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Author Topic: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings  (Read 5217 times)

BassMakesPaste

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[Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« on: August 15, 2015, 01:27:59 pm »

Are you tired of your teammates being annoying and terrible constructors? Do you wish they would switch to a different class so that they could do something useful like healing you or getting you to the front lines faster?
With this plugin, you can bother them about making a building instead of bothering them about changing classes. They get to babysit an autogun, and you get a useful teammate. Everyone wins! :z6:


With this plugin, you add to your server:

Providers
  • Provide healing at exactly half the rate of a real healer and make you reload faster when you are in their range.
  • Heal multiple allies at once, taking a lot of the stress off of your healer buddies.
  • Have 100 hitpoints, just as much health as an autogun.
  • Cost 100 Nuts and Bolts to build and take a little bit longer than an autogun, so pick what you build wisely!
Transporters
  • Can bus your allies to distant locations in the blink of an eye--one way only, though!
  • Recharge quickly after they're used (by pressing down when you are in their range).
  • Have only 75 hitpoints, so they go down faster than an autogun.
  • Small and efficient--it only takes 50 Nuts and Bolts to build an entrance or an exit and they build much faster than an autogun!
A New Build Menu
  • Activate the menu by holding down the right mouse button. Flick the mouse to select a building and build or destroy that building.
  • Shows you which buildings you have already built and which ones you don't have the Nuts and Bolts to build.


This plugin has been made seversent, so all you need to do to use it is to add buildings to your ServerPluginsList variable in gg2.ini. This plugin heavily modifies the gameplay, so it must be downloaded to play on servers that use it. Make sure you set ServerPluginsRequired to 1.

Compatibility:
    This plugin rewrites the events PlayerControl, BeginStep; SentryTurret, EndStep; SentryHealthHud, Draw.
    This plugin uses variants of the scripts DamageAuto, recordDestructionInKillLog, buildSentry, doEventDestroySentry, doEventBuildSentry, inputSpecial.
« Last Edit: August 17, 2015, 09:58:25 pm by BassMakesPaste »
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Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

Rumrusher

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #1 on: August 16, 2015, 03:43:18 pm »

hmm now I wonder if I host this with upgradible sentries plugin will that work well together?
edit:


great this means engineers are the Go to murder first class than the medic.
« Last Edit: August 16, 2015, 04:00:03 pm by Rumrusher »
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Sir Loot-A-Lot

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #2 on: August 17, 2015, 12:05:48 pm »

you got my vote Bass
« Last Edit: August 17, 2015, 12:05:59 pm by Melasos »
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Spazz

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #3 on: August 17, 2015, 12:26:24 pm »

Haven't fiddled with Buildings in a day or so, but I noticed that no matter where you M2 on screen, the PDA's origin is locked to that set location of where you clicked

Can you force the mouse cursor to center on M2 before setting it's point origin for the PDA
Or
Not lock the origin at all and force players to hover their cursor over the option on the PDA
?

Unless I'm using an old version?
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BassMakesPaste

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #4 on: August 17, 2015, 01:27:54 pm »

hmm now I wonder if I host this with upgradible sentries plugin will that work well together?
No. They will not work. Upgradeable sentries is broken and I need to add compatibility for it.

you got my vote Bass
Thanks. :z6:

Haven't fiddled with Buildings in a day or so, but I noticed that no matter where you M2 on screen, the PDA's origin is locked to that set location of where you clicked
Can you force the mouse cursor to center on M2 before setting it's point origin for the PDA or not lock the origin at all and force players to hover their cursor over the option on the PDA?
Yeah. Yeah it is. I may add an option to change this in the future, around the time that I add compatibility for things the upgradeable sentries and the spur and garrisonnauts and probably titans, too. Hell, I may add an option that allows engineers to build titans if I get around to looking at the source for that one.

Anyway, as far as the interface methods go, I did this so that it wouldn't interfere with building sentries. It would be incredibly difficult to build a sentry in a particular direction if you had to hover over the options on the visible menu. Plus, it looks ugly when it creates the building menu wherever you click. So rather than force the player to hover over their own body or show the menu at its true location--which actually shifts around to follow the mouse so that waiting a little bit resets the location of the menu--I allowed players to click and flick anywhere on the screen to build.
« Last Edit: August 17, 2015, 01:28:53 pm by BassMakesPaste »
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<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

Rumrusher

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #5 on: August 17, 2015, 03:38:02 pm »

so far buildings + upgradable sentries works with hosts, but if there some kind of weird bug I didn't notice. kinda waiting for this to become server sent so people can play it.
then again I removed garrisonauts and titans (and tiny) when hosting this plugin. I also realized for it to work you need to keep stick it in a zip folder and not moving the entire file to a separate page.


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BassMakesPaste

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #6 on: August 17, 2015, 05:31:47 pm »

so far buildings + upgradable sentries works with hosts, but if there some kind of weird bug I didn't notice.
They rewrite some of the same events.
then again I removed garrisonauts and titans (and tiny) when hosting this plugin.
I'm not sure if garrisonnauts will work because I don't remember how lorgan handled input. Titans I don't know either because I had to clear the event for sentries attacking. So, it all sort of depends on how lorgan structured everything because I can't make sentries target other buildings without fucking with everything.
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Quote
<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

ajf

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #7 on: August 17, 2015, 06:56:02 pm »

btw I approved this and uploaded it so now you can do the usual ServerPluginList= thing, name's buildings
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Lorgan

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #8 on: August 17, 2015, 11:42:05 pm »

so far buildings + upgradable sentries works with hosts, but if there some kind of weird bug I didn't notice.
They rewrite some of the same events.
then again I removed garrisonauts and titans (and tiny) when hosting this plugin.
I'm not sure if garrisonnauts will work because I don't remember how lorgan handled input. Titans I don't know either because I had to clear the event for sentries attacking. So, it all sort of depends on how lorgan structured everything because I can't make sentries target other buildings without fucking with everything.

I use playercontrol beginstep for everything. Clearing that means breaking 90% of my plugins. Unless your plugin gets loaded first i guess.

Also a trick to not have to mess with projectiles to hit your new objects is inheriting from the sentry object. Look at titans, an unmounted titan is just a sentry without shooting ai.
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Fuzion

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #9 on: August 18, 2015, 12:37:25 am »

Awesome!
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BassMakesPaste

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #10 on: August 18, 2015, 12:40:39 am »

I use playercontrol beginstep for everything. Clearing that means breaking 90% of my plugins. Unless your plugin gets loaded first i guess.

Also a trick to not have to mess with projectiles to hit your new objects is inheriting from the sentry object. Look at titans, an unmounted titan is just a sentry without shooting ai.
Mm. I should probably get to working on that, then. I think I can just give ancestry to the building objects and everything will turn out fine. Shouldn't be too hard to fix.
I had to clear playercontrol beginstep because of the whole build menu thing. It's a shame that access to that event is so limited. Mind if I copy your code to repair your plugins if they are loaded so that this is compatible?
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<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

Lorgan

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #11 on: August 18, 2015, 12:46:25 am »

Uh sure.
Or I have to fix my plugins but I'm kinda lazy to do that, we'll see.
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21:09 - Lorgan: i'm waiting for greece to collapse so the value of the euro drops
21:09 - Lorgan: not even joking

ZaSpai

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #12 on: August 18, 2015, 12:49:48 am »

The collab movement begins...

I should probably host a buildings + upgradeable sentries one day

edit:

cohosting with spur and caused this error:

Code: [Select]
ERROR in
action number 2
of Other Event: User Defined 5
for object Rocket:

Error in code at line 44:
                               lastDamageSource = FINISHED_OFF_GIB;
                                                 ^
at position 48: Unknown variable FINISHED_OFF_GIB
also buildings other than sentry can't be damaged by spur, and teles can't be taken if spur is cohosted with buildings for some reason
« Last Edit: August 18, 2015, 05:25:20 am by ZaSpai »
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BassMakesPaste

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #13 on: August 19, 2015, 06:47:13 am »

cohosting with spur and caused this error:

Code: [Select]
ERROR in
action number 2
of Other Event: User Defined 5
for object Rocket:

Error in code at line 44:
                               lastDamageSource = FINISHED_OFF_GIB;
                                                 ^
at position 48: Unknown variable FINISHED_OFF_GIB
also buildings other than sentry can't be damaged by spur, and teles can't be taken if spur is cohosted with buildings for some reason
I was aware of these issues. It's all covered. Dispensers and teleporters didn't use the sentry as a parent--that's why they couldn't be damaged. I've since changed it so that anything that damages a sentry will also damage a dispenser or teleporter. That error came from me using an old version of the source to create a script that I made because dispensers and teleporters needed a new damage recognition event. That has since changed. So it's gone. Bye bye, error.

Unfortunately, I can't think of a workaround to prevent special input from building a sentry if I don't clear PlayerControl Begin Step. So I'm going to look through Lorgan's plugins to see exactly which ones utilize PlayerControl BeginStep changes. I can just check to see if the plugin environment exists for Lorgan's plugins and then throw them into the pot if they do. Honestly, I'd rather something was done about PlayerControl BeginStep--like, move all of the input garbage to a user defined event so that it can be edited without fucking over the entire step event.
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<ThouBot> Thou neighboreth finds nay m'rcy in thou eaye. Thou common-kissing nut-hook.
<BassMakesPaste> nut-hook
<BassMakesPaste> thoubot, what is a nut-hook
<ThouBot> Thou'seth face..
<MrRatermat> OH BURN

ZaSpai

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Re: [Plugins] - [BassMakesPaste] - [Serversent] More Buildings
« Reply #14 on: August 19, 2015, 07:16:07 am »

Honestly, I'd rather something was done about PlayerControl BeginStep--like, move all of the input garbage to a user defined event so that it can be edited without fucking over the entire step event.
My feel with everything whenever I end up mutilating Character step events
And also that time I did an m1 release as well
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