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Showing content with the highest reputation on 06/23/19 in all areas

  1. Version 2.0.1

    3156 downloads

    MAP EDITOR 2 [BETA v2.0.0] (Free and doesn't have keyboard only controls) Known Bugs: A million of them, don't tell me about it. (Server) Drop the MapEditor2.dll file in your resource resources (Client) Drop the MapEditor2.cs and Objects.cs files in your cs_packages folder Info: Server Commands: /loadmap name --Globally loads the map instead of client-sided only /unloadmap name Client Controls: Press M to start/stop the editor WSAD to move Q & E move you down and up Hold right-click to move, while moving you can scroll down/up to increase speed Hold left control to move slow Hold shift to move fast Press Delete to delete the highlighted object You can drag objects by holding left-click on them You can duplicate objects by right-clicking and then clicking "Clone Object" "Exit Here" Button - Drops you at the location your camera is "Exit Back" Button - Drops you back at the original location you started the editor "Place Objects On Ground" Button - When you drag, the object will be placed on the ground properly "Save Map" Button - Hover over the name box to input a name, click save to save the map "Load Map" Button - Hover over the name box to input a name, click load to load the map (Client-sided load) "Clear Map" Button - Wipes the current loaded map Upcoming features; -Vehicle list (Support exists) -Checkpoints -Undo & Redo -Group select -Adding objects to favorites (System in place but isn't finished)
    7 points
  2. Version 0.3

    4706 downloads

    NEW VERSION: Version 0.3 - March 22nd, 2018 Changelog(0.3) -Support for 1.43 added. This resource also supports 1.41 and 1.42. -Added freeze/unfreeze ability for objects. (Use this on doors. Just press F to toggle) -Fix duplication bug. Changelog(0.2.2) -Fix "mobj" command with string/number hash detection. Changelog(0.2.1) -Fix crash when trying to dupe map hashes. Changelog(0.2) -Dupe function (Right click objects and you can place the same object again) (Works on non-editor objects). -Hash checker (Look at any object on the map, not just editor objects to check their hash). -Auto adjustement in placement stage. Right click to automatically rotate/position object on the ground. -Scroll improvement by loading models ahead of time. -Other fixes. -Some code restructure thanks to mtz64. Changelog (0.1) -Initial Release Yes there are lack of features or some bugs, 0.1. Make bug reports/suggestions if you have any. **Note that your current edit is autosaved every 30 seconds. To load it call '/mload autosave'. (Yes I know commands throw "Command not found". Ignore it for now) There are roughly 50,000 objects. The list needs a bit of cleaning but it includes many new objects not seen before such as sections of the map. Installation: Drop the "MapEditor" folder inside the "client_packages" folder into your own "client_packages" folder. Merge the index.js file found inside "client_packages" with your own. Drop the "MapEditor" folder inside the "packages" folder into your own "packages" folder. Usage: To start/exit the editor press F2. (NOTE THAT OBJECTS CURRENTLY IN EDIT MODE WILL REMAIN ON THE MAP. USE /mclear) Press 1 for Selector Mode (You can click on objects, or click off to deselect) Press 2 for Object Placement Mode Press 3 for Adjustment Mode Press ENTER to save objects inside Adjustment Mode. Press SPACE to rotate objects by 90 degrees in Object Placement Mode. WASD to move around. E and Q to move up and down. Shift to speed up movement, control to slow down movement. Ctrl + Z to undo object creation, Ctrl + Y to redo it. This only applies to object creation for now. Controls are defined on the screen for you. Mostly point, click, and drag. Commands: (Yes, commands in 2018, stop crying until I make some UI framework) /msave [name] - used to save your map /mmaps - used to see what maps you have saved in your session /mload [name] - used to load a map (you can load/deload as many maps as you want) (it is synced) /mdeload [name] - used to deload a map if it is loaded (not if it's in edit mode) /mlmaps - used to see what maps are loaded (That's an "L" not an "I") /medit [name] - used to edit a map (it will load in client sided only and you can edit it) /mclear - used to clear your current edit /mindx [index number] - used to set the list index since it is a huge list /mobj [name of hash] - used to spawned a specific object by name API: LoadMap(name); DeloadMap(name); SaveMap(name, data); DO NOT PASS IN THE "_map.json" EXTENSION. THAT IS HANDLED ON ITS OWN. ONLY PASS THE NAME YOU SAVED IT AS. Ex. /msave map1 - will save it as map1_map.json. To load it call /mload map1 or LoadMap("map1"); https://github.com/DisapprovedByMe/MapEditor
    1 point
  3. Version 1.0.0

    844 downloads

    Kill your way to victory! Gun game is a gamemode where players start with powerful weapons and get less powerful weapons once they score enough kills to level up. Winning First player to go through all weapons/levels will win. Player with the highest level will win if round timer ends. Config The config file is located in packages/gungame/config.json. gameTimeSeconds: Length of a round in seconds. 600 by default which converts to 10 minutes. healthOnKill: How much health players will get for killing someone. 0 by default which means players won't get any health from killing. respawnTimeSeconds: Seconds a player needs to wait for respawning. 8 by default. restartTimeSeconds: Seconds players need to wait before a new round begins. 10 by default. Loadouts The loadouts file is located in packages/gungame/loadouts.json. It's a JSON file with each loadout as an array. Each loadout array must contain at least one valid loadout item. Loadout items must have: Weapon: Weapon hash key as string, such as WEAPON_PISTOL. (Weapons list) Name: Human readable name of the weapon, such as Pistol. KillsForNext: Amount of kills a player need to get with this weapon before upgrading to the next one. (player will be declared winner if this item is the last in the loadout) Example Loadout (RPG > Minigun > Special Carbine > Heavy Revolver > Sawed-Off Shotgun > Machete, player needs 5 machete kills to win) [ { "Weapon": "WEAPON_RPG", "Name": "RPG", "KillsForNext": 1 }, { "Weapon": "WEAPON_MINIGUN", "Name": "Minigun", "KillsForNext": 1 }, { "Weapon": "WEAPON_SPECIALCARBINE", "Name": "Special Carbine", "KillsForNext": 1 }, { "Weapon": "WEAPON_REVOLVER", "Name": "Heavy Revolver", "KillsForNext": 1 }, { "Weapon": "WEAPON_SAWNOFFSHOTGUN", "Name": "Sawed-Off Shotgun", "KillsForNext": 1 }, { "Weapon": "WEAPON_MACHETE", "Name": "Machete", "KillsForNext": 5 } ] Maps Map files are located in packages/gungame/maps/. Maps must have: CenterOfMap: An object that has x, y, z and radius properties. This is used for defining game area and respawning players around the game area. SpawnPoints: Array of objects that has x, y, z and a (angle/heading) properties. This is used for spawning players for the first time in the map, like when they connect the server or when a round begins. Example Map (1 Spawn Point) { "CenterOfMap": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.17044067382812, "radius": 70.0 }, "SpawnPoints": [ { "x": -1126.168212890625, "y": 4952.76025390625, "z": 220.46249389648438, "a": 191.99134826660156 } ] } Maps also have optional properties such as: World: An object that has time and weather properties. --> time: An object that has hour, minute and second properties. --> weather: A string property that contains the weather ID. (Weather ID list) Props: Array of objects that has model, position and rotation properties. --> model: A string property that contains the model name. Example: prop_fire_hydrant_1 --> position: An object that has x, y and z properties. --> rotation: An object that has x, y and z properties. Example Map (Night, Rainy Weather with 1 Prop) { "World": { "time": { "hour": 2, "minute": 0, "second": 0 }, "weather": "RAIN" }, "CenterOfMap": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.17044067382812, "radius": 70.0 }, "SpawnPoints": [ { "x": -1126.168212890625, "y": 4952.76025390625, "z": 220.46249389648438, "a": 191.99134826660156 } ], "Props": [ { "model": "prop_fire_hydrant_1", "position": { "x": -1108.71240234375, "y": 4918.75048828125, "z": 217.05 }, "rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } } ] } Source code is available on GitHub in case you don't want to download: https://github.com/root-cause/ragemp-gungame Have fun!
    1 point
  4. Hey Leute, wir das aktuell kleine Team von Innovation-Life haben uns entschlossen unsern eigenen Server zu entwickeln. Auf die Idee sind wir durch diverse andere Server gekommen , da wir finden das oftmals die Community einfach nicht mit eingeschlossen wird in das Projekt. Wir möchten natürlich nicht all zu viel verraten was wir alles vorhaben, dennoch hier ein paar kleine Einblicke bzw auch Einblicke in das , was wir bereits haben. -Unser Konzept ist soweit fertig ausgearbeitet, kann natürlich noch geändert werden, so das alle zufrieden sind.Denn für uns ist es wichtig das alle zufrieden sind , nicht nur die Projektleitung. -Unser Mapping ist aktuell im Gange ( Interior vom Krankenhaus , Flughafen , Fahrschule etc.) -Unsere Custom Sachen , die wir aktuell versuchen einzubauen sind alle im Aufbau. Wir möchten den Leuten einen flüssigen RP Server liefern, unter dem Slogan "Make your Dreams come True". Das klingt so wie es soll , viel Content etc. Leb deinen Traum. Natürlich sind wir immer offen für neue Ideen und Anregungen. Zur eigentlichen Sache , wir benötigen dringend : - Frontend Developer Die Liste wird immer auf den neuesten Stand gebracht , sobald neue Posten benötigt werden. Unsere Anforderungen -Mindestens 18 Jahre alt - Teamfähig sein - Wenn's geht natürlich eine gute Mikrofon Qualität -Durchhaltevermögen -Und natürlich die Motivation am Projekt nie verlieren Natürlich geht keiner leer aus. Ich stelle mich kurz selber mal vor : Ich bin Pascal 24 Jahre aus Bielefeld und bin Koch.Zusammen mit meiner Freundin tragen wir die vollen Root kosten. Selbstverständlich zählt darunter auch die "Belohnung". Heißt jedes Teammitglied wird natürlich auch die entsprechende Bezahlung erhalten ( Darüber dann natürlich mehr Informationen Privat) Das war's von meiner Seite, ihr habt Fragen? Wendet euch hier drunter , per PN, per Discord (Fanb0ii#2879) Oder per Teamspeak ( auf Anfrage) Liebe Grüße , Das Team von Innovation-Life
    1 point
  5. Это платформа мультиплеера. Твоя проблема решается на сервере где играешь
    1 point
  6. 1 point
  7. I think we can make a proxy server, which will determine with what server the client will be communicated. And if we need to switch the user to another server, we can kick him from the current server and when will he trying to connect we proxy it to another server.
    1 point
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