Poll

Do you want to increase the sniper rifle damage to 60hp so it'll kill enemy with 2 shots or leave it as is (3 hits)?

Yes, increase!
2 (50%)
Yeah, increase for tests and we'll decide later.
2 (50%)
Leave it as is.
0 (0%)

Total Members Voted: 4

Author Topic: [1.0Final] [Gamemode] Basemode v1.0  (Read 14004 times)

Stoku

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[1.0Final] [Gamemode] Basemode v1.0
« on: May 21, 2018, 11:09:26 pm »
Me presents...
The official AAD (Attack and defence) gamemode for Liberty Unleashed! It was previously dedicated for public release to play clanwars by Liberty City Killers [LCK] clan and to let other clans/players play it on their own servers too. I've started development of this gamemode at around 2010 when I was a beta tester of LU and current version is from 2018. This AAD was inspired by Basemode from MTA:SA by [ANO]Rhbk.

Gameplay (by Kunio):
Watch now!

The gamemode contains:
- complete AAD logic (timeout, killed all players, picked up the base, draws),
- 20 unique bases,
- 1 spawn for attackers,
- 1 closed lobby,
- well balanced weapons system to make every weapons useful, to avoid shotgun only fights or M16. Every weapon is powerful here and has it pros and cons,
- only attackers can enter vehicles and this is a basic the idea of AAD,
- admin commands: /bmlogin <pass> (login as administrator), /base <id>, /end, /switch, /add <player id>, /help, /t1/2name <team name>, /resetscore, /del <player id>, /add <player id>, /resetscore
- player commands: /help, /info, /votebase <id>, /fix or /fix2 to show/hide mouse cursor and toggle camera movement (it was messy sometimes, probably LU bug), /eject, /kill, /t - teamchat,
- a teamchat on "Y" key,

Installation:
1. Move all the scripts into Scripts/basemode/*files* directory
2. Replace content.xml in LU/ directory.
3. Replace server.conf file in the root server dir.
4. Round time, attackers spawnpoint and misc base related stuff is stored in every base xml. Please don't change current bases, thay ere tested very well and most of them are made with "camping unfriendly" way.

Download and sources:
Basemode 1.0 Final (zip)
Sources (most recent): https://github.com/TheStoku/Basemode/tree/master

Servers with running Basemode:
91.239.67.154:2301 Official, hosted by LU-DM (LU 1.0.1.7)

Screenshots:





Big thanks to:
- NC (testing and help)
- Gudio (testing, help and hosting)
- Mr. Sych (my best friend forever, also tester)
- Piterus (testing)
- rwwpl (testing)
- Xenon (testing and hosting)
- Jabu (hosting beta server and testing)
- LU-DM Team for help with tests and hosting
- Liberty City Killers clan :)
and everyone which I've forgot - feel free to remind me!

To mods: please make this thread sticky!
To devs: fell free to pm me if you want to contribute.
To community: This gamemode gave us many hours of fun, so you have fun too!
« Last Edit: February 13, 2019, 05:54:44 pm by Stoku »

Stoku

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Changelog and history (including unreleased versios)
« Reply #1 on: May 21, 2018, 11:09:35 pm »
Changelog and history (including unreleased versios):

1.0-Final (13.02.2019):
- fixed fast messages spamming when teamchat open
- fixed antiafk killing defence
- fixed teamchat on [Enter] key and added new messages
- fixed "mission passed" song in some cases
- added "empty" weapons
- added sound on player join
- fixed radio not being played in cars
- fixed /kill, which now forces spawnscreen
- fixed script reloading (no need to reconnect anymore)
- fixed SSV bridge

1.0-RC5 (17.01.2019):
- added nickname limit to 23 chars by default (definable as MAX_NICK_LENGHT in config.nut)
- added nickname colour removing, so there are only red and blue players
- disabled players using bug and joining without nicknames
- increased Sniper Rifle damage to 60hp (there's a poll on forum, so you can decide)
- anti AFK system for attackers (configurable in config.nut)
- keybinds for team messages: [1]Enemy spotted, [2]Need backup!, [3]Follow me!, [4]Incoming!
- added music on starting base screen, mission passed music for winners and player join notification
- reworked command /sfx <on/off> to enable/disable gamemode sounds
- reworked /music <1-8> or /music off
- added /wep (/weps or /weapons) command to allow changing weapons (available only for 30 seconds after round start)
- centered team name label on class selection
- added anti spam system (configurable in config.nut)
- added round replay in autoplay (setting AUTOPLAY_ROUND_REPLAY in config.nut)
- fixed some death reasons
- fixed reseting capture bug when two players enters the marker
- added server settings into config.nut (server name, max players, port, password)
- redone lobby spawning (settings are moved to config.nut: lobby_spawn_pos, lobby_spawn_angle)
- added /switch command in lobby to change team
- added simple team balancer (setting TEAM_BALANCE_DIFFERENCE in config.nut)
- added weather/hour setting for lobby
- deleted garbage and some unused stuff
- added baseball bat as additional weapon

1.0-RC4 (12.01.2019):
- synced more features from BasemodeVC (spawnscreen team name label)
- added config.nut configuration file and moved there most of script settings
- added arenas support (not finished yet, BMVC merge)
- replaced XML with NUT map loading system - new syntax for bases and spawns (from BMVC)
- fixed colouring and some admin commands

1.0-RC3 (15.11.2018):
- merged features from BasemodeVC for team stats panel (team members, alive players etc)
- added chat information about selected team on spawnscreen (also ported from bmvc)
- added and refreshed many messages
- some other tweaks, made code more similar with bmvc to make updates easier
- updated some gui stuff

1.0-RC2 (31.05.2018):
- fixed /add player admin command
- added /vehicle id (incar) command to print (in console) coplete line for creating attackers spawnpoints.
- added message for /kill command
- new base (id 19) by rAiZeN
- fixed autoplay feature (admin /settype <0/auto> or g_iRoundStartType = 0 in CServer.nut)
- visual improvements, moved team chat above the radar
- merged /ban and /kick commands (thanks Kewun0!)
- added "searching radio station" sound on player part (definable with SETTING_MUTE variable in client.nut or /mutesfx /unmutesfx command)
- added /radio <0-8/off> client command

1.0-RC1 (24.05.2018):
- added information about team players count on spawnscreen
- made player frozen when using teamchat (Y)
- fixed /add command
- changed /type command to /settype and added parameter auto/vote/manual
- fixed known issues: /votebase, /bmlogin, errors caused by lu_ini module

1.0-beta (22.05.2018)
- first public beta release
- colored and fixed some messagess (kill/part/join)

1.0-alpha3 (21.09.2015):
- added score label
- improved UI
- opened garages
- added time and weather setting for bases
- deleted deprecated stuff
- added autostart system
- added part/join/kill messages

1.0-alpha2 (20.09.2015):
second private test
- balanced m16 weapon
- fixed base 8 marker
- increased weapons ammo
- increased capture time (15secs from now)
- added 7 bases

1.0-alpha1 (19.09.2015):
first real-private testing build with 2 players after recode

pre 1.0-stage2 (20.09.2014):
- improved map loader
- recoded game logic
- added 3 bases

pre 1.0-stage1 (27.07.2010):
- created basic map loader
- created basic game logic
- added 7 bases
- added spawn point for attackers (calahan bridge)


TODO:
- spectator
- new bases and spawnpoints for attackers
- showing only allied team players on radar (sadly, LU is missing functions to complete this and I'm not sure if it's possible)
- cleaning source from obsolete things.
« Last Edit: February 13, 2019, 05:55:39 pm by Stoku »

Stoku

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Known issues
« Reply #2 on: May 21, 2018, 11:09:42 pm »
Known issues for 1.0-RC5 release (17.01.2019):

Mouse won't move on weapons selection screen.
Fix: delete SilentPatch.asi from GTA3 directory.

The unzipped script won't load. It's caused by wrong folder structure on my GitHub.
Fix: read the installation instructions in first post.

Team balancer doesn't work as it should
Fix: disable it in config.nut, it'll be fixed in upcoming version.

"Mission passed" song doesn't work.
Fix: there's no fix released, but it's fixed in upcoming version.

The RC5 version on the server is stable and at this moment it's pretty bugsfree, but the sources aren't up to date. They're contain some bugs.

Check my github for most recent version by clicking here.
« Last Edit: January 19, 2019, 08:04:57 pm by Stoku »

Stoku

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Creating bases and spawns using built in commands.
« Reply #3 on: May 24, 2018, 07:49:09 pm »
(NEEDS UPDATING AFTER RC4 RELEASE!!!)
Creating bases and spawns using built in commands (<RC4):
1. Launch the server.
2. Recommended spawn as attacker team to use vehicles (or /bmlogin pass then /switch).
3. Launch any base with /base ID command and now you can find some spots.
4. Use command /player or /marker to print comeplete XML line in console (so you can copy and paste in your base file - Scripts/basemode/maps/bases/).
5. To create attackers spawnpoint, you can also use /player command to print player spawning line and /vehicle ID (incar) to print vehicle XML line. Attackers spawns are located at Scripts/basemode/maps/spawns, to use your new spawn, you have to set it's ID (eg. 1.xml is ID 1) in your base file (<Spawn>ID</Spawn>).
6. You can also use the /cv ID - create vehicle command. Available only after logging in and please don't use it when playing - it may break the script.
7. If you're using the auoplay feature you have to edit NUMBER_OF_BASES in server.nut.
8. Feel free to post your bases/spawns here or with PM, so I can check them and add :)

So:
/player - prints players spawn line in console
/marker - prints marker line
/vehicle id - prints vehicle spawn line
/cv id - create vehicle (NOT FOR USE ON PUBLIC SERVERS).


Description of bases format:
Code: [Select]
<Name>Cargo</Name> <!-- this is base name -->
<Author>Stoku</Author> <!-- author of base -->
<RoundTime>8</RoundTime> <!-- how long the round will take -->
<Spawn>1</Spawn> <!-- ID of attackers spawn. At this moment theres only one -->
<Weather>6</Weather> <!-- weather for base -->
<Hour>0</Hour> <!-- and time -->

<Spawns>
<player x="1477.30" y="-940.20" z="19.50" angle="270.0"/> <!-- spawning coord for defenders -->
<marker x="1509.50" y="-941.70" z="19.40"/> <!-- and marker/blip coord -->
</Spawns>

Description of attackers spawn:
Code: [Select]
<Name>Callahan Bridge</Name>
<Author>Stoku</Author>

<Spawns>
<player x="152.04" y="-946.30" z="26.01" angle="270.29"/> <!-- attacker player spawn -->

<!-- Vehicles -->
<!-- Stretch -->
<vehicle id="99" x="103.05" y="-947.0" z="26.16" angle="270.0" colour1="0" colour2="0"/>
<vehicle id="99" x="88.82" y="-947.0" z="26.16" angle="270.0" colour1="1" colour2="1"/>
<!-- Securicar -->
<vehicle id="118" x="192.31" y="-976.90" z="26.16" angle="1.58336" colour1="-1" colour2="-1"/>
<!-- Coach -->
<vehicle id="127" x="125.74" y="-1001.20" z="26.16" angle="270.0" colour1="5" colour2="6"/>
<!-- Parking -->
<vehicle id="119" x="175.0" y="-955.60" z="26.21" angle="0.0" colour1="0" colour2="1"/>
<vehicle id="105" x="170.0" y="-955.60" z="26.21" angle="0.0" colour1="0" colour2="0"/>
<vehicle id="105" x="165.0" y="-955.60" z="26.21" angle="0.0" colour1="7" colour2="7"/>
<vehicle id="119" x="160.0" y="-955.60" z="26.21" angle="0.0" colour1="7" colour2="1"/>

<vehicle id="139" x="201.68" y="-996.20" z="26.09" angle="90.8183" colour1="-1" colour2="-1"/>
<!-- oldie
<vehicle id="119" x="175.0" y="-955.60" z="26.21" angle="0.0" colour1="-1" colour2="-1"/>
<vehicle id="96" x="170.0" y="-955.60" z="26.21" angle="0.0" colour1="-1" colour2="-1"/>
<vehicle id="138" x="165.0" y="-955.60" z="26.21" angle="0.0" colour1="-1" colour2="-1"/>
<vehicle id="139" x="160.0" y="-955.60" z="26.21" angle="0.0" colour1="-1" colour2="-1"/>
-->
<!-- Dodo -->
<vehicle id="126" x="146.79" y="-932.00" z="26.17" angle="180.312" colour1="-1" colour2="-1"/>
</Spawns>
(NEEDS UPDATING AFTER RC4 RELEASE!!!)
« Last Edit: January 12, 2019, 10:48:32 pm by Stoku »

Stoku

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Re: [RC3] [Gamemode] Basemode v1.0
« Reply #4 on: November 15, 2018, 05:43:58 pm »
1.0-RC3 has been released! In the meantime I was making a port of basemode for VC-MP and it's nearly ready for release :)

The RC3 changelog:
- merged features from BasemodeVC for team stats panel (team members, alive players etc)
- added chat information about selected team on spawnscreen (also ported from bmvc)
- added and refreshed many messages
- some other tweaks, made code more similar with bmvc to make updates easier
- updated some gui stuff

The first (and official) server with Basemode on VC-MP is running!
More informations here!

Stoku

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[RC4] [Gamemode] Basemode v1.0
« Reply #5 on: January 12, 2019, 06:06:30 pm »
New years update!

Big changes has beed made, so I have to edit my "HOW TO" posts.

Also, the poll is finished, and the question was:
Quote
Should /eject command (for exiting vehicles) be included?
Result: Yes 3 / No 0
so the /eject command will be included by default. Thank you for voting!

The RC4 changelog:
- synced more features from BasemodeVC (spawnscreen team name label)
- added config.nut configuration file and moved there most of script settings
- added arenas support (not finished yet, BMVC merge)
- replaced XML with NUT map loading system - new syntax for bases and spawns (from BMVC)
- fixed colouring and some admin commands

If you experienced any major or minor bug after this update, please inform me on [LCK]/LU-DM discord or here.

Edit: New poll about weapon balancing has started! Do you want to increase the sniper rifle damage to 60hp? Or leave it as is (~3 hits).
« Last Edit: January 14, 2019, 05:57:30 pm by Stoku »

Stoku

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[RC5] [Gamemode] Basemode v1.0
« Reply #6 on: January 17, 2019, 04:28:52 pm »
Yay, the milestone update is right here!

Please test, comment and report any issues. I hope, the next release will bring accounts and statistics system. Also, there are plans to leave "RC" and change versioning. 1.0 final then 1.1? 2.0? Time will show :)

The RC5 changelog:
- added nickname limit to 23 chars by default (definable as MAX_NICK_LENGHT in config.nut)
- added nickname colour removing, so there are only red and blue players
- disabled players using bug and joining without nicknames
- increased Sniper Rifle damage to 60hp (there's a poll on forum, so you can decide)
- anti AFK system for attackers (configurable in config.nut)
- keybinds for team messages: [1]Enemy spotted, [2]Need backup!, [3]Follow me!, [4]Incoming!
- added music on starting base screen, mission passed music for winners and player join notification
- reworked command /sfx <on/off> to enable/disable gamemode sounds
- reworked /music <1-8> or /music off
- added /wep (/weps or /weapons) command to allow changing weapons (available only for 30 seconds after round start)
- centered team name label on class selection
- added anti spam system (configurable in config.nut)
- added round replay in autoplay (setting AUTOPLAY_ROUND_REPLAY in config.nut)
- fixed some death reasons
- fixed reseting capture bug when two players enters the marker
- added server settings into config.nut (server name, max players, port, password)
- redone lobby spawning (settings are moved to config.nut: lobby_spawn_pos, lobby_spawn_angle)
- added /switch command in lobby to change team
- added simple team balancer (setting TEAM_BALANCE_DIFFERENCE in config.nut)
- added weather/hour setting for lobby
- deleted garbage and some unused stuff
- added baseball bat as additional weapon

Stoku

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Re: [1.0Final] [Gamemode] Basemode v1.0
« Reply #7 on: February 13, 2019, 06:08:55 pm »
The 1.0 Final version is released! This release contains many bugfixes from RC5 version and it's the most tested and stable basemode version. The 1.0 Final is a part of running 1.1.

Quote
Final means stable.
Final means future.
Why?
Because it's a great base for upcoming versions and the Basemode 1.1 has many new features, like accounts and stats saving, 10 new bases, 1 new spawn for attackers, and more.

Known issue is with the team balancer. It's still not fixed.

The 1.0 Final changelog:
- fixed fast messages spamming when teamchat open
- fixed antiafk killing defence
- fixed teamchat on [Enter] key and added new messages
- fixed "mission passed" song in some cases
- added "empty" weapons
- added sound on player join
- fixed radio not being played in cars
- fixed /kill, which now forces spawnscreen
- fixed script reloading (no need to reconnect anymore)
- fixed SSV bridge

 

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