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16  Scripting / Script Releases / Re: [RC3] [Gamemode] Basemode v1.0 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!
17  Liberty Unleashed / Support / Re: I got this problem :P on: August 17, 2018, 10:52:36 am
Maybe try checkdisk or launch LU as an administrator.
18  Liberty Unleashed / Support / Re: I got this problem :P on: August 16, 2018, 12:05:51 am
Install Visual C++ Redistributable 2015.
19  Scripting / Script Releases / Creating bases and spawns using built in commands. 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!!!)
20  Scripting / Script Releases / Known issues 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.
21  Scripting / Script Releases / Changelog and history (including unreleased versios) 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.
22  Scripting / Script Releases / [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!
23  Liberty Unleashed / Liberty Unleashed Chat / Re: [Vote] Which version of LU are you using? on: September 11, 2016, 11:05:53 pm
The poll has been added! You can vote and comment for now  ;)
24  Liberty Unleashed / Liberty Unleashed Chat / [Vote] Which version of LU are you using? on: September 11, 2016, 10:46:05 pm
The question is - which version of LU are you using?

I'm on 0.16.

Please comment!

Votes based on comments:
a. 0.1.0.16: 4 (100%)
b. 0.1.0.17: 0 (0%)
c. Other (which one?): 0 (0%)
25  Liberty Unleashed / Support / Re: 0.17 server doesn't work under Win7 on: September 06, 2016, 11:01:04 pm
Having the same issue. Deleting vehicles from content.xml helped for me.
26  News and Content / Updates/Changes / Re: Update 0.1.0.17 (14/06/2016) on: September 06, 2016, 10:58:36 pm
The windows server of 0.1.0.17 crashes when having any
Code: [Select]
<vehicle model="96" x="899.68" y="-982.68" z="5.63" angle="91.0" col1="1" col2="2" />in content.xml.

Any suggestion? Eventually how to downgrade to 0.1.0.16?
27  Scripting / Script Releases / Re: [Update 23-09] GUI Admin Panel on: September 05, 2016, 08:37:51 pm
Stoku

You have been inactive, Your web domain has been down, everything of yours has been down, I hope your doing okay and we hope to hear from you sometime..
Thanks for caring! I'm fine, but my PC is crashing so often and it's pretty annoying to do stuff on it. Generally I'm busy at life with small access to the web. I've broke display in my handy and using web on my current one is pain in the ass and waste of time, that's why I'm offline even on private facebook, snapchat etc. At this moment I'm planning to move to the other city in the end of September and now I'm spending most of time on making money for "new life", finding a new job in that city and house or room. It would be great to finish my unreleased projects, so if I'll take my PC there and get most of important things done, I'll try to fix PC and release something new :)

Also thanks for reporting links. I didn't know that they're dead and sorry for this inconvenience. If anyone can post some mirrors I'll be glad and add them to the OP. Also any of suggestion with good and free ftp server (european) is appreciated. As alternative I recommend using my github here, the most recent version there at this moment is 1.3, but I'll try to update the releases in a sec :)

See you soon and have a good day!


Edit:
The GitHub releases has been updated, download links in OP too. I'm missing the screenshots, so at this moment no pics. Is the most recent version (1.3.3) fully compatible with latest LU (0.1.0.17) update?
28  Scripting / Script Help / Re: Headshot's with frindlyfire 1 on: December 27, 2015, 04:23:51 pm
Try this:
Code: [Select]
if (b == BODYPART_HEAD && w >= 3 && w <= 7 && p.Team != pp.Team )
29  Liberty Unleashed / Suggestions / Re: Peds in LU + Some GGM stuff on: November 05, 2015, 10:40:52 pm
The peds in GGM weren't synced. Notice that in other new era 3rd party GTA multiplayers they are prevented from spawning, because noone can synchronize them. The only known way of having bots are NPC's controlled by scripts, but they are very limited, without advanced logic.
30  Scripting / Script Releases / Re: [Update 23-09] GUI Admin Panel on: September 26, 2015, 06:18:46 pm
I know this is totally OT, but anyway Stoku how did you found those IDs you used for menu sounds? did you try randomly IDs until you found those, or ...? I've been looking for a list of those IDs for long time.
Here's my snippet, client side. Try PlayFrontEndTrack and PlayFrontEndSound.

Code: [Select]
//onScriptLoad
BindKey( '0', BINDTYPE_DOWN, "plus" );
BindKey( '9', BINDTYPE_DOWN, "minus" );

// 74 or 75=crash
local i = 0;
function plus()
{
i++;
StopFrontEndTrack();
PlayFrontEndTrack( i );
Message( "Sound ID: " + i.tostring());
}
function minus()
{
i--;
StopFrontEndTrack();
PlayFrontEndTrack( i );
Message( "Sound ID: " + i.tostring());
}
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