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[WIP] - City 17 (Build 210)

Discussion in 'Mapping' started by 221boy221, Dec 25, 2012.

  1. Professorial Mister Man

    Professorial Mister Man I don't know what I'm doing.

    Re: Making of City 17.

    A beach? NOT SO FAST, STAR FOX!
     
  2. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Maybe he wants you to chill out and relax on the beach.
    Maybe he's making this beach for you, just you.
    You can't hide true love.
     
  3. Re: Making of City 17.

    Wow, I can't believe I missed these videos.

    Didn't know about them.
     
  4. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Alright I found a better way, I've put the map and it's custom textures (Took me 2 hours to grab the used custom textures out of the entire textures folder, so from 1,2gb it's now 20mb.) into the workshop.

    When you sub it, it downloads everything like it should, done.
    This reduces the lag in the map and just works way better than when packing the content into the bsp because that could cause some errors some most of the players. (Like little purple black decals on the walls seen in other maps.)

    And again, new screenshots added.

    Derp
     
  5. Dr.Shpy

    Dr.Shpy Guest

    Re: Making of City 17.

    Link please?
     
  6. Dr.Shpy

    Dr.Shpy Guest

    Re: Making of City 17.

    Tell me about it.
     
  7. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    You can only get access to it if you have been invited in to the Alpha.
    Which not many have.

    I will be starting a Closed (or open) Beta in a few weeks and then I will invite a lot more people.
     
  8. Re: Making of City 17.

    Sounds very cool.
     
  9. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    A new video has been released.
    In this video I am showing you the weapon stripper in the nexus from the perspective of a rebel who wants to raid the nexus.

    Making of City 17 - Weapon Stripper test


    There is currently a problem with the MPF, they get stripped too but when they do they lose their stunstick and when the stunstick disappears this error spams the console:
    Code:
    [ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
      1. GetWeaponRaised - gamemodes/clockwork/framework/libraries/cl_player.lua:226
       2. unknown - gamemodes/cwhl2rp/schema/entities/weapons/cw_stunstick/shared.lua:165
    which results in kicking every player because of too many lua errors.
     
  10. Re: Making of City 17.

    sv_kickerrornum 0
    :)
     
  11. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Wouldn't it be annoying for server owners who want to run the map and do not have a basic knowledge?
     
  12. diablo1675

    diablo1675 Guest

    Re: Making of City 17.

    Lel. "You Failed", is all the rebel heard :#
     
  13. Re: Making of City 17.

    I suggested it because it might be easier for you to fix the error like that.
     
  14. Bloodprime

    Bloodprime WARPAC Lead

    Re: Making of City 17.

    You can set a filter on the stripper to only affect Citizens etc
     
  15. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    I don't think it works like that, yes I can indeed put filters in hammer but I mean, it only recognizes !player/!activator and not like... the whitelists created in a gamemode (MPF/OTA/Citizen, etc.).

    Unless there is a way to filter by model of !player/!activator?
     
  16. Re: Making of City 17.

    Well, what code are you using for it to strip the weapons?
     
  17. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    OnStartTouch at the moment, the !player doesn't seem to work as it's multiplayer, !activator is the one that triggers the trigger, there is no way to see if the !activator is a cp or citizen.

    But now that I think about it, there is a way to do things such as "OnStartTouch !activator AddOutput targetname Combine" and then filter the weapon_stripper_trigger not to trigger when a player with the targetname Combine walks into it / touches the trigger.

    So with this there could be a way to make either a button that makes players who press it get a targetname so they won't trigger it or a trigger that's somewhere in the map like for example on the combine spawn which makes the players walking there / spawning there automatically invis for this weapon stripper.

    It would be very helpful if there was something in clockwork/hl2rp that gives the whitelisted character the targetname of their class, for example something like on character select if combine then AddOutput targetname combine so the weapon stripper (Or basically any trigger or map event coded for this kind of separation between classes) will not target these characters anymore, this could be useful for more things in the map and could help out a lot for other map creators as well.
    Info about the AddOutput output: https://developer.valvesoftware.com/wiki/AddOutput
     
  18. Arbiter329

    Arbiter329 Owner of Arc-Factory Roleplay

    Re: Making of City 17.

    Also, it appears to strip the physgun... (And presumably hands, keys, toolgun)
     
  19. Re: Making of City 17.

    Something like this?

    Code:
    player:SetKeyValue("targetname", "combine")
     
  20. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Something like this?
    Code:
    if (!self:PlayerIsCombine(Clockwork.Client)) then
    player:SetKeyValue("targetname", "combine")
    	end;
    or

    Code:
    if (!self:PlayerIsCombine(Clockwork.Client)) then
    "!self, AddOutput, targetname Combine"
    	end;
     

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