1. Post #41
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    All kinds of fucking epic. I'm going to create some minigames for it, if possible. Seriously this is the most polished, fun thing I've played in Gmod in awhile.

  2. Post #42
    Dennab
    April 2009
    25 Posts
    it works on the gmod beta, which is gmod 10/11
    Thanks.

  3. Post #43
    Dennab
    April 2009
    25 Posts
    I could put this on my server if you guys want.

  4. Post #44
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    One suggestion I have is to modify the "pistol" SWEP so that it has unlimited ammunition, or at least unlimited magazines. Then, hide or modify the ammunition and weapon-selection HUD elements, and it'll look 100x slicker.

    Also, is the stopwatch supposed to be off the screen at the bottom a little bit? Because it is on my monitor (1680x1050).

  5. Post #45
    Dennab
    April 2009
    25 Posts
    -snip- didn't select right command line

  6. Post #46
    Dennab
    April 2009
    25 Posts
    Code:
    // Set Default Gamemode
    sv_defaultgamemode "garryware"
    still showing up as sandbox

  7. Post #47
    Dennab
    April 2009
    25 Posts
    Code:
    // Set Default Gamemode
    sv_defaultgamemode "garry ware"
    still not working. anyone care to help?

  8. Post #48
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Alright, I want to make minigames for this but I'm out of ideas for now. Somebody post something.

  9. Post #49
    Gold Member
    Donkey Kong's Avatar
    December 2008
    159 Posts
    great gamemode get more maps and more minigames such as pirate wars thats always a good minigame and other small sports

  10. Post #50
    Dennab
    April 2009
    25 Posts
    I will put the gamemode on my server if someone tells me why this isn't working

    Code:
    // Set Default Gamemode
    sv_defaultgamemode "garryware"

  11. Post #51
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Just got a Lua error on the "step on the missing washing machine" one:
    Code:
    Timer Error: garryware/gamemode/wareminigames/hurrygames.lua:198: Tried to use a NULL entity!
    Hook 'WAREfindthemissingThink' Failed: garryware/gamemode/wareminigames/hurrygames.lua:206: Tried to use a NULL entity!

  12. Post #52
    Gold Member
    Bulaba0's Avatar
    July 2008
    1,995 Posts
    I will put the gamemode on my server if someone tells me why this isn't working

    Code:
    // Set Default Gamemode
    sv_defaultgamemode "garryware"
    Stop Quadruple posting for gods sake. People can read it if you post it once, and they might actually try to help you if you didn't spam it everywhere.

    Try setting it to the actual Fretta game base, and not this game set.

  13. Post #53
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    I like the way you register minigames.

    I made a quick one, it's "calc," but for subtraction and multiplication.
    registerMinigame("calc2",
    --INIT
    function(self, args)
    	GAMEMODE:SetWareWindupAndLength(0,8)
    	
    	local a = 0
    	local b = 0
    	local o = math.random(1,2)
    	if o == 1 then
    		a = math.random(10,99)
    		b = math.random(10,99)
    		if b > a then
    			local c = a
    			a = b
    			b = c
    		end
    	else
    		a = math.random(1,12)
    		b = math.random(1,12)
    	end
    	
    	if o == 1 then
    		GAMEMODE.GamePool.WareSolution = a - b
    		GAMEMODE:DrawPlayersTextAndInitialStatus("Calculate and say : "..a.." - "..b.." = ?",0)
    	else
    		GAMEMODE.GamePool.WareSolution = a * b
    		GAMEMODE:DrawPlayersTextAndInitialStatus("Calculate and say : "..a.." x "..b.." = ?",0)
    	end
    	return
    	
    end,
    --ACT START
    function(self, args)
    	return
    end,
    --ACT END
    function(self, args)
    	for k,v in pairs(player.GetAll()) do 
    		v:ChatPrint( "Answer was "..GAMEMODE.GamePool.WareSolution.." !" )  
    	end
    end)
    registerTrigger("calc2","PlayerSay",function(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)

  14. Post #54
    Gold Member
    takua108's Avatar
    August 2006
    85 Posts
    Dutifully reporting some more bugs:

    * Picking up crate/chair gibs seems to result in a "win" condition for the "pick up the ball" ones
    * The TAB scoreboard says "kills" and "deaths," not "wins" and "losses"

  15. Post #55
    Frostyfrog's Avatar
    May 2008
    8 Posts
    I will put the gamemode on my server if someone tells me why this isn't working

    Code:
    // Set Default Gamemode
    sv_defaultgamemode "garryware"
    https://beta.garrysmod.com:8443/svn/...runk/garrysmod
    Username/password: anon
    oh, never seen that happen.

  16. Post #56
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    OK, I need to say the plans for the future of the game :
    Improvements involve :
    - Level of difficulty increase after a game has played twice
    ---- Speeds up.
    ---- Rules changes (harder math for example).
    ---- Less objective items.
    ---- Harder patterns to identify.
    - New map with more room shapes.
    ---- Minigames will play according to the presence of specific items in the map.
    ------- A new function will be required, that will be the "requirements". A map will check the "requirements" of a minigame before registering it.
    ---- Create your own room shape, using a new entity: gmod_warelocation.
    ------- gmod_warelocation replaces gmod_itemstart_..., which is a unique item that is identified using its targetname.

    New in coding to be expected :
    - When the ware times will be registered, the coder will register a 3rd value which will be the speed rate increase/decrease per level. Levels may have longer times as levels goes up, for exemple, for kilburn "memorycrates" minigames. If for example we add a 6th crate in level 2, then we will need a longer time.
    - Coder can refer to ratios generated by the gamemode that will define the quantity of objective items to spawn for the player (less), or number of disturbing entities to spawn (more).

    What it may be possible with room shapes :
    - ~15-second minigames where the players change shape (why not a quick MelonRace change or a quick PlaneCrazy controls)

  17. Post #57
    Gold Member

    July 2006
    1,953 Posts
    Where would I go downloading this Fretta-base, as this doesn't seem to work without it - and it's not included with GMod.

    Nevermind, found the SVN for GMod Beta.

  18. Post #58
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Code:
    EmitSound: soundlevel out of bounds = 1834
    EmitSound: soundlevel out of bounds = 1996
    EmitSound: soundlevel out of bounds = 1045
    EmitSound: soundlevel out of bounds = 805
    EmitSound: soundlevel out of bounds = 1044
    EmitSound: soundlevel out of bounds = 1417
    EmitSound: soundlevel out of bounds = 1964
    ||VM|| Chaz: 541
    EmitSound: soundlevel out of bounds = 1347
    EmitSound: soundlevel out of bounds = 1790
    EmitSound: soundlevel out of bounds = 1544
    EmitSound: soundlevel out of bounds = 1833
    EmitSound: soundlevel out of bounds = 796
    ||VM|| Chaz: 86
    EmitSound: soundlevel out of bounds = 1605
    EmitSound: soundlevel out of bounds = 1932
    EmitSound: soundlevel out of bounds = 1790
    EmitSound: soundlevel out of bounds = 1166
    If you've fixed this, could you possibly make it so the SVN has a different identifier to the gmod beta trunk's version, so I can have the SVN on my server as well as the official release?

  19. Post #59
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    If you've fixed this, could you possibly make it so the SVN has a different identifier to the gmod beta trunk's version, so I can have the SVN on my server as well as the official release?
    I'm new to the SVN, I might not understand what you mean by "identifier"... Can you explain again?

  20. Post #60
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    I'm new to the SVN, I might not understand what you mean by "identifier"... Can you explain again?
    In fretta. Could you change the gamemode name to Garryware (SVN) or something.

  21. Post #61
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    In fretta. Could you change the gamemode name to Garryware (SVN) or something.
    Done !

  22. Post #62
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Done !
    You need to change GM.name too, as that's what Fretta uses.

  23. Post #63
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    You need to change GM.name too, as that's what Fretta uses.
    Is it good now?

  24. Post #64
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Is it good now?
    Yup. We're playing it now.

  25. Post #65
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    The Saw blade Challenge could do with a few more seconds, and the "Don't Stop Sprinting" doesn't seem to work.

  26. Post #66
    im gay
    _Kilburn's Avatar
    July 2007
    3,685 Posts
    The Saw blade Challenge could do with a few more seconds, and the "Don't Stop Sprinting" doesn't seem to work.
    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.

  27. Post #67
    Dennab
    March 2009
    1,572 Posts
    Finally got around to playing this today, it's fucking awesome. (although, it gets repetative, with so few minigames currently).

  28. Post #68
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    Yeah, the three newest minigames are:
    "climbtothetop"
    "sprint"
    "paparazzi" (Requires a new SWEP)

    Although, I still don't know if Sprint works correctly.

  29. Post #69
    Gold Member
    conman420's Avatar
    January 2007
    1,795 Posts
    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?

    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)
    
    
    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.

  30. Post #70
    Gold Member
    Dennab
    March 2009
    2,716 Posts
    Need a servah here!

  31. Post #71
    Ha3
    Gold Member
    Ha3's Avatar
    January 2007
    376 Posts
    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.

  32. Post #72
    Nasher Roth's Avatar
    April 2009
    4 Posts
    an idea for you

    Balloon, keep a ball from hitting the ground (bigger and lighter than the ball entity, like a beachball)

  33. Post #73
    im gay
    _Kilburn's Avatar
    July 2007
    3,685 Posts
    an idea for you

    Balloon, keep a ball from hitting the ground (bigger and lighter than the ball entity, like a beachball)
    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.

  34. Post #74
    Nerdboy's Avatar
    July 2007
    891 Posts
    What about musical crates?

  35. Post #75
    Jmax's Avatar
    February 2008
    390 Posts
    Maybe some games should allow you to clip through other players, while some should remain the same.

  36. Post #76
    Nasher Roth's Avatar
    April 2009
    4 Posts
    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.
    Yeah, like that

    i don't know how to lua script otherwise i would

  37. Post #77
    Nerdboy's Avatar
    July 2007
    891 Posts
    Asher what are you doing in the gamemodes forum. You don't even fit.

  38. Post #78
    Gold Member
    Makuuta's Avatar
    March 2006
    926 Posts
    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.

  39. Post #79
    Nasher Roth's Avatar
    April 2009
    4 Posts
    Asher what are you doing in the gamemodes forum. You don't even fit.
    shutup nerdboy i invented lua
    Reply With Quote Edit / Delete Reply United States Show Events Late Late x 1 (list)

  40. Post #80
    Nerdboy's Avatar
    July 2007
    891 Posts
    shutup nerdboy i invented lua
    No John Lau did it.