ULX

Author Topic: Spawnpoint ULX Module  (Read 28641 times)

0 Members and 1 Guest are viewing this topic.

Offline atomicspark

  • Full Member
  • ***
  • Posts: 196
  • Karma: 12
Spawnpoint ULX Module
« on: September 04, 2009, 01:36:03 AM »
So I was messing around with ULX Jail the other day, accidentally destroyed the walls, and someone said, "Hey, you could use this as a spawn point."

I present to you my first ULX module, A.A.S.M. (AtomicSpark's Awesome Spawnpoint Module (name is obviously a WIP too)).

This allows you to set a spawnpoint for yourself (or others). This is perfect for any fort war or role-playing servers. Credit goes to Ulysses Team, since I basically just hacked ULX Jail.

Requirements
  • ULX SVN Revision 63 (or newer)
  • ULib SVN Revision 89 (or newer)

Features
  • No buggy SENT to deal with.
  • Stolen from built off of ULX Jail, so you know it's awesome!

Commands
  • ulx setspawn [<players, defaults to self>] - Sets the spawnpoint for target(s). (say: !setspawn)
  • ulx resetspawn [<players, defaults to self>] - Resets the spawnpoint for target(s).  (say: !resetspawn)

These are admin-only by default. If you want allow a group to only be able to set their own spawnpoint (read: Selfcommands-like), type "ulx groupallow <group> setspawn ^" in console. Don't forget to also "ulx groupallow <group> setspawn ^"!

Known Bugs
  • With UPS (I haven't tested others), you're able to "claim" the spawnpoint prop by physgun-ing it. This changes the owner from World to your player name. This should not effect the module itself, but more testing is needed.

DOWNLOAD
Add-on format, extract to "garrysmod/addons".
« Last Edit: September 21, 2009, 12:16:52 PM by atomicspark »

Offline Megiddo

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 6214
  • Karma: 394
  • Project Lead
Re: USpawnpoint - WIP
« Reply #1 on: September 04, 2009, 06:42:43 AM »
Sweet, good work spark. Would you mind changing the name, though? We like to keep U* for official Ulysses stuff. :)
Experiencing God's grace one day at a time.

Offline atomicspark

  • Full Member
  • ***
  • Posts: 196
  • Karma: 12
Re: USpawnpoint - WIP
« Reply #2 on: September 04, 2009, 11:03:11 AM »
What, I can't join your club? :P I'll think of something. Maybe...

Edit: I guess I could of put this thread in Developers Corner. Megiddo (or others), feel free to move it where you think it belongs. Since it's not a full release yet, I wanted to keep it out of the Releases section. Poor Jay gets harassed enough over URestrict. :(
« Last Edit: September 04, 2009, 03:16:33 PM by atomicspark »

Offline JamminR

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 8096
  • Karma: 390
  • Sertafide Ulysses Jenius
    • Team Ulysses [ULib/ULX, other fine releases]
Re: Spawnpoint - WIP
« Reply #3 on: September 04, 2009, 03:27:21 PM »
Ha. No problem atomicspark.
It's not our fault Jay decided to rewrite URestrict mid-stride.
Megiddo's done it to his releases (ULib is on recode #what..4?#
My UMotd script was rewritten twice... and quite honestly probably needs to be rewritten again!
If you want this in dev corner, let us know.
Releases is absolutely fine too.
XGUI's been there a while WIP.
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline jay209015

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 934
  • Karma: 62
    • Dev-Solutions
Re: Spawn Point ULX Module - WIP
« Reply #4 on: September 04, 2009, 03:33:57 PM »
Quote
Poor Jay gets harassed enough over URestrict.
     - Lol, it keeps me busy and on task :D
An error only becomes a mistake when you refuse to correct it. --JFK

"And thus the downfall of the great ULX dynasty was wrought not by another dynasty, but the slow and steady deterioration of the leaders themselves, followed by the deprecation of the great knowledge they possessed." -Gmod, Chapter 28, verse 34 -- Stickly

Offline atomicspark

  • Full Member
  • ***
  • Posts: 196
  • Karma: 12
Re: Spawnpoint ULX Module - WIP
« Reply #5 on: September 04, 2009, 04:07:39 PM »
Well it was more of not wanting to push out an unfinished product and then players get pissy when something doesn't work or x feature isn't available.

If someone who actually knows Lua or how ULX modules work could check over my code, that would be great. I'm not familiar with Lua, but have written enough that it shouldn't be too hard to figure out from pre-written code. The hard part will be finding/checking Garry's Mod functions.

Offline Stickly Man!

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 1270
  • Karma: 164
  • What even IS software anymore?
    • XGUI
Re: Spawnpoint - WIP
« Reply #6 on: September 04, 2009, 09:04:18 PM »
XGUI's been there a while WIP.

Yeah-- it's taking me a whole lot longer than I anticipated :P
Join our Team Ulysses community discord! https://discord.gg/gR4Uye6

Offline atomicspark

  • Full Member
  • ***
  • Posts: 196
  • Karma: 12
Re: Spawnpoint ULX Module - WIP
« Reply #7 on: September 07, 2009, 02:36:40 AM »
Mentionable updates! Sorry for the lack of versioning. There is no method to my madness. :-\

Changelog
  • Changed the commands to be available to all users by default and to only work on themselves.
  • Added admin versions that can target any player.
  • Moved the spawnpoint's prop(s) settings to the top of the file. This not only optimizes the code a little, but makes it easier for server admins to customize their spawnpoints.
  • Might of randomly fixed some inconsistencies in my code. Of course, I might of created more too!

Also if one of you fine gentlemen could move this thread to the Releases section, that would be great. It's in a usable state now and I'll probably just be making minor changes from now on. That is until the new UCL stuff is pushed out. :D
« Last Edit: September 07, 2009, 02:44:39 AM by atomicspark »

Offline atomicspark

  • Full Member
  • ***
  • Posts: 196
  • Karma: 12
Re: Spawnpoint ULX Module
« Reply #8 on: September 21, 2009, 12:45:22 AM »
Major updates to go along with the new command system! Yay! :D

Changelog
  • Stolen rewrote the module to work with the new ULX command system. Now requires ULX rev. 63 and ULib rev. 89 or newer!
  • Stayed with the original admin-only commands. "Selfcommands" are easily added via "ulx groupallow <group> setspawn ^" (don't forget "ulx groupallow <group> resetspawn ^").

Offline lavacano201014

  • Jr. Member
  • **
  • Posts: 83
  • Karma: 9
  • Archbishop of Cristina Scabbia worship
Re: Spawnpoint ULX Module
« Reply #9 on: February 28, 2011, 03:04:58 PM »
Does someone have this lying around so I can download it? The OP link 404'd
Circle reasoning works because circle reasoning works because...

Offline JamminR

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 8096
  • Karma: 390
  • Sertafide Ulysses Jenius
    • Team Ulysses [ULib/ULX, other fine releases]
Re: Spawnpoint ULX Module
« Reply #10 on: February 28, 2011, 07:08:27 PM »
Last Active:
    February 17, 2011, 04:47:54 AM

Maybe atomic still has it somewhere and will attach it to the original post.
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline Wearing8

  • Newbie
  • *
  • Posts: 5
  • Karma: 0
Re: Spawnpoint ULX Module
« Reply #11 on: August 17, 2011, 01:28:01 AM »
Please give me a download link, I really want this

Offline airidas338

  • Newbie
  • *
  • Posts: 2
  • Karma: 0
Re: Spawnpoint ULX Module
« Reply #12 on: November 04, 2011, 09:32:39 AM »
Please somone sent me link!

Offline MrPresident

  • Ulysses Team Member
  • Hero Member
  • *****
  • Posts: 2728
  • Karma: 430
    • |G4P| Gman4President
Re: Spawnpoint ULX Module
« Reply #13 on: November 04, 2011, 01:58:23 PM »
This addon is outdated and most likely doesn't work anymore unless Atomic has updated it. Though, if he had, I would imagine he would have posted the updated link on this site.