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[WIP] - City 17 (Build 210)

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

  1. Re: Making of City 17.

    Nah. Neither.
     
  2. Bloodprime

    Bloodprime WARPAC Lead

    Re: Making of City 17.

    Each faction has a team number somewhere between 1-10,000. Just make a filter_team and indicate the citizen team value. As for finding the team number of citizens, it's some sort of console command run serverside or through the RCON. I do not remember the command unfortunately.
     
  3. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Ah wait, It appears there also is a Filter_activator_model so that is good news, no need to make a plugin if this works.

    (Didn't see this one earlier, In hammer it wasn't in the list of filters but on the dev wiki it is.)


    - Edit

    Well, it looks like the filter_activator_model is not in the base.fgd file, I'll have to manually put it in then.
     
  4. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Re: Making of City 17.

    If possible can you make a tutorial on how to make the weapon stipper, would be handy for my HL2RP map. ;D
     
  5. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    I'm bad at making tutorials.
    Make a trigger_multiple with input/output onstarttouch trigger_vphysics_motion enable.
    and 'onstarttouch logic_relay trigger delay:5 sec?' and make that logic_relay enable the trigger_weapon_strip.

    That's a basic way of doing it, to get the dissolve effect you will have to make a trigger_weapon_dissolve with emitter name weapon_dissolve_conduit.


    - Edit
    Got it to work, but it only disallows entities that match criteria and that is police.mdl
    So now the problem is that if people use custom police models... and ota.

    I can also make it so it allows entities that match criteria and making that ?humans/*'
    But then you can bypass the stripper by changing model for in gamemodes such as sandbox or darkrp...
    Ofc I make this map Clockwork based but that doesn't mean forgetting about the other popular gamemodes.

    Maybe it's better to use the targetname after all, if Conna just decides to support map creators... (This will convince more map creators to make maps based on his gamemode, causing more people to get to know these gamemodes which will end up in more sales for C16, win win situation for them.)
     
  6. redcatjack

    redcatjack Moderator and Map Developer Staff Member Moderator

    Re: Making of City 17.

    Thanks, I'll try it out :D

    Edit: Also can't wait for your next video. :p
     
  7. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    A new video is up, showing the shooting range.

    If you got any suggestions or questions then please post them ;)
     
  8. Re: Making of City 17.

    This map looks incredible :)
     
  9. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Did a last attempt, I tried these, but they didn't work either.
    Is this a lua mistake or is it just impossible to assign people to a targetname that a .bsp can filter on?

    Code:
    function Schema:Targetname()
    	if (!self:PlayerIsCombine(Clockwork.Client)) then
    		self:SetKeyValue("targetname", "Combine");
    --  Also tried it with:
    --		player:SetKeyValue("AddOutput", "targetname Combine");
    --		self:SetKeyValue("AddOutput", "targetname Combine");
    --		player:AddOutput("targetname", "combine");
    --		(!self:AddOutput("targetname", "combine"))
    	end;
    end;
    Code:
    function Schema:Targetname2()
    	if (player:GetFaction() == FACTION_MPF or faction == FACTION_OTA or faction == FACTION_ADMIN) then
    		self:SetKeyValue("targetname", "Combine");
    --  Also tried it with:
    --		player:SetKeyValue("AddOutput", "targetname Combine");
    --		self:SetKeyValue("AddOutput", "targetname Combine");
    --		player:AddOutput("targetname", "combine");
    --		(!self:AddOutput("targetname", "combine"))
    	end;
    end;
     
  10. Re: Making of City 17.

    It shouldn't necessarily be a schema function, at least in my opinion.

    A larger problem is that you're using a self reference incorrectly.

    This code would imply that the method 'SetKeyValue' was inside of 'Schema', when it's actually in 'player'. Here's an example of a self reference (using your code).

    http://i.imgur.com/T3T94v3.png

    'self' is basically a shortcut for 'Schema' in this case. You should look up on self references.

    Here's some code you can just throw in any Lua file and run.

    Code:
    concommand.Add("setkeyvalue", function(player, command)
    	player:SetKeyValue("targetname", "Combine");
    end);
    Just create a Lua file in lua/autorun/server, paste that code in there, restart the server, and type "setkeyvalue" in console.

    EDIT: There's also no arguments for your function.
     
  11. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    Haha, I'm not a lua coder so I was just trying out, I get what you mean with the self reference now, I was confused because in hammer it is used a bit differently.

    But this code that you wrote down doesn't check if the player is combine or not and doesn't give these players the combine targetname when spawned?
     
  12. SevenLions

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

    Re: Making of City 17.

    8:51 PM - |PP| Kill22pro: so I can post my announcement without double posting

    Sure thing buddy.
     
  13. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    The Closed Beta is about to start.
    In order to participate you will need to:
    - Have me on your steam friend list. (So I can tag you and pass over the pass every time I renew it.)
    - Be part of the steam community group "Project Prologue". (For useful announcements and event notifications.)

    Add me on steam: 441boy441 (Current nickname is kill22pro)
    Message me saying you'd like to participate and I will put you in the list.

    Since this is a Closed beta, I will not let everyone in (Don't worry, I might end up allowing everyone to get in.) and not share the map for public use yet. Mainly because it is just NOT done and would end up being a disappointment to the players.
    Putting it into the public eye with this state is not what we want, a lot will still change and so we want to deliver at least a decent product when the open beta starts.

    If you get access and have the .bsp, please do not be a dick and do NOT ruin it for yourself by sharing it and running it on your server.

    Please wait for the final version and show some respect, we will give ours in return.
    And yes, you will be specially thanked in the credits.
     
  14. Faoeoa

    Faoeoa Bored as shit, will do simple devving.

    Re: Making of City 17.

    I'm in the beta and I'm so ready.
     
  15. Dr.Shpy

    Dr.Shpy Guest

    Re: Making of City 17.

    Tell me about it :D
     
  16. 221boy221

    221boy221 Kill22pro

    Re: Making of City 17.

    So the Closed Beta has started a week ago and here is the (kind of) trailer for it!
    In this video we are testing the NPC nodes, how they position around the map, how they flank and move.
    And not to forget, also the Crushing Citadel Wall.

    Making of City 17 - Testing the npc nodes [Closed Beta]

    Special thanks to the Alpha testers, they have done a good job, now it's up to you guys to help me find ways to improve the map!
     
  17. Faoeoa

    Faoeoa Bored as shit, will do simple devving.

    Re: Making of City 17.

    Been testing the map, despite not being able to participate in events

    Brilliant work so far, might post some screenies later.
     
  18. Dr.Shpy

    Dr.Shpy Guest

    Re: Making of City 17.

    Gotta love being a beta tester, right?
     
  19. Faoeoa

    Faoeoa Bored as shit, will do simple devving.

    Re: Making of City 17.

    Yup.
     
  20. Garrus

    Garrus I like dragons, yargh.

    Re: Making of City 17.

    Wish I opted to beta test it. ;-;. Looks amazing so far.
     

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