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Author Topic: Return Command  (Read 2460 times)

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Offline SaggySally

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Return Command
« on: June 13, 2014, 06:17:42 PM »
Was the !return command removed? I cannot find it in the menu or using console commands.

Offline Valgoid

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Re: Return Command
« Reply #1 on: June 13, 2014, 07:36:55 PM »
You need to get it yourself... it doesnt come with ULX

Code: [Select]
CATEGORY_NAME = "Teleport"
LastPos = {}
-- Utility function for bring, goto, and send
local function playerSend( from, to, force )
if not to:IsInWorld() and not force then return false end -- No way we can do this one

local yawForward = to:EyeAngles().yaw
local directions = { -- Directions to try
math.NormalizeAngle( yawForward - 180 ), -- Behind first
math.NormalizeAngle( yawForward + 90 ), -- Right
math.NormalizeAngle( yawForward - 90 ), -- Left
yawForward,
}

local t = {}
t.start = to:GetPos() + Vector( 0, 0, 32 ) -- Move them up a bit so they can travel across the ground
t.filter = { to, from }

local i = 1
t.endpos = to:GetPos() + Angle( 0, directions[ i ], 0 ):Forward() * 47 -- (33 is player width, this is sqrt( 33^2 * 2 ))
local tr = util.TraceEntity( t, from )
while tr.Hit do -- While it's hitting something, check other angles
i = i + 1
if i > #directions then -- No place found
if force then
return to:GetPos() + Angle( 0, directions[ 1 ], 0 ):Forward() * 47
else
return false
end
end

t.endpos = to:GetPos() + Angle( 0, directions[ i ], 0 ):Forward() * 47

tr = util.TraceEntity( t, from )
end

return tr.HitPos
end

function ulx.bring( calling_ply, target_ply )
if not calling_ply:IsValid() then
Msg( "If you brought someone to you, they would instantly be destroyed by the awesomeness that is console.\n" )
return
end

if ulx.getExclusive( calling_ply, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( calling_ply, calling_ply ), true )
return
end

if ulx.getExclusive( target_ply, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true )
return
end

if not target_ply:Alive() then
ULib.tsayError( calling_ply, target_ply:Nick() .. " is dead!", true )
return
end

if not calling_ply:Alive() then
ULib.tsayError( calling_ply, "You are dead!", true )
return
end

if calling_ply:InVehicle() then
ULib.tsayError( calling_ply, "Please leave the vehicle first!", true )
return
end

local newpos = playerSend( target_ply, calling_ply, target_ply:GetMoveType() == MOVETYPE_NOCLIP )
if not newpos then
ULib.tsayError( calling_ply, "Can't find a place to put the target!", true )
return
end

if target_ply:InVehicle() then
target_ply:ExitVehicle()
end

local newang = (calling_ply:GetPos() - newpos):Angle()
LastPos[ target_ply:SteamID() ] = target_ply:GetPos()
target_ply:SetPos( newpos )
target_ply:SetEyeAngles( newang )
target_ply:SetLocalVelocity( Vector( 0, 0, 0 ) ) -- Stop!

ulx.fancyLogAdmin( calling_ply, "#A brought #T", target_ply )
end
local bring = ulx.command( CATEGORY_NAME, "ulx bring", ulx.bring, "!bring" )
bring:addParam{ type=ULib.cmds.PlayerArg, target="!^" }
bring:defaultAccess( ULib.ACCESS_ADMIN )
bring:help( "Brings target to you." )

function ulx.goto( calling_ply, target_ply )
if not calling_ply:IsValid() then
Msg( "You may not step down into the mortal world from console.\n" )
return
end

if ulx.getExclusive( calling_ply, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( calling_ply, calling_ply ), true )
return
end

if not target_ply:Alive() then
ULib.tsayError( calling_ply, target_ply:Nick() .. " is dead!", true )
return
end

if not calling_ply:Alive() then
ULib.tsayError( calling_ply, "You are dead!", true )
return
end

if target_ply:InVehicle() and calling_ply:GetMoveType() ~= MOVETYPE_NOCLIP then
ULib.tsayError( calling_ply, "Target is in a vehicle! Noclip and use this command to force a goto.", true )
return
end

local newpos = playerSend( calling_ply, target_ply, calling_ply:GetMoveType() == MOVETYPE_NOCLIP )
if not newpos then
ULib.tsayError( calling_ply, "Can't find a place to put you! Noclip and use this command to force a goto.", true )
return
end

if calling_ply:InVehicle() then
calling_ply:ExitVehicle()
end

local newang = (target_ply:GetPos() - newpos):Angle()
LastPos[ calling_ply:SteamID() ] = calling_ply:GetPos()
calling_ply:SetPos( newpos )
calling_ply:SetEyeAngles( newang )
calling_ply:SetLocalVelocity( Vector( 0, 0, 0 ) ) -- Stop!

ulx.fancyLogAdmin( calling_ply, "#A teleported to #T", target_ply )
end
local goto = ulx.command( CATEGORY_NAME, "ulx goto", ulx.goto, "!goto" )
goto:addParam{ type=ULib.cmds.PlayerArg, target="!^", ULib.cmds.ignoreCanTarget }
goto:defaultAccess( ULib.ACCESS_ADMIN )
goto:help( "Goto target." )

function ulx.send( calling_ply, target_from, target_to )
if target_from == target_to then
ULib.tsayError( calling_ply, "You listed the same target twice! Please use two different targets.", true )
return
end

if ulx.getExclusive( target_from, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( target_from, calling_ply ), true )
return
end

if ulx.getExclusive( target_to, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( target_to, calling_ply ), true )
return
end

local nick = target_from:Nick() -- Going to use this for our error (if we have one)

if not target_from:Alive() or not target_to:Alive() then
if not target_to:Alive() then
nick = target_to:Nick()
end
ULib.tsayError( calling_ply, nick .. " is dead!", true )
return
end

if target_to:InVehicle() and target_from:GetMoveType() ~= MOVETYPE_NOCLIP then
ULib.tsayError( calling_ply, "Target is in a vehicle!", true )
return
end

local newpos = playerSend( target_from, target_to, target_from:GetMoveType() == MOVETYPE_NOCLIP )
if not newpos then
ULib.tsayError( calling_ply, "Can't find a place to put them!", true )
return
end

if target_from:InVehicle() then
target_from:ExitVehicle()
end

local newang = (target_from:GetPos() - newpos):Angle()
target_from:SetPos( newpos )
target_from:SetEyeAngles( newang )
target_from:SetLocalVelocity( Vector( 0, 0, 0 ) ) -- Stop!

ulx.fancyLogAdmin( calling_ply, "#A transported #T to #T", target_from, target_to )
end
local send = ulx.command( CATEGORY_NAME, "ulx send", ulx.send, "!send" )
send:addParam{ type=ULib.cmds.PlayerArg, target="!^" }
send:addParam{ type=ULib.cmds.PlayerArg, target="!^" }
send:defaultAccess( ULib.ACCESS_ADMIN )
send:help( "Goto target." )

function ulx.teleport( calling_ply, target_ply )
if not calling_ply:IsValid() then
Msg( "You are the console, you can't teleport or teleport others since you can't see the world!\n" )
return
end

if ulx.getExclusive( target_ply, calling_ply ) then
ULib.tsayError( calling_ply, ulx.getExclusive( target_ply, calling_ply ), true )
return
end

if not target_ply:Alive() then
ULib.tsayError( calling_ply, target_ply:Nick() .. " is dead!", true )
return
end

local t = {}
t.start = calling_ply:GetPos() + Vector( 0, 0, 32 ) -- Move them up a bit so they can travel across the ground
t.endpos = calling_ply:GetPos() + calling_ply:EyeAngles():Forward() * 16384
t.filter = target_ply
if target_ply ~= calling_ply then
t.filter = { target_ply, calling_ply }
end
local tr = util.TraceEntity( t, target_ply )

local pos = tr.HitPos

if target_ply == calling_ply and pos:Distance( target_ply:GetPos() ) < 64 then -- Laughable distance
return
end

if target_ply:InVehicle() then
target_ply:ExitVehicle()
end
LastPos[ target_ply:SteamID() ] = target_ply:GetPos()
target_ply:SetPos( pos )
target_ply:SetLocalVelocity( Vector( 0, 0, 0 ) ) -- Stop!

if target_ply ~= calling_ply then
ulx.fancyLogAdmin( calling_ply, "#A teleported #T", target_ply ) -- We don't want to log otherwise
end
end
local teleport = ulx.command( CATEGORY_NAME, "ulx teleport", ulx.teleport, {"!tp", "!teleport"} )
teleport:addParam{ type=ULib.cmds.PlayerArg, ULib.cmds.optional }
teleport:defaultAccess( ULib.ACCESS_ADMIN )
teleport:help( "Teleports target." )
function ulx.back( calling_ply, target_ply )
if not calling_ply:IsValid() then
Msg( "Cannot run from console.\n" )
return
end
if not target_ply:Alive() then
ULib.tsayError( calling_ply, target_ply:Nick() .. " is dead!", true )
return
end
local newpos = LastPos[ target_ply:SteamID() ]
if not newpos then
ULib.tsayError( calling_ply, "No last position found.", true )
return
end
target_ply:SetPos( LastPos[ target_ply:SteamID() ] )
target_ply:SetLocalVelocity( Vector( 0, 0, 0 ) )
ulx.fancyLogAdmin( calling_ply, "#A teleported #T back to their last position.", target_ply )
end
local back = ulx.command( CATEGORY_NAME, "ulx back", ulx.back, "!back" )
back:addParam{ type = ULib.cmds.PlayerArg, ULib.cmds.optional }
back:defaultAccess( ULib.ACCESS_ADMIN )
back:help( "Teleports you or the selected player back to their last position." )

Copy and place this code in addons\ulx\lua\ulx\modules\sh with the teleport.lua
« Last Edit: June 13, 2014, 07:38:27 PM by Valgoid »

Offline JamminR

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Re: Return Command
« Reply #2 on: June 14, 2014, 12:36:50 AM »
It most certainly is in ULX.
From our "ulx help" console information as superadmin.
http://forums.ulyssesmod.net/index.php/topic,3254.msg9682.html#msg9682
Quote
Category: Teleport
   o ulx bring <player> - Brings target to you. (say: !bring)
   o ulx goto <player> - Goto target. (say: !goto)
   o ulx return [<player, defaults to self>] - Returns target to last position before a teleport. (say: !return)
   o ulx send <player> <player> - Goto target. (say: !send)
   o ulx teleport [<player, defaults to self>] - Teleports target. (say: !tp)
Just verified it in github repo too
"Though a program be but three lines long, someday it will have to be maintained." -- The Tao of Programming

Offline Valgoid

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Re: Return Command
« Reply #3 on: June 15, 2014, 10:35:36 PM »
Really, when I download ULX with the installer its not in there  ???

Offline Megiddo

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Re: Return Command
« Reply #4 on: June 19, 2014, 05:50:30 PM »
It's in the Git version only right now, I think.
Experiencing God's grace one day at a time.

Offline Valgoid

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Re: Return Command
« Reply #5 on: July 05, 2014, 06:19:53 PM »
Yea it is