• TacoScript Classic
    264 replies, posted
  • Avatar of disseminate
  • The goal of this gamemode is to update (possibly continuously) TacoScript 1 up to current script standards, while keeping the TS1 feel, and to distribute it to have more options for a standard server than whatever Conna's current script is. I started doing this project September 21, 2010 and it's still a work in progress - but I've made a lot of work. TS1 has been refreshed, and for many features, entirely gutted and retooled. In fact, for the changelog, I could go through the entire script, but that would take quite a few hours to do. Instead, I'll give you the general stuff as I skim through the script (probably should have made a changelog to start). Incredibly brief changelog from the garrysmod.org TacoScript: [code]- Fixed any and all bugs - Fixed all inventory problems - Fixed all weapon problems - Predigimous lag reduction (new usermessage systems, replacement of NWvars etc). Ping went from 150 on default to 50 on this on my test server. - Up-to-date module support - Door (and mapdata) system entirely redone, mapdata included for 14 common maps - Sound lists for, not only the CP - but for HL music and overwatch (city voice) - Removed backdoors - Removed unnecessary or deprecated code (armor hack, observe as variable) - Redone combine/overwatch flags - Only has about 15 mb of default models - it's up to you how much you add (keep it tasteful) - Couple dumb admin/concommands removed, a couple non-dumb commands added - Admin-controlled HL2 npcs (attack heli, gunship) - The standard stuff like "Typing..." - Quiz has 'tutorial' which gives all the answers if the player reads it - Fixed as many exploits as I could find - Removed some unnecessary delays - Removed unused or silly things like headbob - Some trivial but fun things like Christmas Mod being enabled on christmas automatically - Easier MySQL script-side setup - Modules: gatekeeper, rcon, mysqloo - IP or steamid private testing/blacklist, rcon disable, and mysql interaction respectively - Lots of animations - 15 animation tables prepared, for each (feasibly used) HL2 model + some TnB models and misc models I've found - Some animation goodies - ie, if you're a cscanner, your tail will bob up and down and the wheel will rotate and whatnot, you can set your model to a strider and have your head out of the ground etc - Predicted gestures for firing, reloading etc weapons (looks awesome man) - Weapons are automatically parsed as items - no need for items of weapons - Weapons: Cleaned up, better ironsights, some retooling, working on system to properly hold hexed CS:S weapons for you donator mongers out there, as well as things like suitcase - Added door and keypad stools but integrated into TS and exploit-proofed - Realtime MySQL donation system up and running - HL2 hands (pickup and throw small things)[/code] I honestly suprised myself with how fast I was able to get it to run. For example, you may be used to a 5-10 second character selection process in the current TS - mine takes <2 seconds. Mapdata: [code]- Must start with "2" as the first line of the file - Backwards compatible but you have to add "1" to the top - Doorstates: 0 - buyable 1 - combine buyable (for lockers etc) 2 - unownable 3 - combine lockable (i.e. nexus doors, prison cell doors etc) 7 - combine big doors (the large, normally unopenable doors) BEGINBUILDING "Shop" 988.0000 -3991.0000 718.2500 "Entrance" 0 35 824.0000 -3524.0000 728.0000 "Side Entrance" 0 35 743.0000 -3725.0000 718.2500 "Backroom" 2 ENDBUILDING - X Y Z Name State Price - Price is optional if state is unownable or the like - BEGINBUILDING can be replaced with BEGINUNOWNBUILDING (all doorstates are 2, all prices are nonexistant) or BEGINCOMBINEBUILDING (all doorstates 7, prices nonexistant) - If you buy a door inside a building, you then own every door in the entire building.[/code] Example mapdata file: [code]2 BEGINUNOWNBUILDING "Trainstation" 3031.9063 -2735.0000 814.7188 "Hallway" 3031.9063 -2641.0000 814.7188 "Hallway" 2154.0625 -2734.7188 814.2500 "Hallway" 2154.0625 -2640.7188 814.2500 "Hallway" ENDBUILDING BEGINBUILDING "Foto Shack" -560.0450 -1476.0100 726.0000 "Entrance" 0 35 -791.0000 -1145.0000 726.2810 "Storage" 2 ENDBUILDING[/code] Flags: [code]Flags can be combined with each other. For example you can have combine flags "EF" which will allow you to both be a CP Elite and able to set flags, or player flags "NXV" which will let you be a salesman black market vortigaunt. Combine A - Recruit - /cp B - CP - /cp C - OW - /ow D - OW Shotgunner - /ow E - Can set flags F - CP Elite - /cp G - CP Control - /cp H - Combine Control - /cp I - OW Elite - /ce X - City Scanner - /cscanner Y - Shield Scanner - /cscanner Z - Advisor - /advisor Player N - Can sell newspaper S - Stalker V - Vortigaunt W - Vortigaunt Slave X - Black Market[/code] As for screenshots, just picture default TacoScript HUD etc. It's identical. Most of these modifications are internal or minutely visible, screenshots aren't worth it. [b]Released[/b] [url=http://www.garrysmod.org/downloads/?a=view&id=124616][img]http://www.garrysmod.org/img/?t=dll&id=124616[/img][/url] Setup Instructions: - Place contents in garrysmod - Set up mysql server according to the provided .sql file - Get the lua binary modules installed properly according to the readme - Edit the config files in data/TacoScript/ - Load up in gmod!
  • Avatar of Aide
  • What I liked reading [quote] - Predigimous lag reduction (new usermessage systems, replacement of NWvars etc). Ping went from 150 on default to 50 on this on my test server. [/quote]
  • Avatar of disseminate
  • [media]http://www.youtube.com/watch?v=muhRQTWDXZc[/media] Demonstration of speed boosting (at the end specifically)
  • Can't wait to see this ready :). I've done the same thing basically, with Tacoscript 2.
  • Avatar of LauScript
  • [QUOTE=Freze;29171342]Can't wait to see this ready :). I've done the same thing basically, with Tacoscript 2.[/QUOTE] Nobody cares. Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.
  • Avatar of SlayerFin
  • [QUOTE=LauScript;29171376]Nobody cares. Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.[/QUOTE] Yeah, I agree.
  • Avatar of disseminate
  • [QUOTE=LauScript;29171376]Nobody cares. Btw, Disseminate, you should make it when you start sprinting, you slowly speed up to your maximum sprint speed, instead of instantly just going maximum speed.[/QUOTE] That'd be cool. I'll look into it. I'm slightly tentative to do anything like this because my goal in this is just to have it exactly as TS1 was in 2008 - clean, nice, and lagless, but with few additional gameplay-changing features.
  • Avatar of LauScript
  • Well, a few small features like such wouldn't hurt. Do what you want, you're the coder
  • Great work so far :) But can you expand more on the controlled NPCs part? How would you control it?
  • Avatar of disseminate
  • Console commands at the moment. Admins could bind them to keys and go in noclip. [code]rp_heli_create rp_heli_bomb rp_heli_togglegun rp_heli_blowup rp_heli_remove rp_heli_goto [go to admin's position] rp_gunship_create rp_gunship_togglegun rp_gunship_blowup rp_gunship_remove rp_gunship_goto[/code] If I were to make it like a helicopter or whatnot on gmod.org (WASD controls), I'd have to continuously create path_track entities, which would cause lag.
  • Avatar of Jocken300
  • This sounds pretty cool. I'm glad to hear that you out of all people are doing it, too.
  • Avatar of Commander11
  • Why couldn't we have had this a year or two ago? Could've shut up a lot of script kiddies re-releasing the original TS. My hat off to Disseminate, this sounds wonderful! Keep up the good work, I hope to see more of this from you.
  • Avatar of disseminate
  • With the recent gmod update, I added hands support (use to pickup). Works identical to HL2. To see the prop's creator (what used to be use), type rp_checkcreator in console. Removed the gravity gun (they have identical range FYI) Added sniper (or scoped weapon) mouse sensitivity lowering when zoomed in
  • Avatar of disseminate
  • I'd like to get it as done as possible - probably later than or at a month from now [editline]15th April 2011[/editline] [media]http://filesmelt.com/dl/gm_flatgrass000321.jpg[/media] No decompiling involved. It's a CS:S model I just hexed
  • Avatar of SlayerFin
  • [QUOTE=Disseminate;29202136]No pistol animations on male citizen npcs[/QUOTE] Are you gonna add the pistol anim from HL2 for males? I remember that there is one. Anywho, looking great.
  • Avatar of disseminate
  • There isn't one, unfortunately However, I might convert any non-custom models in the script to using the playermodels. Then I'd have a full range of animations with no issues and none would be the wiser.
  • Avatar of SlayerFin
  • That sounds much better, if you bother to do that. I will look forward to release, good luck.
  • Avatar of fnox
  • I'd tell you to use the animation system in Tiramisu but it's a total bitch to implement. If you wanna give it a go, you have my blessing, that way you can have all animation sets in any ValveBiped model. Also, if I may do a request, can you make some sort of system for adding flags? It feels kinda stupid to have to add an elseif just to add a different flag with a different loadout.
  • The script should be functionally similar but if at all possible easier for devs to work with
  • Avatar of disseminate
  • [QUOTE=Big Bang;29217312]I'd tell you to use the animation system in Tiramisu but it's a total bitch to implement. If you wanna give it a go, you have my blessing, that way you can have all animation sets in any ValveBiped model. Also, if I may do a request, can you make some sort of system for adding flags? It feels kinda stupid to have to add an elseif just to add a different flag with a different loadout.[/QUOTE] I was contemplating that but it does seem hellish to just clientsidemodel everything. I'm not sure how I'd do the flags thing but perhaps a text input file or something.
  • [QUOTE=Disseminate;29218453]I was contemplating that but it does seem hellish to just clientsidemodel everything. I'm not sure how I'd do the flags thing but perhaps a text input file or something.[/QUOTE] Have them stored in data as text files in a flags folder that the script reads from so you can easily add more
  • Avatar of disseminate
  • Here's what I have right now: [lua]FLAG.ID = "I"; -- Flag to set FLAG.Team = 4; -- Team (affects color etc) FLAG.Mode = TS.COMBINE_OWE; -- Chat command (this is /owe, TS.COMBINE_CP would be /cp) FLAG.Model = "models/Combine_super_soldier.mdl"; -- Model of player FLAG.Job = "Combine Overwatch Elite"; -- Job FLAG.Armor = 150; -- Armor FLAG.Weapons = { -- Weapons to give "weapon_ts_flashnade", "weapon_ts_flashnade", "weapon_ts_flashnade", "weapon_ts_fragnade", "weapon_ts_fragnade", "weapon_ts_fragnade", "weapon_ts_12gauge", "weapon_ts_breachingshotgun", "weapon_ts_beanbagshotgun", "weapon_ts_ar2", }; -- You can also do FLAG.Skin (ie ow shotgunner) and FLAG.Movetype (city scanners)[/lua] These flags go in TacoScript/combineflags/ Going to do another round for player flags
  • Avatar of SlayerFin
  • When there's character creation, how does it allow you to define a skin for some model? I heard that TS had this function.
  • Avatar of disseminate
  • It doesn't, and TS doesn't allow you to at charcreate at the moment. I added skins support a while back for script-based setting (so if I make an ow shotgunner in the script it will display on scoreboard). I haven't touched skins for character creation.