1. Post #161
    Gold Member
    NinjaWilko's Avatar
    February 2009
    763 Posts
    Yes, I am one of the developers for Team AWOL's server and we are constantly updating with new items, quests and other things. If you have any thing to suggest please do it on our forums at Team AWOL.net. Or join our server at 203.31.191.140:27022.

  2. Post #162
    Oh, why is the server passworded?

    Edited:

    I'm P90 the Pyro :D, probably should add a signature.. or something.
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  3. Post #163
    Bobv2's Avatar
    January 2010
    962 Posts
    Alright, I've tried it all. I can't get ammo to save/load. I'm using the vanilla savingloading.lua.

    Any help?

  4. Post #164
    Gold Member
    Treelor's Avatar
    February 2005
    2,080 Posts
    Your ammo gets stored in those items you pick up. Don't equip ammo you don't need, otherwise its gone after you disconnect!

  5. Post #165
    Bobv2's Avatar
    January 2010
    962 Posts
    But I'm trying to figure out how to save equipped ammo, as in the four ammo variables.

  6. Post #166
    Gold Member
    Treelor's Avatar
    February 2005
    2,080 Posts
    Well, not a clue - I figure there's probably a reason as to why there's ammo items and it didn't just stick to doing that in the first place.

  7. Post #167
    TO SOME- THING
    Steven :D's Avatar
    September 2009
    4,000 Posts
    Apparently Underdone is not working for me on my server. There is no hud or thirdperson. Anyone know how to fix this?

  8. Post #168
    Gold Member
    bekka2712's Avatar
    April 2009
    345 Posts
    New update coming:
    Well i had some spare time and decided to do a update on underdone.
    There will be a new folder in database called Abilities will basicly allows to cast buffs and stuff.
    Here's an example:

    local Ability = {}
    Ability.Name = "Ability_berserk" // Name
    Ability.PrintName = "Berserk" // Shown Name
    Ability.Icon = "icons/weapon_pistol" // Icon
    Ability.Type = "Melee" //Or Range
    Ability.CastTime = 5 // How long it takes to cast the Ability
    Ability.PointCost = 2 // Points are gained depending on your level like skills
    Ability.Desc = {} // Pretty much descripes itself
    Ability.Desc["story"] = "Berserk, using this ability will increase your strength and speed for 10 seconds"
    Ability.Desc[1] = "5% Extra Damage with melee"
    Ability.Desc[2] = "5% Extra Speed with melee"
    Register.Ability(Ability)

    I only will leave this one example and leave you lot to make your own Abilities but you will need to code part of the function yourself.

    Such as:

    function Ability:OnUse(plyPlayer, strAbilityType, intCastTime)
    //Code
    end

    Edited:

    Im thinking you buy the Abilities from a npc then you are able to use and see them in another tab on the q menu.

  9. Post #169
    Gold Member
    samwilki's Avatar
    July 2008
    1,256 Posts
    Hi, I want to add some quests to my underdone server, I added the quest to sh_quest_tier1.lua here it is.

    local Quest = {}
    Quest.Name = "quest_infestation" --no spaces
    Quest.PrintName = "Infestation"
    Quest.Story = "Lately we have come accross a large number of Zombies in the area, we need to make sure they don't infest the camp, thats why I need you
    to exterminate them, you will get a very nice reward."
    Quest.Level = 7
    Quest.Kill = {}
    Quest.Kill["zombie"] = 20
    Quest.GainedExp = 80
    Quest.GainedItems = {}
    Quest.GainedItems["money"] = 150
    Register.Quest(Quest)

    And then in, sh_npcs_friendly.lua I added the quest to Dr. Kleiners list like this.

    local NPC = QuickNPC("quest_kleiner", "Dr. Kleiner", "npc_kleiner", "human")
    NPC = AddBool(NPC, false, true, true)
    NPC.Quest = {"quest_killcombinethumper", "quest_arsenalupgrade", "quest_killcombine", 
    "quest_toolwrench", "quest_revolver", "quest_armorupgrade","quest_missionthors", 
    "quest_fortification","quest_oil", "quest_crafting", "quest_infestation"}
    NPC.DeathDistance = 14
    Register.NPC(NPC)

    But it won't work......

    Anyone know what I am doing wrong?

  10. Post #170
    Gold Member
    bekka2712's Avatar
    April 2009
    345 Posts
    What is the problem with it? It not showing up or does it error.

  11. Post #171

    November 2009
    16 Posts
    -snip-

  12. Post #172
    Gold Member
    bekka2712's Avatar
    April 2009
    345 Posts
    The abilities should have some epic effects, like maybe some red around your hands while the effects of your ability are in place?

    It would also be cool if you could see a little icon of like crossed axes (representing increased attack) and an axe slashing with the path of it's swing (representing increased speed) for 10 seconds in the bottom left hand side of the screen, stacking on top of each other and then disappearing once the effects of the buff is over.
    Thats up to whoever is editing it.

  13. Post #173

    November 2009
    16 Posts
    -snip-

  14. Post #174
    Gold Member
    bekka2712's Avatar
    April 2009
    345 Posts
    Minimap and quest hud update:
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  15. Post #175
    ~melon~
    AlfieGroove's Avatar
    May 2008
    2,925 Posts
    I thought development was stopped on this? :P

  16. Post #176
    Gold Member
    bekka2712's Avatar
    April 2009
    345 Posts
    I'll probably be releasing a few things in my spare time.
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  17. Post #177

    February 2010
    9 Posts
    Bekka, would you be able to sometime make an SVN for this gamemode? I would love to play it on single player and make some cool items and such, but I get so many errors.

  18. Post #178
    Dennab
    March 2010
    2,002 Posts
    Really Bekka, I don't understand why you would release this gamemode. It was definitely going somewhere.

  19. Post #179

    April 2010
    3 Posts
    On a Gmod server thats running Underdone there is a problem with the inventory, whenever someone open the Q menu they get this error:


    ERROR: GAMEMODE:'OnSpawnMenuOpen' Failed: ...done/gamemode/core/clientfiles/menus/cl_mainmenu.lua:59: attempt to index field 'InventoryTab' (a nil value)

    and I have no idea what the problem is, here is the main menu script:

    function GM:OnSpawnMenuOpen()
    if !LocalPlayer().Data then return end
    GAMEMODE.MainMenu = GAMEMODE.MainMenu or vgui.Create("mainmenu")
    GAMEMODE.MainMenu:Center()
    GAMEMODE.MainMenu:SetTargetAlpha(255)
    GAMEMODE.MainMenu.Frame:SetVisible(true)
    gui.EnableScreenClicker(true)
    RestoreCursorPosition()
    GAMEMODE.MainMenu.PlayersTab:LoadPlayers()
    GAMEMODE.MainMenu.InventoryTab:LoadInventory()
    GAMEMODE.MainMenu.CharacterTab:LoadHeader()
    GAMEMODE.MainMenu.CharacterTab:LoadMasters()


    Any help is appreciated.

  20. Post #180

    February 2010
    9 Posts
    Hi pedobear :D
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  21. Post #181

    April 2010
    3 Posts
    Typ!!!!
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  22. Post #182

    February 2010
    9 Posts
    Hallo.

  23. Post #183

    April 2010
    3 Posts
    I have some problems with the installation.
    I dont now how i can be Admin.
    And there are no NPC or monster D:
    What i do wrong or what i have to do ?

    ip : on request
    pw : on request


    plz help me

  24. Post #184

    June 2008
    13 Posts
    I have some problems with the installation.
    I dont now how i can be Admin.
    And there are no NPC or monster D:
    What i do wrong or what i have to do ?

    ip : on request
    pw : on request


    plz help me
    For the npc's:
    Ok so if I'm not mistaken the map editor is still in the underdone gamemode folder so you shoudl be able to type the command ud_dev_editmap and get the map editor to come up.
    Just load the map and the gamemode in singleplayer, then type that command in the console. As for admin, you should be able to just edit your users.txt.

  25. Post #185

    April 2010
    3 Posts
    Give it an admin mod who is compatible with underdone ?

  26. Post #186
    Gold Member
    Helix Alioth's Avatar
    August 2009
    2,566 Posts
    Guys... Evolvemod isn't compatible with UnderDone.. If you really want it remove the hook.Call and the usermessage at the bottom of ev_framework. It's a price to pay to not have chat commands but, It's worth it.

  27. Post #187
    Gold Member
    samwilki's Avatar
    July 2008
    1,256 Posts
    NewAdmin works with it.

  28. Post #188

    April 2010
    3 Posts
    NewAdmin doesn´t work with Underdone D:

  29. Post #189
    Phoenix_20's Avatar
    January 2010
    179 Posts
    hmm nm

  30. Post #190
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Anyone got suggestions for items, I feel like modelling some shit.
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  31. Post #191
    Gay Member #2
    DigitalySane's Avatar
    June 2008
    3,953 Posts
    Make a fish that you can slap people with.

  32. Post #192
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Made a quest.

    Add this to sh_quest_tier1.lua
    local Quest = {}
    Quest.Name = "quest_getsomecannedmeat"
    Quest.PrintName = "Meat Feast"
    Quest.Story = "We've been having famine problems and would like someone to help us get 10 cans of meat. When you have brought me what I request I will reward you."
    Quest.Level = 3
    Quest.ObtainItems = {}
    Quest.ObtainItems["item_canspoilingmeat"] = 10
    Quest.GainedExp = 250
    Quest.GainedItems = {}
    Quest.GainedItems["money"] = 100
    Register.Quest(Quest)

    and this to sh_npcs_friendly.lua inside the Kleiner section after the last entry
    "quest_getsomecannedmeat"

  33. Post #193
    Gold Member
    samwilki's Avatar
    July 2008
    1,256 Posts
    Is they a way to add Exp when a consumable item is used? Like for health its Item = AddHealth is there any thing for XP?

  34. Post #194
    Props's Avatar
    August 2009
    642 Posts
    PVP (Player versus Player) perhaps?

    (1.) Right Click a player.
    (2.) Select Duel.
    (3.) The player accepts.
    (4.) A menu pops up of bets and restrictions.
    - Players can bet money, weapons, or items.
    - Players can restrict all guns or all melee not both. They can also disable Health Packs.
    (5.) Both players agree to start.
    (6.) Players get teleported to an arena.
    (7.) The fight goes on and ends when the other dies.
    (8.) The players are teleported back to the spot the duel had been made at.
    (9.) The winner receives the items, weapons, or money that the rival player had bet. The rival player loses the items, weapons, or money.
    (10.) Back to Underdone.
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  35. Post #195
    Shaolin's Avatar
    July 2009
    17 Posts
    I noticed that at the bottom of the Items_consumable list there are a number of items that were never added, anyone know how to add them? all their icons are just bananna's and werent added because they wanted icons for them, can anyone help? thanks

    Also created a "crafting quest" feel free to use it

    Add
    Code:
    local Quest = {}
    Quest.Name = "quest_getfood"
    Quest.PrintName = "Get some food"
    Quest.Story = "Recently the antlions have been raiding my larder! im all out of food, if you can get me some more be sure ill pay you."
    Quest.Level = 1
    Quest.ObtainItems = {}
    Quest.ObtainItems["item_cancookedmeat"] = 8
    Quest.GainedExp = 160
    Quest.GainedItems = {}
    Quest.GainedItems["money"] = 130
    Register.Quest(Quest)
    to the tier 1 quest's file

    and
    Code:
    "quest_getfood"
    to a quest npc in the Friendly_npc file

    Thanks

    Edit: And anyone have any idea on how the quests could be repeatable? the best i have done is make 2 of each tier 1 quest which somewhat plugs the gap between the 7 levels were you dont get any new quests...

    Edit 2: Managed to add all consumables (although the bananna icons are somewhat distracting) Community weapons and armour that werent added to.

    FANTASTIC gamemode! wish you guys had worked on it more its great, loving your work!

    Join my server at: 195.90.98.18:27016
    New quests, all consumables, all armors. weapons and book's E.T.C
    Laters, S

  36. Post #196
    bfking's Avatar
    March 2010
    689 Posts
    I can't get this to work serverside though. Me and Stebbzor our working on it to get all of our modifications to the older one to work on this newer one

    Edited:

    On a Gmod server thats running Underdone there is a problem with the inventory, whenever someone open the Q menu they get this error:


    ERROR: GAMEMODE:'OnSpawnMenuOpen' Failed: ...done/gamemode/core/clientfiles/menus/cl_mainmenu.lua:59: attempt to index field 'InventoryTab' (a nil value)

    and I have no idea what the problem is, here is the main menu script:

    function GM:OnSpawnMenuOpen()
    if !LocalPlayer().Data then return end
    GAMEMODE.MainMenu = GAMEMODE.MainMenu or vgui.Create("mainmenu")
    GAMEMODE.MainMenu:Center()
    GAMEMODE.MainMenu:SetTargetAlpha(255)
    GAMEMODE.MainMenu.Frame:SetVisible(true)
    gui.EnableScreenClicker(true)
    RestoreCursorPosition()
    GAMEMODE.MainMenu.PlayersTab:LoadPlayers()
    GAMEMODE.MainMenu.InventoryTab:LoadInventory()
    GAMEMODE.MainMenu.CharacterTab:LoadHeader()
    GAMEMODE.MainMenu.CharacterTab:LoadMasters()


    Any help is appreciated.
    same problem

  37. Post #197
    Gold Member
    samwilki's Avatar
    July 2008
    1,256 Posts
    Make sure your server has no addons, not even an admin mod.

  38. Post #198
    Mosheplz's Avatar
    September 2009
    309 Posts
    Is it possible to create new npc's? I created a whole bunch of new quests, and wanted to make them obtainable by a new NPC.
    I copied Kleiner's code from npc_friendly (something like that) and renamed him, gave him a new model, changed all the quests to the right ones and when I go to spawn him in the map editor, he doesn't show up in the list.

    EDIT: Also, is the Rebel npc meant to chase and attack you?

  39. Post #199
    Shaolin's Avatar
    July 2009
    17 Posts
    Is it possible to create new npc's? I created a whole bunch of new quests, and wanted to make them obtainable by a new NPC.
    I copied Kleiner's code from npc_friendly (something like that) and renamed him, gave him a new model, changed all the quests to the right ones and when I go to spawn him in the map editor, he doesn't show up in the list.

    EDIT: Also, is the Rebel npc meant to chase and attack you?
    I believe you need to edit the npc into the Underdone map editer, try looking at the files in

    Underdone\gamemode\core\clientfiles\menus

    It should list npc's and items that are in the drop down menu
    try adding your npc into the list and then try using the editer again.

    Also i don't believe the rebel npc is meant to kill you, i found
    Code:
     local NPC = QuickNPC("rebel_smg", "Rebel Guard", "npc_combine_s", "human", 50, "models/Humans/Group03/Male_02.mdl")
    NPC = AddBool(NPC, false, true, false)
    NPC = AddMultiplier(NPC, 100, 7)
    NPC.Weapon = "weapon_smg1"
    NPC.DeathDistance = 14
    Register.NPC(NPC)
    In the Friendy_npc file i dont know if the "npc_combine_s" would make it un-friendly and i have no idea why there is any reference to combine in it anyway.
    Hope it helps, i have been looking into this myself.

  40. Post #200
    Ryan dunn.'s Avatar
    March 2010
    587 Posts
    Does anyone have a screenshot?