cloudsixteen / clockwork Goto Github PK
View Code? Open in Web Editor NEWA roleplaying framework developed by Cloud Sixteen for the people.
Home Page: http://CloudSixteen.com
License: MIT License
A roleplaying framework developed by Cloud Sixteen for the people.
Home Page: http://CloudSixteen.com
License: MIT License
You can put as many points into an attribute as you want, even if it exceeds the maximum for that attribute set by ATTRIBUTE.maximum (assuming it works since that's included in all of the default attributes)
This is especially noticeable if you disable the stamina plugin - the stamina attribute will still be present because the stamina/attributes/sh_stamina.lua file gets included.
Whenever I set a false door, and restart the server, it comes back hidden (No text on door, but you can open it without a button) not false (false as in you have to press a button to open it, like most combine doors, elevators, etc)
When you purchase a vehicle in cider two and leave the server. The vehicle does not save and must purchase it once again.
first, i can't speak english well.
when i choose faction the police, i can't see the agenda.
agenda doesn't work and when i killed by somebody or suicide, my item just one disappear, and the rest has been left, but it has been copied to my body.
I seem to have issue this on all my computers, so I believe this is not only happening with me, I believe.
The issue is the HL2RP Font. It seems it does not work (After SteamPipe I think?). So rather we get this "normal" font on doors and scoreboard and everything.
I and the server got the content pack of HL2RP, so I got the font. The weird thing is that once I put the font into my resources/fonts folder like the addon should mount, it actually starts working! Very odd.
Seems it's not found at least.
Failed to load custom font file 'c:/program files (x86)/steam/steamapps/common/garrysmod/garrysmod/resource/fonts/cs.ttf'
Failed to load custom font file 'c:/program files (x86)/steam/steamapps/common/garrysmod/garrysmod/resource/fonts/mailartrubberstamp.ttf'
When purchasing this augment, each time you visit the crafting menu, the price of items drops by 10% every time you visit, if you do this long enough, everything is displayed to only cost $1, but it still costs what it should, only the price displayed keeps lowering.
So of course, the gamemode is CW: Phase Four, and I'm having trouble with the /contfill command. It says that the container is filled after typing it, and as soon as I check the container, there is nothing inside. So I'm not sure if I'm the only one with this problem and I can't seem to find any other posts so I thought I'd bring it up here.
[ERROR] gamemodes/cwcidertwo/schema/sh_schema.lua:64: attempt to index global '_
file' (a nil value)
Dropped Devul from server ("Too many Lua Errors! Sorry!")
Happens when I join
Just recently, a few members have been experiencing their characters being deleted upon leaving the server. When they rejoin the server they need to re-create their characters.
Original thread: http://forums.cloudsixteen.com/index.php?topic=3396.0
"Hello, my friend is having an issue with his server regarding lua errors. Whenever we join the server, we immediately get spammed in the console by this:
http://cloud-2.steampowered.com/ugc/633044342306146222/0B1B1E3AD47AB8A2EC60934998664594F79FE321/
*gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
[Clockwork] The 'RenderScreenspaceEffects' schema hook has failed to run.
gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
[Clockwork] The 'Tick' schema hook has failed to run.
gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
[Clockwork] The 'RenderScreenspaceEffects' schema hook has failed to run.
gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
[Clockwork] The 'Tick' schema hook has failed to run.
gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
[Clockwork] The 'RenderScreenspaceEffects' schema hook has failed to run.
gamemodes/cwhl2rp/schema/cl_schema.lua:192: attempt to call method 'IsCombineFaction' (a nil value)
*
Repeat error spam
"
We have both looked for possible solutions such as re-installing Clockwork from the store and checking to see what is wrong with the server, but we can't find any possible solutions to fix this. His clockwork is updated to the most recent update. Any help is appreciated."
Also, I am only posting this here because my friends and I are apparently not the only ones who are experiencing this issue.
It's just sitting there wasting space, why not fix it up Conna? ๐ฐ also how2tag things?
For some reason when i look in first person with a weapon, (in firing position, unholstered.) the camara freaks out, as does the gun and this makes it impossble to aim, esp on a S2K server.
[Clockwork] The 'CharSetCustomClass' command has failed to run.
gamemodes/cwnewvegas/schema/commands/sh_charsetcustomclass.lua:14: attempt to call method 'Get' (a nil value)
Basically ye...
As of the moment of this writing, the 'options' system related to items is somewhat confusing and complex. I, myself, had a rather hard time trying to comprehend it. So far, we have 3 functions related to options:
GetEntityMenuOptions hook - called when a list of options for items in the world is needed.
EntityHandleMenuOption - called to handle a chosen option.
OnCustomFunction - only called for items in inventories.
And if you want to have a behaviour similiar to GetEntityMenuOptions, but inside an inventory, you need to add a query proxy for the customFunctions field.
This all is fairly complex and clumsy. What I was thinking is add 2 hooks to itemTables:
ITEM:GetOptions(ent) -- clientside, ent is only valid if item is in world, nil otherwise.
ITEM:HandleOption(ply, option, ent) -- serverside, ent is only valid if item is in world, nil otherwise.
This would make things so much easier and tidier in my opinion.
On an unrelated note, how in the world do I tag my issues?
The Cars on Legacy Cider Two are broken. I buy one then disconnect after using it. and then rejoin, and it's gone.
I am creating the map called City 17, It's being created for/based on the Half Life 2 RP scheme, I bet you've seen the topic on the forum already.
I've created a weapon stripper in it that strips the player from all his weapons and make the weapon's world models fly around and dissolve.
But it comes with some problems...
It currently targets every player, combine, citizens and what so ever.
It doesn't have a way to check if the player is on team 1 or team 2 if you know what I mean.
There is a way to make the weapon stripper skip the players that have a certain Targetname, for example: Targetname Combine.
Everyone with the Targetname Combine will not trigger the weapon stripper, everyone who doesn't have combine as targetname does.
Now I can make a button that does "On pressed>!activator (The player who pressed the button)>SetOutput: Targetname Combine"
This makes the player get the targetname combine, but I was wondering...
Is there a way that you could code this into your scheme?
It would be very helpful if there was something in clockwork/hl2rp that gives the whitelisted character the targetname of their class, for example something like: on character select if playeriscombine then AddOutput targetname combine so the weapon stripper (Or basically any trigger or map event coded for this kind of separation between targetnames) will not target these characters anymore, this could be useful for more things in the map and could help out a lot for other map creators as well.
It would help Clockwork grow when more maps are being created for this certain gamemode and if this will work/if you are able to support map creators then a lot more maps will be based on this gamemode and have a lot of cool dynamic interactions / scripted things that work on the said classes/factions, ending up in Clockwork getting more popular, getting more epic maps to play on and earning more money.
Info about the AddOutput output: https://developer.valvesoftware.com/wiki/AddOutput
Info about the Targetname: https://developer.valvesoftware.com/wiki/Targetname
I am not a coder myself but I tried a few things already, they didn't work but here is what I tried:
http://forums.cloudsixteen.com/index.php?topic=687.75
And, writing this in console also works:
ent_fire !player AddOutput "Targetname Combine"
Sincerely,
Boy Voesten / 221boy221
Steam: Kill22pro
Garry's JSON functions suffer from issues with large numbers and isn't able to keep table integrity.
http://facepunch.com/showthread.php?t=1229763
It was reported but never fixed, it will cause issues with item instance id's and other large integer values (which was brought to my attention and fixed in one of the first updates).
A suggestion, for a real damage reaction system, I already know clockwork has a damage system itself, but what about reactions?
Some reactions...
Effect: Shot in the hand, you drop the weapon(And if possible holding onto the arm/hand)
Reaction: You drop the gun and possibly depending on settings, may not be able to hold a weapon for a bit until healed.
Effect: Shot in either leg,(I know there is a plugin, but build it into the system?
Reaction: Makes you fall over, along your camera intensely tilting for a second to left or right depending on which leg shot, you also scream. When you walk your camera bobs a bit intensively until you are fully healed, as well as slower walkspeed.
Effect: Shot in the abdomen or upper chest
Reaction: (If possible do the panting poser) same with the camera and of course the following breathing sound.
I think it would be quite useful to be able to add/remove an array of items from a player's inventory in one instance instead of calling a function multiple times to achieve the same result.
Commands like /doorsetunownable or /doorsetownable save and load just fine when I restart my server, but when I put on /doorsetfalse true or /doorsethidden true and restart, it never reloads them and the doors will restart with the opposite of the values I set them to. Am I using the wrong bool or whats the problem here? Requesting a fix as soon as possible ๐
We have tried everything but cant get it to work. The Error is Lan Server Restricted to Lan Clients (class C) we have reinstaleld the server, clockwork, and HL2RP we are thinking this a bug a BIG one.
The SRCDS console should output more verbose errors for common mistakes people make when installing Clockwork.
For instance if a module isn't loaded or they're not in the right place then let them know they're not there.
I believe MySQL errors exist though, I could be wrong. They were botched in previous versions.
The reason I write this is because so many people complain about Clockwork not loading when it's simply the modules - If they could fix it on they're own we'd save a lot of chat bandwidth on the internet.
A corpse loot feature across all schemas which when ON, makes a character lose their money and items (which are contained within their corpse upon death)
And they then spawn with nothing.
Maybe name it Hardcore Death or something.
Really should be a stock feature, imo.
Cheers :)
In a character-creation screen, would it be possible to allow players to pick between different skins for their initial model?
When I press or hold F1 to bring up actions, the thing appears for like 1 millisecond. I've tried closing and restarting Gmod. Still does it. Closed Steam and tried again. Still had the problem. Any solutions at all?
I have a problem, when someone uses /me on my server, the /me messages shows up for team only, that means if a citizen sent the message, the message will show up for citizens only, not for MPF or any other faction.
I tried taking a look at sh_me.lua, but I don't find anything wrong with it.
Example:
I type /me drinks tea, and it shows up like this:
"(TEAM) Vax Figgle drinks tea" and only my current faction can see the message, I cannot find a fix for it.
When flying using the jetpack it also drains your stamina, any quick fix for this?
Clockwork used: Clockwork 0.9
Schema: cwhl2rp
Problem occured: Most likely when the server installed everything back, which was yesterday.
Problem noticed: Today, when a CP(Me) was chasing a citizen, all of a sudden. When I was about to give the citizen civil judgement, I hit him in the back of the head with the stun-stick. Then looked at the body and notice it was deceased. I later on went on cloud 16, and went to this post:
http://forums.cloudsixteen.com/index.php?topic=819.msg5818#msg5818
and added this coding by kurochi on line 278(which overwrite over the previous code, located on /gamemodes/cwhl2rp/schema/entities/weapons/cw_stunstick)
Original Code on line 278: "Clockwork.plugin:Call("PlayerStunEntity", self.Owner, trace.Entity);"
New code on line 278: "Clockwork.player:SetRagdollState( trace.Entity, RAGDOLL_KNOCKEDOUT, Clockwork.config:Get("knockout_time"):Get() );"
and I also added this inside the coding(on 290):
"if trace.HitGroup == HITGROUP_HEAD then
Clockwork.player:SetRagdollState( trace.Entity, RAGDOLL_KNOCKEDOUT, Clockwork.config:Get("knockout_time"):Get() );
end"
Then I added it to the server files, and then started up the server again... I tested it out with 1 of the members, and the damage still kills them with 1 hit on any part of the body. The fist also does the same thing, as well as the firearms. Then we reversed roles where I was the person being hit(Please note that I was a CP) and I also got 1 hit killed, just by a citizen fist.
Please help, Thank you.
Cash entity collides, giving people the ability to crash servers by spawning loads of cash entities and moving them all at once( e.g. falling over into them).
I will do my best to also get in personal contact with you or one of your associates to further go-over this seemingly vital bug.
Okay, I'm in the process of making a Clockwork server, and I want the salesman to have limited stock and cash, that way, I have full control over the in-game economy, and can decide when salesman get what stocked, and how much cash they have to buy players things, and can closed-loop the entire system should I so please.
Anyway, my idea for the economy aside, I cannot achieve this.
Every time a stock value is set to the salesman, using the 'stock' slider in the GUI brought up by the /salesmanedit command, or /salesmanadd command, every value that is not infinite or 100 creates a number that is followed by a seemingly random stream of decimals. IE: If the value is set to 13, the stock value reads as 13.490385671230689... and will go into the negitaves, such that if 15 items are purchaced, the value goes to -1.1720349581.
With much scowering, I found the file that Clockwork creates to keep track of each individual salesman, at .cw in the salesman settings folder in the server. Below is what the salesman (only the string for the salesman i've been working with) looks like when 'stock' is set to infinite (or -1):
{"buyInShipmentsv":b0"priceScalev":n0.4;"showChatBubblev":b0"buyRatev":n100;"physDescv":"Best ammo on this side of the metro.v""anglesv":a0,0.93363952636719,0;"buyTabv":{"ammo_545v":b1"ammo_smg1v":b1"ammo_xbowboltv":b1"ammo_pistolv":b1"ammo_buckshotv":b1"ammo_sniperv":b1"ammo_357v":b1"ammo_12gv":b1}"stockv":{}"modelv":"models/humans/group01/male_09.mdlv""classesv":{"Rangerv":b1"Red Linev":b1"Surface Stalkerv":b1"Metro Dwellerv":b1"Banditv":b1}"sellTabv":{"ammo_545v":b1"ammo_smg1v":b1"ammo_xbowboltv":b1"ammo_pistolv":b1"ammo_buckshotv":b1"ammo_sniperv":b1"ammo_357v":b1"ammo_12gv":b1}"namev":"Ammo Salesmanv""cashv":n696.35076708508;"factionsv":{"Rangerv":b1"Red Linev":b1"Banditsv":b1"Metro Dwellerv":b1"Surface Stalkersv":b1}"textTabv":{"noStockv":"I don't have any of that left.v""cannotAffordv":"I don't have any MGR left.v""needMorev":"I don't take pocket lint.v""noSalev":"Fuck off, I don't sell to your kind.v""doneBusinessv":"Come back soon, Okay?v"}"positionv":v-177.3087310791,344.38586425781,5.9691314697266}
(NOTE: This is all in one straight line, github chops it up to fit the size)
When stock is set to 100, the function looks exactly the same, however, it is cut off at this location:
"I don't take pocket lint.
So, if stock is set to 100, the string stops after the "needMorev" variable, without closing the quote, or attaching the v at the end.
When the stock is set to a value between -1 and 100 is when things get REALLY weird. There is NO string for the salesman at this point. No string is printed into the .cw file whatsoever, so i have nothing to paste for you. If you would like, I can take pictures of the file before, and after, but I think this is sufficient data. I will also contact you personally about this, if possible. Thank you for your time.
This is a big change and will take some time. Schemas should have their own XML file. Each plugin or schema can have a lang/ folder with english.xml, french.xml, etc. The language can be set as a server-side configuration option.
When a player dies, the player had only one item is lost and loot the body of the player, the player had all item.
There seems to be a problem in this code.
for k, v in pairs(inventory) do
local itemTable = player:FindItemByID(k);
if (itemTable and itemTable.allowStorage != false
and !itemTable.isRareItem) then
local success, fault = player:TakeItem(itemTable); <<< Problem code [No (-v)]
if (success) then
info.inventory[k] = v;
end;
end;
end;
Sorry, I'm not good at English.
cl_kernel.lua performs a raycast that is not needed. What is this even doing... I didn't write this.
This has been bugging me quite a lot recently, so I thought it would be nice to have a 'volume' system to accompany the 'weight' system currently present in Clockwork. It would also give room to some interesting gameplay ideas. It shouldn't be too hard to implement it either, seeing as it's pretty much the same as weight.
If you want, I can work on it and submit a pull request once I'm done.
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
EDIT: It appears to only be broken with default clockwork models, upon inspection after changing my name back my model was reverted to the default which i had before, which was MPF Packs Concept police.
Upon fixing this pulling my stunstick out again, got the same errors.
MPF.C18-D2.NOVA-EPU.78588 set MPF.C18-D2.NOVA-EPU.78588's name to MPF.C18-D2.NOVA-EpU.78588.
MPF.C18-D2.NOVA-EpU.78588 has used '/CharSetName MPF.C18-D2.NOVA-EPU.78588 MPF.C18-D2.NOVA-EpU.78588'.
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
[ERROR] gamemodes/clockwork/framework/libraries/cl_player.lua:226: attempt to call method 'GetSharedVar' (a nil value)
EDIT 2: 2 restarts of the server fixed the problem, but I kinda want to know what caused this.
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