return {
    		"broken_9mm_pistol",
    		{"reclaimed_metal", 2},
    		"box_of_screws",
    		"screw_driver"
    	}
    end;
    
    -- A function to take the required materials for a craft.
    function ITEM:TakeMaterials(player)
    	return {
    		"broken_9mm_pistol",
    		{"reclaimed_metal", 2},
    		"box_of_screws"
    	}
    end;
    
    -- A function to give a player a crafted item.
    function ITEM:GiveCraft(player)
    	return {
    		"weapon_pistol"
    	}
    end;
    
    ITEM:Register();
    The only downside to this is that the item cannot have a name that is 1 character long otherwise you won't be able to use multi checking, giving and taking (which is negligible considering how the blueprints will be a lot more clean).
     
  19. RJ

    RJ no pay Legend Clockwork Customer

    I've made Item Spawner+ easier to use. Instead of going through each item file to add ITEM.value = "rarity"; you only have to open up the sh_rarities.lua library and use this for each item you want to assign a rarity to:

    Code:
    PLUGIN.rarities:AddRarity("item_id1", "rarity");
     
  20. Dub

    Dub Guest

    Yeah this is gonna break the record :)))
     

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