Fallout Roleplay, a modification for Garry's Mod.


    Alpha Script Complete!

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    tylerp9p

    Posts : 10
    Join date : 2009-05-22

    Alpha Script Complete!

    Post  tylerp9p on Sat May 23, 2009 10:07 pm

    Just a small announcement for everyone that I have finished the alpha version of the script, and that the official development server will be up within 10 - 15 minutes of this post.

    The change log of features that are completed:
    - Basic Roleplay Features (All inherited from LemonScript, minus all HL2RP specific shit like Combine/Resistance)

    - Factions (Private,Public,Application Based). All factions have a name, color, associated default model, default armor value, doors they own (Enclave and BOS only), Sounds (Enclave and BOS only), Item groups they can purchase from via the Business/Trading menu, weapons/SWEPs they spawn with (Private factions only)

    - Economy / Trading System - Container SENTs that can hold a specific number of items based on their size and mass, player inventories, Caps money system, Trading system (TODO: Items have a value equal to a certain number of caps, players can do cohesive trading of caps AND inventory items), Corpse looting, Scavenging

    That is basically all that was needed to add. All of the detailed and specific features will be added to the game mode in the form of PLUGINS, as to be explained below:

    The gamemode will be expandable via a plugin system that was present in LemonScript that I have expanded exceptionally. By default, it was able to add game functions that only the server could use, and I have expanded it to allow both serverside and clientside extensions. Also, plugins have the ability to add menus to the F1 pop-up menu, the Q Menu (custom Q Menu will be added for the beta menu), and to draw extra HUD items.

    The following features will be implemented as plugins from now to the beta release:
    - Karma System
    - Experience / Leveling System
    - SPECIAL Skills System
    - Perks System
    - Tag Skills System
    - NPC Events
    - AI Director (Random SENT/SWEP Placement, Raider Attacks, etc.)
    - Quest System

    Kiley

    Posts : 49
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Kiley on Sat May 23, 2009 11:05 pm

    J**** CHR**!!!
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    Judge Sharq

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    Re: Alpha Script Complete!

    Post  Judge Sharq on Sat May 23, 2009 11:08 pm

    Kiley wrote:JESUS CHRIST!!!

    Indeed

    Kiley

    Posts : 49
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Kiley on Sat May 23, 2009 11:19 pm

    erm I dunno how to say but its completely fucked up

    tylerp9p

    Posts : 10
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  tylerp9p on Sat May 23, 2009 11:58 pm

    It has been fixed.

    There was a small syntax error I made that wasn't causing problems in single player.

    It is up and working now.
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    Zeroarmorclone

    Posts : 17
    Join date : 2009-05-22
    Age : 23

    Re: Alpha Script Complete!

    Post  Zeroarmorclone on Sun May 24, 2009 12:53 am

    Sounds nice, can I request a custom perk for my faction?

    Survivalist- You spent years working under Shadow company's name and you develped skills to match an elite soldier.
    +5 Smallguns +1 Perception +1 Strength +5 Unarmed +5 Explosives
    (The stat gains are based on fallout 3 and can be modifiyed to match the roleplay.)

    tylerp9p

    Posts : 10
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  tylerp9p on Sun May 24, 2009 1:00 am

    Stats will be the same here as in FO3.

    It would be nice if some people would test on the server, there is this bug that is somehow preventing Player vs Player killing.

    I think I fixed it, but need someone to test with.
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    Zeroarmorclone

    Posts : 17
    Join date : 2009-05-22
    Age : 23

    Re: Alpha Script Complete!

    Post  Zeroarmorclone on Sun May 24, 2009 1:07 am

    I can test it, I already pmed you about the server an hour ago.

    Kiley

    Posts : 49
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Kiley on Sun May 24, 2009 2:39 am

    can I get my freinds to test?

    EDIT:

    also what is in the beta no npcs no director just names changed sorry buddy but more work must be done also global noclip is on by default you also need sweps if you need help I added you on steam

    take care hope to see an update tomorrow

    also in your first post put in a list what is done and what isn't
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    Razan
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    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Razan on Sun May 24, 2009 9:15 am

    This is really awesome, I was just testing it.

    One thing though, could you remove the business tab from scavengers and survivors? I only want the traders to have them.

    Also, everybody has noclip and can spawn NPCs.

    I also see many civilians in the "T" shape.

    tylerp9p

    Posts : 10
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  tylerp9p on Sun May 24, 2009 10:18 am

    I am starting to realize how completly fucked up of a base LemonScript is to start from.

    The largest LUA file in it is animations.lua, and half of this code is ripped from TacoScript...


    I am basically trying to edit Frankenstein.



    Give me some time to fix the previous coders' mistakes.
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    Razan
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    Re: Alpha Script Complete!

    Post  Razan on Sun May 24, 2009 10:46 am

    Ok. Do you think that Taco would probably of been a much better base to start out with?
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    Razan
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    Re: Alpha Script Complete!

    Post  Razan on Sun May 24, 2009 11:13 am

    Basicly all of those were fixed.
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    Zeroarmorclone

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    Age : 23

    Re: Alpha Script Complete!

    Post  Zeroarmorclone on Sun May 24, 2009 11:25 am

    Yeah taco would be alot better, it allready has skills and stuff in it, you just have to edit it.

    Kiley

    Posts : 49
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Kiley on Sun May 24, 2009 11:29 am

    Razan wrote:Ok. Do you think that Taco would probably of been a much better base to start out with?

    taco script is well GAY also you should use this http://www.garrysmod.org/downloads/?a=view&id=41588 or this http://www.garrysmod.org/downloads/?a=view&id=13373

    but you would have to take the dark rp elements out pale
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    Razan
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    Re: Alpha Script Complete!

    Post  Razan on Sun May 24, 2009 11:33 am

    Well, it's too late for it now. Tyler is working the Kinks out and we are well one our way.

    Kiley

    Posts : 49
    Join date : 2009-05-22

    Re: Alpha Script Complete!

    Post  Kiley on Sun May 24, 2009 11:51 am

    Razan wrote:Well, it's too late for it now. Tyler is working the Kinks out and we are well one our way.

    excellent also since its based on cake script you have to do this
    Q: Animations are screwed up!
    A: Extract "source 2007 shared models.gcf" and upload/copy everything to your server.
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    Sakna

    Posts : 9
    Join date : 2009-05-27
    Age : 75
    Location : Oregon

    Re: Alpha Script Complete!

    Post  Sakna on Wed May 27, 2009 8:06 pm

    This looks great, keep up the good work!

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