• Garry Ware (Fretta) - Contribute and craft your own minigames!
    202 replies, posted
  • Avatar of Ha3
  • [QUOTE=Lexic;14722422]In fretta. Could you change the gamemode name to Garryware (SVN) or something.[/QUOTE] Done !
  • Avatar of lexic
  • [QUOTE=Ha3;14722675]Done ![/QUOTE] You need to change GM.name too, as that's what Fretta uses.
  • Avatar of Ha3
  • [QUOTE=Lexic;14722712]You need to change GM.name too, as that's what Fretta uses.[/QUOTE] Is it good now?
  • Avatar of lexic
  • [QUOTE=Ha3;14723084]Is it good now?[/QUOTE] Yup. We're playing it now.
  • Avatar of lexic
  • The Saw blade Challenge could do with a few more seconds, and the "Don't Stop Sprinting" doesn't seem to work.
  • Avatar of _Kilburn
  • [QUOTE=Lexic;14723217]The Saw blade Challenge could do with a few more seconds, and the "Don't Stop Sprinting" doesn't seem to work.[/QUOTE] What's the problem exactly? When playing alone, I always have enough time to get on the platform, so maybe the problem comes from the fact that you keep running out of props because there aren't enough for every player. I made them respawn 4 seconds after you freeze them, maybe I can reduce that to 3 seconds, or less, depending on how many players there are on the server.
  • Finally got around to playing this today, it's fucking awesome. (although, it gets repetative, with so few minigames currently).
  • Avatar of Ha3
  • Yeah, the three newest minigames are: "climbtothetop" "sprint" "paparazzi" (Requires a new SWEP) Although, I still don't know if Sprint works correctly.
  • Avatar of conman420
  • The map should have 2 different rooms. People spawn in a larger room when there are more than 10 players and a smaller one when less than 10. I found it became far too chaotic when there was around 20 players. Also perhaps make the minigames a table of functions instead? [lua] local GAME = {} GAME.NAME = "calc" function GAME.INIT(self, args) --Start of INIT GAMEMODE:SetWareWindupAndLength(0,8) local a = math.random(10,99) local b = math.random(10,99) GAMEMODE.GamePool.WareSolution = a + b GAMEMODE:DrawPlayersTextAndInitialStatus("Calculate and say : "..a.." + "..b.." = ?",0) return end function GAME.ACT(self, args) --Start of ACT return end function GAME.FINISH(self, args) for k,v in pairs(player.GetAll()) do v:ChatPrint( "Answer was "..GAMEMODE.GamePool.WareSolution.." !" ) end end GAME.TRIGGER = {} GAME.TRIGGER.HOOK = "PlayerSay" function GAME.TRIGGER.FUNC(ply,text,say) if text == tostring(GAMEMODE.GamePool.WareSolution) then GAMEMODE:WarePlayerDestinyWin( ply ) for k,v in pairs(player.GetAll()) do v:ChatPrint( ply:GetName() .. " has found the correct answer !" ) end return false else GAMEMODE:WarePlayerDestinyLose( ply ) end end registerMinigame(GAME) [/lua] Not tested and probably has some issues with it but you can see how much easier it is to read. It is a lot easier to read and add new functions, variables to make them more versatile.
  • Avatar of Ha3
  • Ok, our rev. 44 is a stable revision. 4 new minigames ( "sprint" ,"paparazzi" ,"meloncrates" ,"buildtothetop" ) ! Round now is set to 10 minutes (as people noticed 20 minutes was way too long). Clock for time left in the whole gamemode added in the bottom right hand corner of the screen. Blood splashes and decals are cleared when minigame ends. Bullet hit effects are less chaotic. HUD doesn't hide the vote anymore. In response to conman: We'll look into that, thanks for the suggestion.
  • an idea for you Balloon, keep a ball from hitting the ground (bigger and lighter than the ball entity, like a beachball)
  • Avatar of _Kilburn
  • [QUOTE=Nasher Roth;14729944]an idea for you Balloon, keep a ball from hitting the ground (bigger and lighter than the ball entity, like a beachball)[/QUOTE] Each player is given a ball and has to juggle with it using the crowbar while attempting to fuck with the others, right? It might get messy with a lot of players, but I can give it a try. Unless someone else wants to do it. :v:
  • Avatar of Jmax
  • Maybe some games should allow you to clip through other players, while some should remain the same.
  • [QUOTE=_Kilburn;14730064]Each player is given a ball and has to juggle with it using the crowbar while attempting to fuck with the others, right? It might get messy with a lot of players, but I can give it a try. Unless someone else wants to do it. :v:[/QUOTE] Yeah, like that i don't know how to lua script otherwise i would
  • Avatar of Makuuta
  • I had an idea earlier, I'm not a coder but if anyone wants to do this: This could either be one long game or two small ones. (I personally think two game modes would make the most sense with this) One or two intel props (from TF) are spawned, and players must take them and hold them until the timer ends, dodging crowbar throws from the other players. If they are hit by a crowbar before the time ends, their intel is dropped and another person can pick it up. Then, the players holding the intel have to "cap" it by running to a plate in the center of the room, earning another point.
  • [QUOTE=Nerdboy;14732250]Asher what are you doing in the gamemodes forum. You don't even fit.[/QUOTE] shutup nerdboy i invented lua
  • Avatar of Nerdboy
  • [QUOTE=Nasher Roth;14734302]shutup nerdboy i invented lua[/QUOTE] No John Lau did it.
  • [QUOTE=Nerdboy;14734531]No John Lau did it.[/QUOTE] xX:.Whitney1825.:Xx: I admit it; you're better at lua than I am.
  • Avatar of _Kilburn
  • [QUOTE=Nerdboy;14730144]What about musical crates?[/QUOTE] Already done. [QUOTE=Makuuta;14732808]I had an idea earlier, I'm not a coder but if anyone wants to do this: This could either be one long game or two small ones. (I personally think two game modes would make the most sense with this) One or two intel props (from TF) are spawned, and players must take them and hold them until the timer ends, dodging crowbar throws from the other players. If they are hit by a crowbar before the time ends, their intel is dropped and another person can pick it up. Then, the players holding the intel have to "cap" it by running to a plate in the center of the room, earning another point.[/QUOTE] Not sure this would be practical, not everyone has TF2, Meet the Sniper music and Announcer clips have been directly added into the gamemode, but I don't think adding models and materials would be a good idea. Plus, it would involve weapon switching while so far, all the minigames required at most one weapon. Would be kinda confusing for everyone. Unless every other player is given a crowbar as soon as one of them grabs the intel. Or making so the intel sticks to the player when he touches it.
  • Avatar of Ha3
  • [QUOTE=_Kilburn;14740016] Plus, it would involve weapon switching while so far, all the minigames required at most one weapon. Would be kinda confusing for everyone. Unless every other player is given a crowbar as soon as one of them grabs the intel. Or making so the intel sticks to the player when he touches it.[/QUOTE] About that, I even removed the weapon switching HUD. You shouldn't have to change weapon as this is a parasite move (I usually never use the scroll wheel and directly click on the right number key, and there's no way to know which key you have to use. Unless you say that 1 and 2 are the only ones we use, though, if we ever give a crossbow to a player, he will be confused because this is not an usual game mechanic for a Half Life 2 player). So you better give the one appropriate weapon rightaway.
  • Avatar of aether
  • i got an error when i started the game: garryware\gamemode\vgui_clockgame.lua:51: attempt to perform arithmetic on field 'GameLength' (a nil value)
  • Avatar of takua108
  • [QUOTE=aether;14741531]i got an error when i started the game: garryware\gamemode\vgui_clockgame.lua:51: attempt to perform arithmetic on field 'GameLength' (a nil value)[/QUOTE][url]http://tr.im/gmodbeta[/url]
  • Avatar of Ha3
  • Ok, I think next priority will be a new map for the game. I'm currently thinking of taking the "generic" map architecture , and duplicate this architecture into another box where grid won't be 5x5 but 8x8 (I think 8x8 is enough for 30 players, because you know, if you double the length of a side, you quadruple the surface which is far too much), this size will be set when player count exceeds 12. Also, if this happens, we will need to make so that games like "Put it in the trashcan" have 2 trashcans, or game like "Stand on the missing prop" will make 2 props to disappear. Also, I won't disable player clipping ; blocking others players from reaching boxes is intended. Although, I'll try to make so that you don't get stuck if you are under someone who jumped on your head.
  • Avatar of takua108
  • [QUOTE=Ha3;14745294]Ok, I think next priority will be a new map for the game. I'm currently thinking of taking the "generic" map architecture , and duplicate this architecture into another box where grid won't be 5x5 but 8x8 (I think 8x8 is enough for 30 players, because you know, if you double the length of a side, you quadruple the surface which is far too much), this size will be set when player count exceeds 12. Also, if this happens, we will need to make so that games like "Put it in the trashcan" have 2 trashcans, or game like "Stand on the missing prop" will make 2 props to disappear. Also, I won't disable player clipping ; blocking others players from reaching boxes is intended. Although, I'll try to make so that you don't get stuck if you are under someone who jumped on your head.[/QUOTE]I have a suggestion to make. It's long-winded, but it should prove awesome in the long run. Make several rooms of varying sizes: * One 2x2 room * One 3x3 room * Two 4x4 rooms * Two 5x5 rooms The logic for what rooms are used would work thusly: * 1-2 players: Use the 2x2 room * 3-8 players: Use the 3x3 room * 9-12 players: Use the 4x4 room * 13-22 players: Use the 5x5 room * 23-30 players: Distribute the players evenly between the two 4x4 rooms * 31-48 players: Distribute the players evenly between the two 5x5 rooms Now I'm not 100% sure that this [I]exact[/I] system is the best way to go about this; it's lunch break here at school, and I'll post back after school when I've had time to doodle and do math in my notebook to optimize this system. But, in the long run, this will be better for the gamemode. Why? Because the idea of one giant 8x8 grid terrifies me. Not only would minigame timers have to be artificially increased by a ridiculous amount for players to be able to accomplish many of the tasks, but it would make the game laggier, having to render a larger area, with more players, effects, and entities within it. Now I realize that this will probably take a lot of work to make it function correctly; modifying your current system for using a 5x5 grid to using a variable-sized grid, and sometimes two grids at once, will definitely take some effort. One semi-adverse side effect (or possible benefit, however you look at it) is that you would have to make some minigames compensate for smaller- or larger-sized grids. A system for minigame developers to set a minimum or maximum grid size for their game to be played would have to be implemented, and you would have to expose the current grid size and current number of players [I]per grid[/I] variables so minigame developers can scale some of their games to the different grid sizes. Now that all of the complicated stuff is out of the way, I'd also like to suggest that the boxes recess into the ground, depending on the minigame being played. Maybe minigame developers could even set a variable size for them, or something.
  • Avatar of Ha3
  • Actually, my last post implies that there are 2 rooms: one 8x8 and one 5x5.
  • Avatar of takua108
  • Well, for the most basic approach to solving this problem, I would suggest two 5x5 rooms, one of which becomes active once the player count reaches a certain number (again, so the players are divided and autobalanced between the two rooms).