Author Topic: A new Jail type: Cage  (Read 7646 times)

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Offline tssge

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A new Jail type: Cage
« on: February 15, 2010, 05:58:36 AM »
So i was thinking of replacing the old jail's props and vectors with other models, but how can i make it a separate module, and what variables do i need to change ? This would be like a big cage, which would have some running room for minges, so they don't get bored, but they get their own little playground.

Notice: I'm a total noob to LUA, but i have done this before, i have converted ulx jail to assmod's jail.

Offline JamminR

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Re: A new Jail type: Cage
« Reply #1 on: February 15, 2010, 06:28:23 AM »
Create a folder in addons (ex; addons/ulx_cage)
Create an info.txt in addons/ulx_cage
Create folders in your addons/ulx_cage of lua/ulx/modules
Place your my_cage_codename.lua file in the above mentioned modules.
Place your code in that lua file
You'll need to research on the Garry's mod lua wiki what names you'll need to change, specifically the function name and unique identifiers for the functions. You shouldn't have too difficult a time by looking at the original jail code.
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline tssge

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Re: A new Jail type: Cage
« Reply #2 on: February 15, 2010, 06:44:29 AM »
Ty, this will give me a start. Very hepfull  :D I kinda like your forums  ;)

Offline JamminR

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Re: A new Jail type: Cage
« Reply #3 on: February 15, 2010, 07:42:24 AM »
Your welcome, and thank you. We're a bit partial to them ourselves. :D
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline MrPresident

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Re: A new Jail type: Cage
« Reply #4 on: February 15, 2010, 10:44:22 AM »
I don't like them... I think they yukky.. and JamminR's side of the forums smell funny!

Offline Megiddo

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Re: A new Jail type: Cage
« Reply #5 on: February 15, 2010, 10:59:41 AM »
I don't like them... I think they yukky.. and JamminR's side of the forums smell funny!

Oops, forgot to clean the cage out. ;)
Experiencing God's grace one day at a time.

Offline JamminR

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Re: A new Jail type: Cage
« Reply #6 on: February 15, 2010, 11:58:32 AM »
Well, I am doing some work from home today due to icy roads..and I haven't taken my shower.
Now if only I had bunny slippers to wear.

* JamminR sees Megiddo with big spray hose like seen at zoos.

"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline tssge

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Re: A new Jail type: Cage
« Reply #7 on: February 16, 2010, 07:49:59 AM »
Btw, while i make it a separate addon, can i use the original existing ULX hooks ?

Offline tssge

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Re: A new Jail type: Cage
« Reply #8 on: February 16, 2010, 08:13:08 AM »
Well here's the code i made, replaces every jail string with a cage one, don't know if it works, im going to start making it to addon form.
What do you think ? Give me tips how to get it working/improve it.

Notice: My first ever LUA, and my second leeched from another LUAs.
Code: [Select]
------------------------------ Jail ------------------------------
function ulx.cage( calling_ply, target_plys, seconds, should_uncage ) --Renamed to ulx.cage from ulx.jail and should_unjail to should_uncage
local mdl1 = Model( "models/props_wasteland/interior_fence002d.mdl" ) --Changed mdl1 "models/props_c17/fence01b.mdl" to models/props_wasteland/interior_fence002d.mdl
local mdl2 = Model( "models/props_wasteland/interior_fence002d.mdl" ) --Changed mdl1 "models/props_c17/fence01b.mdl" to models/props_wasteland/interior_fence002d.mdl
local cage = {
{ pos = Vector( 0, 0, 0 ), ang = Angle( -0.032495182007551, -90.190528869629, 0.156479626894 ), mdl=mdl2 }, --All vectors and angles changed, will need to add 2 mroe if these work
{ pos = Vector( 129.97778320313, -127.38626098633, -0.13224792480469 ), ang = Angle( 0.12636932730675, 179.84873962402, 0.025045685470104 ), mdl=mdl2 },
{ pos = Vector( 2.905517578125, -258.35272216797, -0.79289245605469 ), ang = Angle( -3.4093172871508, -90, 5.7652890973259 ), mdl=mdl2 },
{ pos = Vector( -123.9228515625, -127.88626098633, -1.0640182495117 ), ang = Angle( -0.00059019651962444, 179.99681091309, 359.99996948242 ), mdl=mdl2 },
{ pos = Vector( -63.728271484375, -129.30960083008, -63.381893157959 ), ang = Angle( -89.999015808105, -179.42805480957, 180 ), mdl=mdl1 },
{ pos = Vector( 62.65771484375, -131.56051635742, -63.381889343262 ), ang = Angle( -89.999015808105, 179.91276550293, 180 ), mdl=mdl1 },
}

local i = 1
while i <= #target_plys do
local v = target_plys[ i ]

if not should_uncage then
if v.cage then -- They're already jailed
v.cage.uncage()
end

if ulx.getExclusive( v, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( v, calling_ply ), true )
table.remove( target_plys, i )
else
if v:InVehicle() then
local vehicle = v:GetParent()
v:ExitVehicle()
vehicle:Remove()
end

if v:GetMoveType() == MOVETYPE_NOCLIP then -- Take them out of noclip
v:SetMoveType( MOVETYPE_WALK )
end

local pos = v:GetPos()

local walls = {}
for _, info in ipairs( cage ) do
local ent = ents.Create( "prop_physics" )
ent:SetModel( info.mdl )
ent:SetPos( pos + info.pos )
ent:SetAngles( info.ang )
ent:Spawn()
ent:GetPhysicsObject():EnableMotion( false )
ent.cageWall = true
table.insert( walls, ent )
end

local key = {}
local function uncage() --Changed unjail to -cage
if not v:IsValid() or not v.cage or v.cage.key ~= key then -- Nope
return
end

for _, ent in ipairs( walls ) do
if ent:IsValid() then
ent:DisallowDeleting( false )
ent:Remove()
end
end
if not v:IsValid() then return end -- Make sure they're still connected

v:DisallowNoclip( false )
v:DisallowSpawning( false )
v:DisallowVehicles( false )

ulx.clearExclusive( v )
ulx.setNoDie( v, false )

v.cage = nil
end
if seconds > 0 then
timer.Simple( seconds, uncage ) --Changed unjail to -cage
end

local function newWall( old, new )
table.insert( walls, new )
end

for _, ent in ipairs( walls ) do
ent:DisallowDeleting( true, newWall )
ent:DisallowMoving( true )
end
v:DisallowNoclip( true )
v:DisallowSpawning( true )
v:DisallowVehicles( true )
v.cage = { pos=pos, uncage=uncage, key=key }
ulx.setExclusive( v, "in cage" )
ulx.setNoDie( v, true )
i = i + 1
end
elseif v.cage then
v.cage.uncage()
v.cage = nil
i = i + 1
else
table.remove( target_plys, i )
end
end

return #target_plys > 0
end
local cage = ulx.command( CATEGORY_NAME, "ulx cage", ulx.cage, "!cage" )
cage:addParam{ type=ULib.cmds.PlayersArg, ULib.cmds.optional }
cage:addParam{ type=ULib.cmds.NumArg, min=0, default=0, hint="seconds, forever is 0", ULib.cmds.round, ULib.cmds.optional }
cage:addParam{ type=ULib.cmds.BoolArg, invisible=true }
cage:defaultAccess( ULib.ACCESS_ADMIN )
cage:help( "Cages target(s)." )
cage:logString( "#1s caged #2s for #3i seconds" )
cage:setOpposite( "ulx uncage", {_, _, _, true}, "!uncage" )
cage:oppositeLogString( "#1s uncaged #2s" )
ulx.addToMenu( ulx.ID_MCLIENT, "Cage", "ulx cage" )
ulx.addToMenu( ulx.ID_MCLIENT, "Uncage", "ulx uncage" )

local function cageDisconnectedCheck( ply )
if ply.cage then
ply.cage.uncage()
end
end
hook.Add( "PlayerDisconnected", "ULXCageDisconnectedCheck", cageDisconnectedCheck )

Offline tssge

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Re: A new Jail type: Cage
« Reply #9 on: February 16, 2010, 08:22:08 AM »
O-M-G (sorry for speaking alone here :D) i got it working ! My first ever working useful .lua file. Need to add offset vector, and a few mroe models, and it's ready. Ty for your help, .lua is pretty simple. Well half of it is leeched from ulx's own jail, but nvm... :D

Offline Megiddo

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Re: A new Jail type: Cage
« Reply #10 on: February 16, 2010, 09:53:19 AM »
No worries, modification on existing scripts is a great way to learn. We'll try to answer any questions you may have, just remember to always check the lua docs and reference manuals first for general questions (the documentation for lua is awesome after all).
Experiencing God's grace one day at a time.

Offline Ploo

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Re: A new Jail type: Cage
« Reply #11 on: February 24, 2010, 03:14:05 PM »
Also remember not to ever edit ULiB/ULX files. Whilst you can, this is not the correct way to do it.

Always make a new module in the addon format just like explained JamminR's first post.

Offline tssge

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Re: A new Jail type: Cage
« Reply #12 on: February 25, 2010, 07:39:58 AM »
I did, and it worked. I only copied the "base" code of mine from the ULX's jail. The Cage is working nicely, i have some more things in there too for the mingebags weapons and so-on...
Perhaps i should release my first script ever, with credits to ULX team ? :P

Offline Megiddo

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Re: A new Jail type: Cage
« Reply #13 on: February 25, 2010, 08:29:36 AM »
I did, and it worked. I only copied the "base" code of mine from the ULX's jail. The Cage is working nicely, i have some more things in there too for the mingebags weapons and so-on...
Perhaps i should release my first script ever, with credits to ULX team ? :P

Sure, do you know how to get it in addon format?
Experiencing God's grace one day at a time.

Offline JamminR

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Re: A new Jail type: Cage
« Reply #14 on: February 25, 2010, 04:02:41 PM »
I hope he would. :D
Create a folder in addons (ex; addons/ulx_cage)
Create an info.txt in addons/ulx_cage
Create folders in your addons/ulx_cage of lua/ulx/modules
Place your my_cage_codename.lua file in the above mentioned modules.
Place your code in that lua file
<clip>
Then from addons right click <your addon folder>, select zip/add to archive.
Most zip applications will take the proper folders/files all inclusive
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming