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Showing content with the highest reputation on 06/23/19 in Files
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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 -
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/MapEditor1 point -
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
