JC-MP

Scripting => Releases => Work in progress => Topic started by: JasonMRC on February 22, 2014, 04:19:41 am

Title: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on February 22, 2014, 04:19:41 am
FactionsPlus
Based off the popular AWGFactions
Beta Version 1.0

Description
FactionsPlus is a huge overhaul of the AWGFactions (http://www.jc-mp.com/forums/index.php/topic,4166.0.html) MOD by Anzu (http://www.jc-mp.com/forums/index.php?action=profile;u=88301). I am not trying to steal his MOD, he did an incredible job writing the original MOD. As life has kept him busy he said anyone could work on it. So that's what I did. As well as a few bug fixes, I have added many features, including bases and rally/tp points.

Features
As with AWG, all commands are prefixed with '/f'. The 'f' is now configurable.

/f setbase or /f setrecall
Sets a faction Base. A circle shows on the ground and minimap indicating the owned area. The size can be set or relative to the number of members. The name of the base hovers over the area. The name is also stamped on the ground if the player is in a helicopter or plane. It can only be seen if a player is in a faction, but any faction can see it.
/f settp or /f setrally
Sets a faction Rally/TP Point. This is a small circle on the ground and minimap with 'Rally Point' floating in the air above. This is only visible to that faction's members.
/f tp or /f rally & /f base or /f recall
Teleports the player to their faction's Rally point or base respectively. If not set it says such.
/f help and /f leaderhelp
Shows help in chat. Comprehensive F5 help also exists and I may be removing this /f help command simply because the features are becoming too numerous for a chat help.

Public chat Faction Titles
Names in chat are in faction color and appear as "PlayerName, of FactionName: "

Spawn/Respawn at Faction's Base
If a player's faction has a Base set they will always Spawn there on join and respawn there on death. Currently bases cannot be deleted except by setting a new one and you cannot independently turn respawn off, so you will always spawn at base unless you leave the faction.

More Efficient Color Use
Previously there were 161 colors, but the names were quite varied and due to the auto-assigned nature you never knew what colors were available. Now there are seven pre-set colors; Red, Green, Blue, Cyan, Pink, Yellow, and Gray which each have a shade of 1-10. If a pre-set color is used it can be purchased for a configurable amount(default: $1000).
Another feature of the new color system is that colors from the list are no longer auto-assigned. Faction default starting color is now either the Creator's color, or a configurable default(default: Pink), whichever option is chosen by the Admin in the config(It is set to Player currently on my server).
Faction Colors are now saved in the DB as a string "R, G, B". Example: "255, 255, 255". They are then translated into a Color(R, G, B) via a translate function when used. Alpha values are automatically added and cannot be set because not all uses of the Faction color support alpha.
RGB support. The new DB system allows players to set a specific RGB value instead of a pre-set color. This effectively brings the possible colors to 16,581,375. Note that because this feature allows effectively any color, it can be turned off in config with true/false. It is current true on my server for development.

Global Aggression/Friendship Announcements
Setting Faction's as enemies and allies is now broadcast to everyone, so people know who's on which side.

Faction Name Blacklist
A non case-sensitive match-in-string blacklist to prevent obscene and unwanted faction names. Example: If 'admin' is banned then 'Administrator' will not be allowed.
Currently only Admin/Mod related names are banned. Full offensive name list is intended at finish.

Faction Creation Dues
Primarily to cut down on those people who log on to your server, make a faction, and then are never seen again. Cash is so easy to get on most servers this isn't an actual barrier. It is of course configurable. Cost is 1k for public and 2k for private as default.

Comprehensive Admin Commands '/f admin <faction name> <command> <optional info> <optional info>'
Admin verification has been streamlined and a full list of admin commands for factions has been made. Faction Admins can now do any possible command to a faction that a faction leader or member can do. This ranges from warping to a faction's member, to teleing to their base, to setting a new base, to setting their color or password or even managing bans. Any command.

Various minor fixes of AWG's Features
The clientside error that happened when a player took damage has been fixed.
Orphaned Factions caused by a player joining a new faction but not leaving a previously one has been remedied by forcing players to leave their current one before being able to join a new faction.
Faction nametags being really big when up close and really small when far away has been fixed. Tags now scale when within certain distances. I intend to change this to a smooth proportionate multiplier.

Configuration
The Config.lua is in shared. Pretty much every feature has some sort of configuration. As this is just the beta post I won't go into detail about the config options. If you think some feature should have a certain config option, post and describe your idea. If it doesn't already exist I can add it.

Screenshots
Faction Bases
(http://s21.postimg.org/49yi2jdav/259080_2014_02_26_00007.png)
Neutral Base
(http://s28.postimg.org/s7u2zoy19/259080_2014_02_26_00006.png)
Ally Base
(http://s28.postimg.org/tllpuzxal/259080_2014_02_26_00001.png)
Enemy Base

Rally Point
(http://s21.postimg.org/ypztmx9g7/259080_2014_02_26_00008.png)

Faction Player Nametags
(http://s16.postimg.org/uduynnu11/JC2_MP_Factions_nametags.png)
Distance: 1. < 25m, 2. < 50m, 3. < 250m, 4. < 500m

Chat Titles
(http://s4.postimg.org/tsqxwx5kt/JC2_MP_Chat_Messages_Titles.png)

Kill/Death Messages
(http://s21.postimg.org/kv1j4gf13/JC2_MP_Factions_Death_Messages.png)

Diplomacy List('/f diplomacy')
(http://s15.postimg.org/lwn8bvdbf/JC2_MP_Factions_Diplomacy_list.png)


Suggestions are welcome!
Please let me know of any bugs/glitches.

This is only a Beta currently, so no download.

You can go to my server to play with and test FactionsPlus.
::Problem Solvers::50+MODs-Faction Bases-RolePlay Shop & More!
IP Address: 173.233.189.162:7777

If you join my server sometime and find that /f is not doing the new commands then try //, I may be working on it.

Changelog
2-22-14
-Minor Render issue fixed.
-Color 'gray' added to list(total 70 colors now).
-Base and Rally indicator text reformatted.
-Added 'buycolor' command with cost to allow purchase of colors already used by a faction. This feature is configurable by the Admin as is the cost.
-Forced Faction names to begin with an uppercase letter.
-Added Admin command 'join <player> <rank>'. Places the specified player into the chosen faction as the specified rank. If no rank is set they are set to rank 1, Member.
-Added Admin command 'setrank <player> <rank>'. Sets the players' rank to the specified rank.
-Added Admin command 'create <faction name>'. Creates an empty public faction with no password or members in the color of the Admin. Can then be altered using other admin commands. Useful for making public RP and NPC factions.
-A few error text rewrites.
-A failsafe for nil members added to render arithmetic.

2-23-14
-Added config option for Global Faction Chat tags.
-Large rework to more effectively retrieve player's name from a string. Now player names with spaces will be matched.
-Expanded rank system from 3(Member, Officer, Leader) to 5(Member, Pointman, Colonel, Captain, Leader). Expanded permissions accordingly to allow Colonels to do many smaller faction actions including set rally. Captains are effectively Co-Leaders, being able to do everything a Leader can(including setbase) except setrank as Leader.
-Added command 'setrgb <r> <g> <b>'. Allows the setting of the Faction color based on an RGB code. Alpha not included as not all uses of Faction color support it so all entries into the DB enter Alpha as 255. 0-255 accepted in each of the three fields. There is of of course a sister Admin command and a true/false config option to disable this feature. There are now 16,581,375 different Faction colors available.
-Backend: Streamlined Check if player is in faction function and made a function to pull all of player's faction data.
-Backend: Optimized blacklist check to check whole string, not just exact match.

2-24-14
-Added config option for Global Faction Chat tags.
-Tweaked rendering code in client file to more efficiently render the Faction member minimap dots.
-Changed chat titles to only work with normal chat. Previously I had combined the Localchat MOD with Factionsplus to handle chat titles. This has been altered and now Localchat MOD runs independently again. Faction chat titles, if enabled, show when chatting normally. But they do not show to local players. Over player tags do show, of course.
-Added chat toggle command '/factiontitle' to turn Faction Chat titles on and off for the Local Player.
-Added Faction only chat toggle, '/fchat'. This command makes it to where all messages by that player are sent only to their faction. They also can only hear their Faction and Local(If the LocalChat MOD is installed on the server). Enter '/fchat' again to disable. '/f <message>' will also send to faction while still being able to hear normally. The upside to '/fchat' is that you need only begin typing, there is no need to type '/f' to send to Faction.

2-25-14
-Expanded Ranks & Permission system. Every command's permission level can now be set so that members of Rank X and above can use it. Streamlined and modified the Rank checking function to be slimmer and more efficient. The system now supports infinite ranks. There are currently 5: Leader, Captain, Colonel, Ranger, and Member. It may ship with more if I find the need. Total default may be raised to 10 purely for future expansion.
-Added '*' all commands to base and tp. '/f tp *' and '/f base *' now teleport all faction members to that location. The ability to use the commands is permission controlled based on rank. There is also a '/f tpme' now which teleports every player to that Officer. There are identical Admin commands of these which allow an Admin to execute the command as if they were the leader.
-Added '/f <allies/enemies/diplomacy>' to show the player's stances with others factions. Likewise there is an Admin version.
-Added Show Diplomacy on join. Whenever a player in a faction joins, this shows the diplomacy list. There is a Config option to disable this.
-Faction Bases now show Ally/Enemy status! Allied bases will show the same Ally Tag Text as shows over players, Enemy bases do the same. This text appears as either green or red above the faction's 'Faction Head-Quarters' text. The Minimap also displays double green or double red lines to indicate allegiance. Neutral faction bases show as normal.

2-26-14
-Rewrote Death Reward system. Eligibility for reward is now based on Victim's Rank and the reward is based on their rank as well. Config Permission setting allows setting of base reward as well as which rank and up will grant a reward when killed. Rewards are only given for killing enemies.
-Added checks when setting a Faction base to see if the player is close to an existing Faction Base or a 'Hotspot'. Hotspots are coordinates in a table. By default these are the 3 game Factions, Karl Blaine's, Airport, Dish, and MHC. Essentially the 'Popular places' on most servers. Each location has a configurable radius. If inside that radius the player is not allowed to set their base. Proximity to existing Faction bases is Admin configurable. Both of these checks have independent config toggles.

2-28-14
-Added '/f name <name>' name changing command. This command checks if the new name is used, too short, too long, or blacklisted, and if it is valid it then changes the Faction's name. A chat Broadcast is sent notifying all online players of the Faction's name change, this cannot be turned off in the config(Because if a Faction changes its name everyone should know). Internally, it changes the table entries for the faction, every member of the faction, and for every faction that is allied or enemied with/to the faction. Scriptwise, it is a fairly large function. For this reason it is able to be turned off in the config. It also has a purchase cost. By default this is 10k, though I would suggest some servers raising it to over 100k. The cost is to prevent factions from constantly changing their name, which is not only stupid but bad for the server. If your server is highly trafficked I would probably suggest disabling this feature or raising the cost very high. I am not sure whether this will ship as on or off by default.
There is of course an admin command as well. This command only checks to see if the desired name is already a faction. Aside from that, any name may be set by an Admin. As with all Admin commands, this cannot be turned off by a config option and so must be manually disabled by editing the server file if you wish to not allow Admins to use this feature.
-Server File reached twice the size of original AWG Faction's server file.

3-2-14
-Added FactionIDs. This is an internal change to the way factions are handled in the DB. This is a much more efficient and versatile way of calling factions from the DB. Faction names are still used throughout most of the code because it is a universal identifier that can be used in functions and in prints and messages. For some functions and when interacting with the DB the ID is used. There are simple functions to easily get a Faction's ID or Name from either it's Name or ID.
-Added Transfer Utility. This came from my necessity to transfer Factions from my previous Faction Tables to the new ones that use IDs. This tool will also allow transfer of AWGFactions to the new system. Note that this feature should only be used by experienced users.
-Added '/f create <faction>'. This replaces /f join's ability to create factions. Now, if /f join is used and the faction doesn't exist it tells you so and that you can use /f create to make it if you want. This change it to help prevent players from making duplicate factions due to spelling mistakes.

3-6-14
-Added Base Heal. Players now heal 1% per member in their faction. This is on a configurable time rate which is currently set at 1 second(so 1% per member per second). The amount healed can be scaled by the Admin. This also heals vehicles. The distance is controlled by the FactionBaseRelativeSize config setting which controls whether or not base sizes are set by the admin or relative to the faction's member count. This makes Faction bases easier to defend, but not impossible to take over.
-Added Permissions for each command to help file. The Help menu entry now says what rank(Both title and number) can do what.
-Added Full Rank List to help. The help file now shows all 10 ranks, both title and number, so people know what ranks are available. The 10 ranks are: Recruit, Member, Private, Guerilla, Ranger, Colonel, Captain, Commander, Co-Leader, and Leader.
-Added permissions for each faction related action. Admins can set a minimum required rank for teleport to the Faction base, rally point or other members, and the ability to view the faction's diplomacy list and member list.




Notes:
I do not know of any bugs, but I'm only human so there may be some. If you notice anything please post here with a screenshot(if applicable).

And just some random trivia(because I like stats)
Original :: File Size :: Revamp
62,767 characters, 1,306 lines :: Server File :: 132,027 characters, 2,696 lines
6,806 characters, 186 lines :: Client File :: 34,691, characters, 836 lines
6,344 characters, 162 lines :: Config File :: 16,679, characters, 263 lines

Enjoy!
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Soldiershak on February 22, 2014, 05:12:50 am
You should add donator/Donor to that disallow list
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on February 22, 2014, 11:30:20 am
Awesome! If I can help, you know where to find me :)
Also this global faction chat should have the possibility to have it disabled and another thing: my server DOES have more that 160 factions. Means that you should be able to have doubles in coloruse.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on February 22, 2014, 03:41:15 pm
I know you didnt steal Anzu's and this looks nice too BUT i think Anzu wont add these to his script now since u released it in a different one so i guess you shoulda add all these to his script (since these were on his ToDo list, and suggested on his topic) and announce this upgrade there instead of making it separately and that would have made less things for Anzu to work on, but now i dunno what will happen with Anzu's AWGFaction. At least i thought our crew will uipgrade the "half done" things in their base scripts and release the upgraded thing at its base topic.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 22, 2014, 06:38:10 pm
Awesome! If I can help, you know where to find me :)
Also this global faction chat should have the possibility to have it disabled and another thing: my server DOES have more that 160 factions. Means that you should be able to have doubles in coloruse.
Config option or player toggle for chat?

Really, 160 active factions? Wow, nice. I'm thinking I may add an ability to 'buy' a color if it is already used which would allow multiple factions to use the same color.

I know you didnt steal Anzu's and this looks nice too BUT i think Anzu wont add these to his script now since u released it in a different one so i guess you shoulda add all these to his script (since these were on his ToDo list, and suggested on his topic) and announce this upgrade there instead of making it separately and that would have made less things for Anzu to work on, but now i dunno what will happen with Anzu's AWGFaction. At least i thought our crew will uipgrade the "half done" things in their base scripts and release the upgraded thing at its base topic.
I can't edit his repository...
This project started with me doing some tweaks, which led to other things in the script until I finally decided to just revamp most of it. I guess I should add some clarification to my first post.

CLARIFICATION: This is not a completely new script. It is an advancement on the current AWG Factions script. It is under a different name for development purposes because I can't have both modules operating concurrently using the same name.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on February 22, 2014, 10:37:32 pm
Yeah really, what do you expect? I have had an average of 130-150 players a while ago, now it is 80-90, but still people make factions, play some time and then leave the jcmp community(at least for a while). Then others join, make a faction, etc.

Really 160 is not much with a community that constantly renews itself.

Also, no not a toggle, a config option :)
As for the 'buy' stuff, that should be configurable aswell, because on servers like mine the economy is fucked up :D. I usually give players a shitload of trollars(our currency) from time to time, so this wouldnt work at all.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 23, 2014, 12:56:43 am
Yeah really, what do you expect? I have had an average of 130-150 players a while ago, now it is 80-90, but still people make factions, play some time and then leave the jcmp community(at least for a while). Then others join, make a faction, etc.

Really 160 is not much with a community that constantly renews itself.

Also, no not a toggle, a config option :)
As for the 'buy' stuff, that should be configurable aswell, because on servers like mine the economy is fucked up :D. I usually give players a shitload of trollars(our currency) from time to time, so this wouldnt work at all.
I suppose so. I'm thinking maybe also adding an autodelete if the leader isn't on every X days or something. Anzu already has a 'last seen' field so it shouldn't be too hard to compare with current time.

Basically everything is configurable ;) I'll add an option for global chat faction titles to be turned off, they will remain on for my server during development though.
The buy cost will be configurable, as will probably the ability to buy colors. That way if someone wants only 60 colors available or whichever colors they add, then they can restrict it.

Oh, BTW, the colorlist no longer automatically shows in the help, so you can have some 'hidden' color entries as well ;) Like an AdminGold or something.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on February 23, 2014, 06:03:23 am
why not just use rgb values than colors? so much easier than adding in colors yourself, just let them specify the rgb. sure you'll get some that look alike, but if you wanted that you could add in a function that makes sure the entered rgb values each are at least like 10 or 5 points away from another one, and then once all are used do doubles, and then triples, etc.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 23, 2014, 06:21:32 am
why not just use rgb values than colors? so much easier than adding in colors yourself, just let them specify the rgb. sure you'll get some that look alike, but if you wanted that you could add in a function that makes sure the entered rgb values each are at least like 10 or 5 points away from another one, and then once all are used do doubles, and then triples, etc.
Because the average Joe has absolutely no idea what 'RGB' means, let alone how to write it.
Previously the DB stored the color as a name, ie 'lightblue' now it stores it as the RGB value, though the players set it by the name.

I added a new color, 'gray' which has 10 shades, bringing the total colors to 70. Each color is pretty unique and I've made sure they're not uber bright nor uber dark, so that they are visible and not hard to read.
I also added the ability to purchase colors already used by a faction, so that people can still use colors already in use. The cost and option are configurable.

Y'all should come try it out.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on February 23, 2014, 04:33:22 pm
why not just use rgb values than colors? so much easier than adding in colors yourself, just let them specify the rgb. sure you'll get some that look alike, but if you wanted that you could add in a function that makes sure the entered rgb values each are at least like 10 or 5 points away from another one, and then once all are used do doubles, and then triples, etc.
Because the average Joe has absolutely no idea what 'RGB' means, let alone how to write it.
Previously the DB stored the color as a name, ie 'lightblue' now it stores it as the RGB value, though the players set it by the name.

I added a new color, 'gray' which has 10 shades, bringing the total colors to 70. Each color is pretty unique and I've made sure they're not uber bright nor uber dark, so that they are visible and not hard to read.
I also added the ability to purchase colors already used by a faction, so that people can still use colors already in use. The cost and option are configurable.

Y'all should come try it out.

Could you at least add the ability to use RGB's as well? Because it's so much easier to write down a RGB than look through a list of usable colors. And sure the average player may not know how to write it, but they should learn. It's easy after you get used to it. And they can always use something online like this (http://www.colorpicker.com/) while in game through the overlay to find the rgb if they don't know it.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 23, 2014, 06:45:48 pm
why not just use rgb values than colors? so much easier than adding in colors yourself, just let them specify the rgb. sure you'll get some that look alike, but if you wanted that you could add in a function that makes sure the entered rgb values each are at least like 10 or 5 points away from another one, and then once all are used do doubles, and then triples, etc.
Because the average Joe has absolutely no idea what 'RGB' means, let alone how to write it.
Previously the DB stored the color as a name, ie 'lightblue' now it stores it as the RGB value, though the players set it by the name.

I added a new color, 'gray' which has 10 shades, bringing the total colors to 70. Each color is pretty unique and I've made sure they're not uber bright nor uber dark, so that they are visible and not hard to read.
I also added the ability to purchase colors already used by a faction, so that people can still use colors already in use. The cost and option are configurable.

Y'all should come try it out.

Could you at least add the ability to use RGB's as well? Because it's so much easier to write down a RGB than look through a list of usable colors. And sure the average player may not know how to write it, but they should learn. It's easy after you get used to it. And they can always use something online like this (http://www.colorpicker.com/) while in game through the overlay to find the rgb if they don't know it.
It should be easy for me to add.
Something along the lines of: '/f setrgb RValue GValue BValue'
This command will be Admin configurable. Once made I'll have it true on my server during development but the MOD will probably ship with it as false because it is a more advanced option.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on February 23, 2014, 06:47:21 pm
ok thanks!
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 24, 2014, 06:49:40 am
Added '/f setrgb <r> <g> <b>' and '/f admin <faction> setrgb <r> <g> <b>'.

Quote from: Changelog for 2-23-14
2-23-14
-Added config option for Global Faction Chat tags.
-Large rework to more effectively retrieve player's name from a string. Now player names with spaces will be matched.
-Expanded rank system from 3(Member, Officer, Leader) to 5(Member, Pointman, Colonel, Captain, Leader). Expanded permissions accordingly to allow Colonels to do many smaller faction actions including set rally. Captains are effectively Co-Leaders, being able to do everything a Leader can(including setbase) except setrank as Leader.
-Added command 'setrgb <r> <g> <b>'. Allows the setting of the Faction color based on an RGB code. Alpha not included as not all uses of Faction color support it so all entries into the DB enter Alpha as 255. 0-255 accepted in each of the three fields. There is of of course a sister Admin command and a true/false config option to disable this feature. There are now 16,581,375 different Faction colors available.

Anymore suggestions? I haven't seen many people come on and try the new system. Kinda thought more would be interested.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on February 25, 2014, 05:28:12 pm
Some ideas:

1. Add a Recruit or "Newbie" rank as the lowest rank under the Member rank

2. Make a GUI in this with the commands it has or make a separate GUI version of this for the lazy ones who dont like to type commands a lot
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 26, 2014, 03:09:09 am
Some ideas:

1. Add a Recruit or "Newbie" rank as the lowest rank under the Member rank

2. Make a GUI in this with the commands it has or make a separate GUI version of this for the lazy ones who dont like to type commands a lot
What would the point of the Recruit rank be? Can't tele to Rally? I am thinking of expanding the ranks to 10 though.

I don't have any experience with GUIs. Someone more experienced with them could add a GUI CP later based on the commands and functions Anzu and I have made. I don't think a GUI is important enough for me to spend time on right now. If someone can't do the chat commands they probably shouldn't be leading a Faction anyway ;)
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on February 26, 2014, 04:04:16 am
If someone can't do the chat commands they probably shouldn't be leading a Faction anyway ;)

Lol. Need a GUI? CSG to the rescue!
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on February 26, 2014, 04:17:29 pm
Only 1 base can be made or more than one?
Maybe add a possibility to take over more places for base or as turf, like its on RLRP, that a faction has one base but can take over more places (villages/military bases etc.) for turf, so there could be not only a war for a base but for turf too. And if the base (for example a stronghold) got taken over by a rival faction then a place from the turf (a village, military base etc.) still owned could become the "next base".
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 27, 2014, 08:59:22 am
Only 1 base can be made or more than one?
Maybe add a possibility to take over more places for base or as turf, like its on RLRP, that a faction has one base but can take over more places (villages/military bases etc.) for turf, so there could be not only a war for a base but for turf too. And if the base (for example a stronghold) got taken over by a rival faction then a place from the turf (a village, military base etc.) still owned could become the "next base".
Yea, only 1 base per faction. That's kind of why it's your HQ... ::)
'Turf' = Your base's size / 'area' is relative to the amount of players in your faction. The formula is BaseRadius * Number of Players in Faction = Base Size Radius. The BaseRadius is a default of 25, so a faction of about 20 players would cover the normal stream distance.

Bases can't be captured nor destroyed by others, so if you want to 'conquer' an area you'd have to keep attacking the faction's base until they agree to move it.

I don't see conquerable/skirmish bases in the scope of this project, at least not my part of it. It would take ALOT of work and I don't think it would be used. Most people aren't going to want to fight over every single little village. If they want a faction base vs faction base war they can set the bases close or one can set a rally near the other. That was part of the point behind Rally/TP Points: One man goes in and quietly sets the rally point, the other faction not knowing he's done this(though they can assume) and then the rest of his faction all TPs in together. During the battle the attackers keep TPing to their rally.

Panau is so big, even BFP is running into the issue of people being on and capping bases but never seeing each other. This script could be modified to allow controlling villages/multiple bases, but I won't be the one doing it. You or independent Server Owners could.

On another note: More features added! I encourage y'all to check the changelog and logon to test and try out everything! Also, NEW and UPDATED screenshots on the first post, hooray!
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on February 27, 2014, 09:21:45 am
If someone can't do the chat commands they probably shouldn't be leading a Faction anyway ;)

Lol. Need a GUI? CSG to the rescue!

Not a GUI guy myself Rooday, but yeah we can do that together maybe

Another thing for you,Jason: Could you make something so that you cannot make a faction base within +- 100 meters from another base?
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on February 27, 2014, 01:46:43 pm
Only 1 base can be made or more than one?
Maybe add a possibility to take over more places for base or as turf, like its on RLRP, that a faction has one base but can take over more places (villages/military bases etc.) for turf, so there could be not only a war for a base but for turf too. And if the base (for example a stronghold) got taken over by a rival faction then a place from the turf (a village, military base etc.) still owned could become the "next base".
Yea, only 1 base per faction. That's kind of why it's your HQ... ::)
'Turf' = Your base's size / 'area' is relative to the amount of players in your faction. The formula is BaseRadius * Number of Players in Faction = Base Size Radius. The BaseRadius is a default of 25, so a faction of about 20 players would cover the normal stream distance.

Bases can't be captured nor destroyed by others, so if you want to 'conquer' an area you'd have to keep attacking the faction's base until they agree to move it.

I don't see conquerable/skirmish bases in the scope of this project, at least not my part of it. It would take ALOT of work and I don't think it would be used. Most people aren't going to want to fight over every single little village. If they want a faction base vs faction base war they can set the bases close or one can set a rally near the other. That was part of the point behind Rally/TP Points: One man goes in and quietly sets the rally point, the other faction not knowing he's done this(though they can assume) and then the rest of his faction all TPs in together. During the battle the attackers keep TPing to their rally.

Panau is so big, even BFP is running into the issue of people being on and capping bases but never seeing each other. This script could be modified to allow controlling villages/multiple bases, but I won't be the one doing it. You or independent Server Owners could.

Well i can add the suggestion i wrote about main faction base and villages/military bases/citiy districts as turf to Anzu's topic too. But if he wont make it and you wont make it and neither the scripter of BFP nor the scripter of RLRP will ever release it (im sure about that) then who will make it?
And if you dont add extras like this to ur version of AWGFactions then why didnt you just continue Anzu's work in his script instead of starting a kinda new one relying on his?
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on February 27, 2014, 07:54:49 pm
Only 1 base can be made or more than one?
Maybe add a possibility to take over more places for base or as turf, like its on RLRP, that a faction has one base but can take over more places (villages/military bases etc.) for turf, so there could be not only a war for a base but for turf too. And if the base (for example a stronghold) got taken over by a rival faction then a place from the turf (a village, military base etc.) still owned could become the "next base".
Yea, only 1 base per faction. That's kind of why it's your HQ... ::)
'Turf' = Your base's size / 'area' is relative to the amount of players in your faction. The formula is BaseRadius * Number of Players in Faction = Base Size Radius. The BaseRadius is a default of 25, so a faction of about 20 players would cover the normal stream distance.

Bases can't be captured nor destroyed by others, so if you want to 'conquer' an area you'd have to keep attacking the faction's base until they agree to move it.

I don't see conquerable/skirmish bases in the scope of this project, at least not my part of it. It would take ALOT of work and I don't think it would be used. Most people aren't going to want to fight over every single little village. If they want a faction base vs faction base war they can set the bases close or one can set a rally near the other. That was part of the point behind Rally/TP Points: One man goes in and quietly sets the rally point, the other faction not knowing he's done this(though they can assume) and then the rest of his faction all TPs in together. During the battle the attackers keep TPing to their rally.

Panau is so big, even BFP is running into the issue of people being on and capping bases but never seeing each other. This script could be modified to allow controlling villages/multiple bases, but I won't be the one doing it. You or independent Server Owners could.

Well i can add the suggestion i wrote about main faction base and villages/military bases/citiy districts as turf to Anzu's topic too. But if he wont make it and you wont make it and neither the scripter of BFP nor the scripter of RLRP will ever release it (im sure about that) then who will make it?
Sounds like it's your turn to take the wheel for the project. Scripts usually are born out of either Necessity or Desire. I wanted a more powerful Faction script, so I began adding features to AWGs which eventually turned into a massive revamp. That's how the MODding world works. You take your favorite MODs and then modify them or create a new one from it and others. If you would like this feature, then it will be born out of your desire. The basic framework was laid by Anzu, I expanded it and added more support to the foundation. This feature may require some additional framework, but most of the functions needed I believe already exist(I made them when I built the current Faction Bases). Most of all it just takes time. Probably A LOT of it as you're wanting every single settlement icon to be conquerable. That means every single settlement must be mapped.

And if you dont add extras like this to ur version of AWGFactions then why didnt you just continue Anzu's work in his script instead of starting a kinda new one relying on his?
Umm, have you not been reading the first post? The new pictures and Changelog are full of things which didn't exist in AWGFactions.
Quote from: My First Post
Faction Bases,
Faction Rally Point,
Public Chat Faction Titles,
Spawn/Respawn at Faction Base,
More Efficient Color Use(How much you ask? OVER 9000!)
I completely rewrote how colors are handled so that there are now more than 70 presets and 16,581,375 different colors.
Faction Name Creation requirements(Min/Max Length, Forced first letter capitalization, Blacklist)
Faction Creation Dues(to cut down on so many random Factions)
Required Leaving a Faction before joining a new one(to prevent orphaned Factions)
Comprehensive Admin command system allowing Admins to execute any faction command for any faction and any player.
Ability for Admins to create empty Factions for RP use (Reapers, Cops, etc)
Faction Base Names and area indicators.
Faction Rally Point Name and area indicator.
Reworked player Faction Tag to scale based on distance so it isn't dreadfully small when far away.
Kill/Death messages and Rewards based on Killer's & Victim's ranks.
Diplomacy feature to show enemies & allies.
Large rework of how playernames are handled so that now any player's name will be matched, even if they have a million spaces.
Expanded Rank system from 3 to 5(10 at release).
Added a command so that players can type normally but chat only to their Faction.
Created a comprehensive Permissions System.
Streamlined and optimized many existing functions of AWGs. They are now simpler to understand and easier on the server.
Simple but comprehensive Configuration options for pretty much anything that could be changed.
...Countless various other small tweaks.
...These aren't extras?

The original server file is 62,767 characters and 1,306 lines long.
The new server file is 117,863 characters and 2,372 lines long and still growing.
The client file is 5x the size of the original and the config file is 3x.

I don't see how you can say I don't have any 'extras' compared to AWG.

Belittling and insulting my existing work will not increase your chances of me doing something I said I wouldn't.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on February 27, 2014, 09:44:24 pm
If u dont want to add it okay, but dont be surprised if there will be more ppl later suggesting the same thing i did.
Oh and how could i add my suggestion to this into the script when i dont see any script to add it to i mean u didnt give any download links so i guess u dont have it up on github yet.

How about adding a possibility to use space and underscore ( _ ) in faction names?
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 01, 2014, 06:56:20 am
If u dont want to add it okay, but dont be surprised if there will be more ppl later suggesting the same thing i did.
Oh and how could i add my suggestion to this into the script when i dont see any script to add it to i mean u didnt give any download links so i guess u dont have it up on github yet.

How about adding a possibility to use space and underscore ( _ ) in faction names?
If more people want that feature that badly then I'm sure someone will make it.

As stated in my first post,
Quote
This is only a Beta currently, so no download.
Obviously I was referring to after I release it you can add any features you want.

About name changes, Spaces will never be allowed due to how the command syntaxing is. It would require writing commands as '/f,join,factionname' or '/f-join-factionname'. No one is used to writing commands like that, so changing to that wouldn't really work.
As for underscores, maybe. Haven't looked into it much. Not sure if I can add only a few special characters as allowed. Currently Anzu is running an Alpha-Numeric check.

On another note, two big things were accomplished today.

Faction Name Changing
Quote from: Changelog
Added '/f name <name>' name changing command. This command checks if the new name is used, too short, too long, or blacklisted, and if it is valid it then changes the Faction's name. A chat Broadcast is sent notifying all online players of the Faction's name change, this cannot be turned off in the config(Because if a Faction changes its name everyone should know). Internally, it changes the table entries for the faction, every member of the faction, and for every faction that is allied or enemied with/to the faction. Scriptwise, it is a fairly large function. For this reason it is able to be turned off in the config. It also has a purchase cost. By default this is 10k, though I would suggest some servers raising it to over 100k. The cost is to prevent factions from constantly changing their name, which is not only stupid but bad for the server. If your server is highly trafficked I would probably suggest disabling this feature or raising the cost very high. I am not sure whether this will ship as on or off by default.
There is of course an admin command as well. This command only checks to see if the desired name is already a faction. Aside from that, any name may be set by an Admin. As with all Admin commands, this cannot be turned off by a config option and so must be manually disabled by editing the server file if you wish to not allow Admins to use this feature.

Server File has reached double the size of original
Doesn't really affect the MOD any, but I see it as a milestone.
Code: [Select]
The original server file has: 62,767 characters and 1,306 lines.
The new server file has: 126,079 characters and 2,547 lines.
Code: [Select]
The original client file has: 6,806 characters and 186 lines.
The new client file has: 34,351 characters and 821 lines.
Code: [Select]
The original config file has: 6,344 characters and 162 lines.
The new config file has: 16,419 characters and 271 lines.
And yes, all those lines and characters each have a purpose ;) Might not be much of an accomplishment for experienced coders, but as I am not a scripter by trade it is a milestone for me.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Pasketi on March 01, 2014, 08:57:35 am
About name changes, Spaces will never be allowed due to how the command syntaxing is. It would require writing commands as '/f,join,factionname' or '/f-join-factionname'. No one is used to writing commands like that, so changing to that wouldn't really work.
As for underscores, maybe. Haven't looked into it much. Not sure if I can add only a few special characters as allowed. Currently Anzu is running an Alpha-Numeric check.
Sorry to pop in to your argument like this, but I've soon a lot of codes and commands in different games and other applications use quotes around the names to approve the usage of spaces ( "Like so" ). This way the program knows, when an argument starts and when it stops. Then it may take anything it can find inside the quotes as input. Even spaces (If you want your name to have quotes, there may be a way to insert them as a part of the input, like \" or such, but I should look into that. Too bad I can't be bothered)

Hope this helps?

And Sonny, leave this man alone, if you're not going to help him code. Ideas are fine, but fighting to get those ideas through is something you shouldn't do. He might not have the time of the knowledge to do this (No offense), and I expect that you don't either.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: keeri on March 01, 2014, 12:11:39 pm
Code: [Select]
("/f join faction name"):sub(9)
That will usually do the trick, you might need to trim spaces though.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on March 01, 2014, 01:10:07 pm
Jason, for someone who actually a scripter you have accomplished alot. I am not a good one myself and adding all this would be very difficult for me. So ignore it, you're doing a great job! Can't wait to test this on my server. People are waiting desperately for it :)
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on March 01, 2014, 06:54:43 pm
And Sonny, leave this man alone, if you're not going to help him code. Ideas are fine, but fighting to get those ideas through is something you shouldn't do. He might not have the time of the knowledge to do this (No offense), and I expect that you don't either.

How in hell could i help him code if i dont have the script to look through it to see where i could add something or not? I'd try to add my ideas to it if i'd have the script but since i dont have it where should i add anything? this is what i also pointed out in my last post but i guess u didnt read it thoroughly...so yea nevermind...  And hey i didnt said anything about his scripting qualities or yours so backoff the knoweledge line dont be a wiseguy... he's not a time millionaire and neither am i this i also stated in one of my posts so why dont you read posts more thoroughly?
I think i wont post any more ideas, instead i'll wait till he releases it and see if i can add them to it afterwards.

kthxbai
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on March 01, 2014, 08:25:47 pm
Jeez, sonny caln down man. Why do you always have to be upset about everything? Why dont you read Jason's posts better? He said why you can't have it yet.

Calm down man.. Seriously
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 01, 2014, 10:58:38 pm
I don't know if it was asked, but:

1. Faction name aliases
I think that this would be useful. It is something like mirror to a faction. For example: you create faction called Police, but some player joins police. Difference is so small... so then, when player joins police, he will not create new faction but will join Police. All this mess in in case of first letter.
/f alias add Police police, for example, to add alias, and /f alias del police to remove it.

2. Multiple factions
You did it better. No need of that, sorry.


3. Disabling nametags
That would be really the thing that many admins need. A lot of people uses ZED, which has it's own tagging system.

4. Administravtive access
Sure. Might be really helpful to contorl every faction from single account not using SQL edits. You know, executing any commands as it's leader, for example (/f admin kick badplayer goodfaction).

5. GUI
This mess will defenently ease usage. From creating faction to leaving it. I don't really need it, but it will ease everything. Probably.

6. Access control
Last thing. There is no need to create lots of factions, so it might be useful to disallow players creating, joining, leaving factions. Maybe something like access levels. Would be great if ZED Tunnel (Groups) would work with this.


So, that's all the suggestions I have on my mind.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 02, 2014, 01:36:28 am
Wow, a lot happened on here while I was away today. I will quote and reply to each. Forgive me for the long post. You can either quote and delete all but my reply to you or just reply and I'll know what you're talking about ;)
About name changes, Spaces will never be allowed due to how the command syntaxing is. It would require writing commands as '/f,join,factionname' or '/f-join-factionname'. No one is used to writing commands like that, so changing to that wouldn't really work.
As for underscores, maybe. Haven't looked into it much. Not sure if I can add only a few special characters as allowed. Currently Anzu is running an Alpha-Numeric check.
Sorry to pop in to your argument like this, but I've soon a lot of codes and commands in different games and other applications use quotes around the names to approve the usage of spaces ( "Like so" ). This way the program knows, when an argument starts and when it stops. Then it may take anything it can find inside the quotes as input. Even spaces (If you want your name to have quotes, there may be a way to insert them as a part of the input, like \" or such, but I should look into that. Too bad I can't be bothered)

Hope this helps?
Yea, that's an idea I had toyed with but only briefly because currently names with spaces isn't a major concern for me. I like the idea, but there are other more important things I need to work on currently. Posting ideas and thoughts about how it could be done is helpful though. One of the major things I need to do next will probably allow names with spaces to be done better.
Code: [Select]
("/f join faction name"):sub(9)That will usually do the trick, you might need to trim spaces though.
Yea, that might work. The main problem I have currently is A: Factions are handled by their name(this will be changed to ID soon, hopefully) and B: That idea only works if the faction name is the last command. Currently Admin commands use the faction name in the middle of the command to control the faction and then the next entry in the line is the command you want it to do.
Example: '/f admin Cops setcolor blue5'
/f admin brings you into the admin commands, if you specify a Faction name it will then let you do any command as if you're a leader. If you say 'create' instead of a faction name you can then type a new faction name to create an empty public faction.
I'm currently breaking the chat command up at the spaces and turning that into a table I use throughout the script. Not sure exactly how to get it to find quote("") or some other character and know how to make that one entry even if there's spaces. Any ideas?

Jason, for someone who actually a scripter you have accomplished alot. I am not a good one myself and adding all this would be very difficult for me. So ignore it, you're doing a great job! Can't wait to test this on my server. People are waiting desperately for it :)
Thanks, that's encouraging :)

And Sonny, leave this man alone, if you're not going to help him code. Ideas are fine, but fighting to get those ideas through is something you shouldn't do. He might not have the time of the knowledge to do this (No offense), and I expect that you don't either.
How in hell could i help him code if i dont have the script to look through it to see where i could add something or not? I'd try to add my ideas to it if i'd have the script but since i dont have it where should i add anything? this is what i also pointed out in my last post but i guess u didnt read it thoroughly...so yea nevermind...  And hey i didnt said anything about his scripting qualities or yours so backoff the knoweledge line dont be a wiseguy... he's not a time millionaire and neither am i this i also stated in one of my posts so why dont you read posts more thoroughly?
I think i wont post any more ideas, instead i'll wait till he releases it and see if i can add them to it afterwards.

kthxbai
As mentioned before, there is no download because I'm still working on it. It doesn't do any good for multiple people to work on a project if they're not doing so cooperatively. It's easiest for me to work on it for the time being and get all the infrastructure and functions written first. Sometimes I have to rewrite how things work, and doing that with other people working on it wouldn't work so well. Once released I'll be excited to see what the community creates from it.

I don't know if it was asked, but:

1. Faction name aliases
I think that this would be useful. It is something like mirror to a faction. For example: you create faction called Police, but some player joins police. Difference is so small... so then, when player joins police, he will not create new faction but will join Police. All this mess in in case of first letter.
/f alias add Police police, for example, to add alias, and /f alias del police to remove it.
Hey, thanks for all the suggestions. I'll split your post up and reply to each one.
For Faction Name aliases, you sound like this is mostly to deal with the problem of people creating factions called 'Cops' or 'Reapers' and then others wanting to join the faction and joining 'cops' or 'reapers' instead and thus creating new factions. I found this to be a very annoying problem as it not only created many excess factions, but the Writer side of me hated seeing all that incorrect capitalization(yea, Writers probably shouldn't be scripters, lol). For this reason I added code which forces the first letter to be capitalized whenever it's handling a Faction name. Typing '/f join cops' or '/f join Cops' both put you in the Cops faction. I think this is probably a better remedy than having aliases. A problem I see with a general aliases system is that factions could add tons of names to their alias list and take up popular and desired names and thus not let others use them.
What are your thoughts?

Quote
2. Multiple factions
You did it better. No need of that, sorry.
:) Not sure that being in multiple factions would work very well, though a change I'll be doing soon may allow that ability to be added.

Quote
3. Disabling nametags
That would be really the thing that many admins need. A lot of people uses ZED, which has it's own tagging system.
This MOD displays Faction name and diplomacy stance above the player. It is independent of the NameTags MOD. I don't really see why you would want the Faction name disabled even if you were using ZED. I don't use ZED personally, so you'd have to give an example. It should be easy for me to add an Admin config option to turn them off globally if you'd like.

Quote
4. Administravtive access
Sure. Might be really helpful to contorl every faction from single account not using SQL edits. You know, executing any commands as it's leader, for example (/f admin kick badplayer goodfaction).
'/f admin <faction> <command>' ;)
This allows you to use any command as if you were the leader of that faction, only difference is there are only the bare minimum checks for safety's sake so you can do pretty much anything(like setting a color that is already used or setting an RGB color even if they aren't enabled, changing name even if it's not enabled, or changing name to any size regardless of min/max set in config).
It's a pretty comprehensive Admin System. A few examples:
/f admin reapers join Bob - Adds Bob to faction Reapers.
/f admin reapers setpass killpanay - Sets Reapers password to 'killpanay'.
/f admin reapers kick Bob - Kicks Bob from Reapers.
/f admin reapers ban Bob - Bans Bob from Reapers(Poor Bob).
/f admin reapers name Roaches - Changes Reapers name to Roaches(Bolo is gonna be mad).
/f admin reapers diplomacy - Tells you who's Reapers allies and enemies.
/f admin reapers del - Deletes Reapers faction.
There are more commands, but you get the general gist of the system.

Quote
5. GUI
This mess will defenently ease usage. From creating faction to leaving it. I don't really need it, but it will ease everything. Probably.
GUIs are nice, but I doubt I'll be adding them. It should be fairly easy for someone familiar with GUIs to add a GUI to the system after I release it. I would love to see this and have ideas for it, but I have no experience with GUIs so probably would not do well writing it.

Quote
6. Access control
Last thing. There is no need to create lots of factions, so it might be useful to disallow players creating, joining, leaving factions. Maybe something like access levels. Would be great if ZED Tunnel (Groups) would work with this.
Again, not familiar with ZED's so you'd have to explain that to me. I could add config options to disable each command on a per command basis, if that is something desired by the community? Admin's are able to create and manage factions entirely so you could remove the player's ability to do so. I could see how this would be beneficial if used on an RP or private server.

I do have a fairly comprehensive permissions system governing Officer commands. Officer commands are basically any Leader command. Due to the new permissions system and advanced ranks system I have changed them to being called Officer Commands.

Quote
So, that's all the suggestions I have on my mind.
Thanks! I hope you're able to reply to my comments and questions.

If any of y'all haven't logged on to check out the features first hand I suggest doing so. The F5 Help tab is updated and tells you all the commands. Creating factions do cost, but if I'm on I can give you some $$ or you can do a Panau Drivers Job and have enough.

Sorry if I missed anyone's post or question. Please post again if I did.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on March 02, 2014, 02:03:18 am
If you want ZED integration I can help there. IZED doesn't really do much JC2 MP stuff anymore, but he gave me access to the repos so I can help you with the API
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 02, 2014, 06:57:27 am
Hey, thanks for all the suggestions. I'll split your post up and reply to each one.
For Faction Name aliases, you sound like this is mostly to deal with the problem of people creating factions called 'Cops' or 'Reapers' and then others wanting to join the faction and joining 'cops' or 'reapers' instead and thus creating new factions. I found this to be a very annoying problem as it not only created many excess factions, but the Writer side of me hated seeing all that incorrect capitalization(yea, Writers probably shouldn't be scripters, lol). For this reason I added code which forces the first letter to be capitalized whenever it's handling a Faction name. Typing '/f join cops' or '/f join Cops' both put you in the Cops faction. I think this is probably a better remedy than having aliases. A problem I see with a general aliases system is that factions could add tons of names to their alias list and take up popular and desired names and thus not let others use them.
What are your thoughts?
I thought about this too. However, didn't successed. I was thinking also about name shortens: PanauSecretService = alias:PSS. The second purpose. But the first part (case sensetivity) is the main problem.

:) Not sure that being in multiple factions would work very well, though a change I'll be doing soon may allow that ability to be added.
I meant creating multiple factions. Just found after that you made it possible to create empty factions, so no need for that to be discussed.

This MOD displays Faction name and diplomacy stance above the player. It is independent of the NameTags MOD. I don't really see why you would want the Faction name disabled even if you were using ZED. I don't use ZED personally, so you'd have to give an example. It should be easy for me to add an Admin config option to turn them off globally if you'd like.
No-no, not the tag above player, but tag in the chat. You know, on the screenshots there are some things like that: JasonMRC, of FactionPlus: blahblahblah.
ZED's groups has ability to display grouptag before the name: [Administrator]JasonMRC. Whatever, it configures, so there can be even "#$%#@$1337-*JasonMRC". All that stands behind your nick is group tag, a prefix. Very useful.

'/f admin <faction> <command>' ;)
This allows you to use any command as if you were the leader of that faction, only difference is there are only the bare minimum checks for safety's sake so you can do pretty much anything(like setting a color that is already used or setting an RGB color even if they aren't enabled, changing name even if it's not enabled, or changing name to any size regardless of min/max set in config).
It's a pretty comprehensive Admin System. A few examples:
/f admin reapers join Bob - Adds Bob to faction Reapers.
/f admin reapers setpass killpanay - Sets Reapers password to 'killpanay'.
/f admin reapers kick Bob - Kicks Bob from Reapers.
/f admin reapers ban Bob - Bans Bob from Reapers(Poor Bob).
/f admin reapers name Roaches - Changes Reapers name to Roaches(Bolo is gonna be mad).
/f admin reapers diplomacy - Tells you who's Reapers allies and enemies.
/f admin reapers del - Deletes Reapers faction.
There are more commands, but you get the general gist of the system.
Oh. Sorry then, thought it wasn't ready. Good.

GUIs are nice, but I doubt I'll be adding them. It should be fairly easy for someone familiar with GUIs to add a GUI to the system after I release it. I would love to see this and have ideas for it, but I have no experience with GUIs so probably would not do well writing it.
Well, I'll try then, after you will release it.

Again, not familiar with ZED's so you'd have to explain that to me. I could add config options to disable each command on a per command basis, if that is something desired by the community? Admin's are able to create and manage factions entirely so you could remove the player's ability to do so. I could see how this would be beneficial if used on an RP or private server.

I do have a fairly comprehensive permissions system governing Officer commands. Officer commands are basically any Leader command. Due to the new permissions system and advanced ranks system I have changed them to being called Officer Commands.
That's almost it. It doesn't really comes from ZED, but this is the best example. ZED's groups (again) have access levels. Here, for example (from my server's User.txt):
Code: [Select]
{
"permission":["help","getpos","jump","warp","info","tp","rules","motd","pm","w","f"],
"name":"User",
"color":["150","150","150"],
"useprefix":false
}
A basic access, there are permission (allowed commands), user's tag, also it's color and variable to disable it's prefix.
So. Users may create lots of factions, but there is no need to do it. Then, if there is possible, it would be nice to split /f join and /f create, I think. Denying of /f create would not let create new faction, but users will be able to join any faction, for example. Or just send check for user's group via ZEDTunnel and return continue (for /f join NewFaction if is administartor) or false (for /f join NewFaction if isn't administrator).
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 02, 2014, 09:26:51 am
Hey, thanks for all the suggestions. I'll split your post up and reply to each one.
For Faction Name aliases, you sound like this is mostly to deal with the problem of people creating factions called 'Cops' or 'Reapers' and then others wanting to join the faction and joining 'cops' or 'reapers' instead and thus creating new factions. I found this to be a very annoying problem as it not only created many excess factions, but the Writer side of me hated seeing all that incorrect capitalization(yea, Writers probably shouldn't be scripters, lol). For this reason I added code which forces the first letter to be capitalized whenever it's handling a Faction name. Typing '/f join cops' or '/f join Cops' both put you in the Cops faction. I think this is probably a better remedy than having aliases. A problem I see with a general aliases system is that factions could add tons of names to their alias list and take up popular and desired names and thus not let others use them.
What are your thoughts?
I thought about this too. However, didn't successed. I was thinking also about name shortens: PanauSecretService = alias:PSS. The second purpose. But the first part (case sensetivity) is the main problem.
Hmm. That could probably be done, but again you have the possibility of people claiming aliases that are not even remotely related to them. The only reason I can think of for a shorter name would be for easier joining. I would think you'd want your full name to display on tags and chats.

Quote
This MOD displays Faction name and diplomacy stance above the player. It is independent of the NameTags MOD. I don't really see why you would want the Faction name disabled even if you were using ZED. I don't use ZED personally, so you'd have to give an example. It should be easy for me to add an Admin config option to turn them off globally if you'd like.
No-no, not the tag above player, but tag in the chat. You know, on the screenshots there are some things like that: JasonMRC, of FactionPlus: blahblahblah.
ZED's groups has ability to display grouptag before the name: [Administrator]JasonMRC. Whatever, it configures, so there can be even "#$%#@$1337-*JasonMRC". All that stands behind your nick is group tag, a prefix. Very useful.
Admin config option FactionGlobalChatTitles = true as well as a personal clientside option /factiontitle. If either of these are set to false the Faction Name titles will not display in chat. This feature is designed for the more RP and Faction catered servers where knowing someone's Faction would have meaning. On general freeroams I can see it being disabled.

Quote
GUIs are nice, but I doubt I'll be adding them. It should be fairly easy for someone familiar with GUIs to add a GUI to the system after I release it. I would love to see this and have ideas for it, but I have no experience with GUIs so probably would not do well writing it.
Well, I'll try then, after you will release it.
Look forward to it. You'll know who to contact if you're having trouble with a command or function ;)

Quote
Again, not familiar with ZED's so you'd have to explain that to me. I could add config options to disable each command on a per command basis, if that is something desired by the community? Admin's are able to create and manage factions entirely so you could remove the player's ability to do so. I could see how this would be beneficial if used on an RP or private server.

I do have a fairly comprehensive permissions system governing Officer commands. Officer commands are basically any Leader command. Due to the new permissions system and advanced ranks system I have changed them to being called Officer Commands.
That's almost it. It doesn't really comes from ZED, but this is the best example. ZED's groups (again) have access levels. Here, for example (from my server's User.txt):
Code: [Select]
{
"permission":["help","getpos","jump","warp","info","tp","rules","motd","pm","w","f"],
"name":"User",
"color":["150","150","150"],
"useprefix":false
}
A basic access, there are permission (allowed commands), user's tag, also it's color and variable to disable it's prefix.
So. Users may create lots of factions, but there is no need to do it. Then, if there is possible, it would be nice to split /f join and /f create, I think. Denying of /f create would not let create new faction, but users will be able to join any faction, for example. Or just send check for user's group via ZEDTunnel and return continue (for /f join NewFaction if is administartor) or false (for /f join NewFaction if isn't administrator).
So are those '/<commandhere>' allowances? If so you would need quite a few entries for all the different commands in F+.

I'm going to have to look into the infrastructure of ZED to be able to say whether or not I'll be able to add that. I won't say it's not possible, because I'm sure someone can do it. It's just I've never used ZED so I don't know if F+ will be able to ship with ZED support. I know there's a few on the forums who ask for ZED support for MODs but TBH when I go to other servers I don't see ZED used much. I never started using it because something about it felt 'too controlly'. I know that sounds strange. I think it was the fact that it had to have files in every mod. This seems wrong to me.

But anyways, we're not here to discuss ZED and my personal thoughts heh. ROODAY has offered to help me with adding ZED support so we'll see.

On a changelog related note, the large update regarding changing how names are handled went very well this evening! Previously factions were always identified by their names. This made adding the name change function more difficult as it required changing every allied and enemied faction's ally/enemy list as well as editing every member's faction column. This put a noticeable, though brief, load on the server(I don't think it affected gameplay but the admin could see it in the console). I have switched the system over to using Faction IDs now. These are auto-assigned by the server. Faction names are still the primary thing used in functions, but when going to or from the database or between server and client it is translated to the ID. This allows name changes to be instant. It's also a more efficient way of handling entries in the DB. I don't fault Anzu for using the Name system as it was simple and worked well. However an upgrade was required for the new system. I think(and hope) he would be proud  8)
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on March 02, 2014, 02:28:52 pm

Jeez, sonny caln down man. Why do you always have to be upset about everything?
Why dont you read Jason's posts better? He said why you can't have it yet.

Calm down man.. Seriously

Im not mad or anything i just hate when someone doesnt read posts thoroughly.
So why didnt you read my posts more thoroughly too? Check out the bold parts in the next
quotes maybe that'll answer things you've missed to read

And Sonny, leave this man alone, if you're not going to help him code. Ideas are fine, but
fighting to get those ideas through is something you shouldn't do. He might not have the
time of the knowledge to do this (No offense), and I expect that you don't either.

How in hell could i help him code if i dont have the script to look through it to see where
i could add something or not? I'd try to add my ideas to it if i'd have the script but since
i dont have it where should i add anything? this is what i also pointed out in my last post but
i guess u didnt read it thoroughly...so yea nevermind...  And hey i didnt said anything about
his scripting qualities or yours so backoff the knoweledge line dont be a wiseguy...
he's not a time millionaire and neither am i this i also stated in one of my posts so why dont
you read posts more thoroughly?
I think i wont post any more ideas, instead i'll wait till he releases it and see if i can add
them to it afterwards
.

kthxbai
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: misterff1 on March 02, 2014, 02:41:42 pm

Jeez, sonny caln down man. Why do you always have to be upset about everything?
Why dont you read Jason's posts better? He said why you can't have it yet.

Calm down man.. Seriously

Im not mad or anything i just hate when someone doesnt read posts thoroughly.
So why didnt you read my posts more thoroughly too? Check out the bold parts in the next
quotes maybe that'll answer things you've missed to read

And Sonny, leave this man alone, if you're not going to help him code. Ideas are fine, but
fighting to get those ideas through is something you shouldn't do. He might not have the
time of the knowledge to do this (No offense), and I expect that you don't either.

How in hell could i help him code if i dont have the script to look through it to see where
i could add something or not? I'd try to add my ideas to it if i'd have the script but since
i dont have it where should i add anything? this is what i also pointed out in my last post but
i guess u didnt read it thoroughly...so yea nevermind...  And hey i didnt said anything about
his scripting qualities or yours so backoff the knoweledge line dont be a wiseguy...
he's not a time millionaire and neither am i this i also stated in one of my posts so why dont
you read posts more thoroughly?
I think i wont post any more ideas, instead i'll wait till he releases it and see if i can add
them to it afterwards
.

kthxbai


sigh... I DID read your posts, but in those posts I can see that YOU didn't read the posts from Jason.

Now stop it.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 02, 2014, 02:55:11 pm
Hmm. That could probably be done, but again you have the possibility of people claiming aliases that are not even remotely related to them. The only reason I can think of for a shorter name would be for easier joining. I would think you'd want your full name to display on tags and chats.
That would be really useful. If there will be a possible way, how about then just not allow players create aliases, but allow this only to admins? In pairs with only-admin faction making it will be great.

Admin config option FactionGlobalChatTitles = true as well as a personal clientside option /factiontitle. If either of these are set to false the Faction Name titles will not display in chat. This feature is designed for the more RP and Faction catered servers where knowing someone's Faction would have meaning. On general freeroams I can see it being disabled.
Yea, this is it, thanks for the information. But one more question: does FactionGlobalChatTitles overrides presonal settings?

So are those '/<commandhere>' allowances? If so you would need quite a few entries for all the different commands in F+.
Yes. But there are global command acces contols: if /f will not be listed, it will never run /f join. I have not tried "/f join", but it seems it is not correct. That's right, we'll need some entries, but these entries must name just a command, not it's arguments.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 02, 2014, 07:12:09 pm
Hmm. That could probably be done, but again you have the possibility of people claiming aliases that are not even remotely related to them. The only reason I can think of for a shorter name would be for easier joining. I would think you'd want your full name to display on tags and chats.
That would be really useful. If there will be a possible way, how about then just not allow players create aliases, but allow this only to admins? In pairs with only-admin faction making it will be great.
I'll see what I can come up with. It will require adding another table entry and then checking faction join messages against that...we'll see.

Quote
Admin config option FactionGlobalChatTitles = true as well as a personal clientside option /factiontitle. If either of these are set to false the Faction Name titles will not display in chat. This feature is designed for the more RP and Faction catered servers where knowing someone's Faction would have meaning. On general freeroams I can see it being disabled.
Yea, this is it, thanks for the information. But one more question: does FactionGlobalChatTitles overrides presonal settings?
Yes. If FactionGlobalChatTitles = true then people can't turn them on at all.

Quote
So are those '/<commandhere>' allowances? If so you would need quite a few entries for all the different commands in F+.
Yes. But there are global command acces contols: if /f will not be listed, it will never run /f join. I have not tried "/f join", but it seems it is not correct. That's right, we'll need some entries, but these entries must name just a command, not it's arguments.
So '/f' must be allowed, and then you also must allow certain commands for players like 'join' or 'leave'?
This sounds like it would be a simple thing to do. However /f join currently creates a faction if one by that name does not exist. So currently allowing people to join factions also allows them to create them. I could add a '/f create' that would create a new faction and switch '/f join' to only try to join an existing faction. Most people are used to doing /f join to make a new faction so create would take a little getting used to, however it would prevent accidental faction creations.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 02, 2014, 07:24:16 pm
So '/f' must be allowed, and then you also must allow certain commands for players like 'join' or 'leave'?
This sounds like it would be a simple thing to do. However /f join currently creates a faction if one by that name does not exist. So currently allowing people to join factions also allows them to create them. I could add a '/f create' that would create a new faction and switch '/f join' to only try to join an existing faction. Most people are used to doing /f join to make a new faction so create would take a little getting used to, however it would prevent accidental faction creations.
No, /f must be listed in permissions array. For /f (as command) any following words are counted as parameters so /f leave can't be listed in permissions array separated from /f. It's just for ZED's groups. So, if I allow players to use /f command, they will have access to any command parameter for /f. Can not split /f's functions.
As I said before, it would be nice if you will split faction joining and faction creating. About that, here is a good way to post check for admin access (on "create" line). On my mind is also making it like that:
/fcreate <name> <password> <params>
instead of /f create (switching to a new command while /f is another command and it not a part of /fcrate).
However, it is not such a good idea to create a new command for creation.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 02, 2014, 07:38:10 pm
So '/f' must be allowed, and then you also must allow certain commands for players like 'join' or 'leave'?
This sounds like it would be a simple thing to do. However /f join currently creates a faction if one by that name does not exist. So currently allowing people to join factions also allows them to create them. I could add a '/f create' that would create a new faction and switch '/f join' to only try to join an existing faction. Most people are used to doing /f join to make a new faction so create would take a little getting used to, however it would prevent accidental faction creations.
No, /f must be listed in permissions array. For /f (as command) any following words are counted as parameters so /f leave can't be listed in permissions array separated from /f. It's just for ZED's groups. So, if I allow players to use /f command, they will have access to any command parameter for /f. Can not split /f's functions.
As I said before, it would be nice if you will split faction joining and faction creating. About that, here is a good way to post check for admin access (on "create" line). On my mind is also making it like that:
/fcreate <name> <password> <params>
instead of /f create (switching to a new command while /f is another command and it not a part of /fcrate).
However, it is not such a good idea to create a new command for creation.
You lost me.
'/f join name' will try to join the faction and if it doesn't exist it will create it. That's how it currently works. The only way currently to prevent player's from creating a faction is to block '/f join', which would effectively disable the whole MOD.
If I made '/f create name' then you could block that command and leave '/f join name' as allowed.

Perhaps you should post some code on how it would look for this system.

...Wait, are you saying ZED controls the first command, and anything beyond that follows the same permissions?
Permission '/f' allows: '/f join', '/f leave' etc,
Permission '/fjoin' would only allow: '/fjoin' but NOT '/f leave'?
I'm thinking the spaces are the big thing you're referring to?
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 02, 2014, 07:52:00 pm
That's the problem. If even there will be /f create <name>, it will not work. Only first letter matters from here, as it is defined as a command (/f — command, create — parameter of command). It's "technically" so. So, from here, I can not just block /f create using ZED's premissions system.

What code do you mean? Don't really get it, sorry.


Yes, that's right. Spaces are some "indicators" for ZED's chat catches, so it explodes string and selects first non-spaced word beginning from slash as a command and everything that follows it will be defined as first word-command's parameter. That's why there is no such easy way to make it working even in original mod. Only if in script I will define admins and post checks for every command parameter I need.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 02, 2014, 11:27:46 pm
That's the problem. If even there will be /f create <name>, it will not work. Only first letter matters from here, as it is defined as a command (/f — command, create — parameter of command). It's "technically" so. So, from here, I can not just block /f create using ZED's premissions system.

What code do you mean? Don't really get it, sorry.

Yes, that's right. Spaces are some "indicators" for ZED's chat catches, so it explodes string and selects first non-spaced word beginning from slash as a command and everything that follows it will be defined as first word-command's parameter. That's why there is no such easy way to make it working even in original mod. Only if in script I will define admins and post checks for every command parameter I need.
By code I mean, write an example permission of how it would look in ZED if the commands were how you want them to be.

But it appears that, in all honesty, ZED is lacking functionality. ZED should be checking what the first command is, validating it, and then checking the next command. It should be able to do this at least three deep. That would remedy the problem.

Standard Command Syntax
Code: [Select]
/f join Reapers
[/f] [join] [Reapers]
[/modulecommand] [functioncommand] [playerinput]
That is the standard way of sending commands. Changing it to /fjoin or /fcreate would be very sloppy and unprofessional. ZED should be able to work with command strings - MODs should not have to be modified to cater for ZED. I will not be changing F+ to operate in a /fcommand style. I can, however, work with you or ROODAY to modify ZED to accept advanced string commands. This is a feature ZED needs if it wishes to remain mainstream compatible. Most MODs with multiple commands use the '/f command input', it's just standard procedure.

I'm not trying to be harsh against you - I hope you understand that - I'm just being honest from a coding aspect. Those changes would require base changes which would affect even those who don't use ZED. It also breaks common practice syntax. I think it would be better all around if ZED was updated to cater to all MODs rather than all MODs having to cater to ZED.

I don't mind working with someone to update ZED. If ROODAY is reading this he can message me else I will probably message him. I don't *think* the required update would be very hard to write, but again, I haven't seen ZED's code.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: ROODAY on March 02, 2014, 11:42:43 pm
It doesn't require one space commands. You just use it as another argument. Here's an example (warning: wall of text):

Code: [Select]
if(strEquals("group", args[1]))then
if(args[2] and args[3])then
if(strFind(args[2], "create"))then
if(GroupExists(args[3]))then
SendChatMessage(ply, Color(200,0,0,255),"Group already exists: " .. args[3])
else
if(FindGroup(args[4]))then
CreateGroup(args[3], {}, FindGroup(args[4]).name)
else
CreateGroup(args[3], {})
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..args[3]..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Group created: " .. args[3], Color(0,200,0,255))
end
elseif(strFind(args[2], "delete"))then
if(FindGroup(args[3]))then
local name = FindGroup(args[3]).name
for k,v in pairs(Groups) do
if(strEquals(v.name, name))then
local file = io.open("./data/groups/"..name..".txt", "w")
file:write("Deleted by " .. ply:GetName())
file:close()
Groups[k] = nil
SendChatMessage(ply, Color(0,200,0,255),"Group deleted: " .. name)
break
end
end
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3], Color(200,0,0,255))
end
elseif(strFind(args[2], "addperm"))then
if(FindGroup(args[3]))then
if(not args[4])then
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group addperm <group> <permission>", Color(200,0,0,255))
return
end
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
for i,j in pairs(Groups[k].permission) do
if(strEquals(j, args[4]))then
SendChatMessage(ply, Color(200,0,0,255),"This group has already this permission: " .. args[4])
return
end
end
table.insert(Groups[k].permission, args[4])
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Permission added: " .. args[4])
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "delperm"))then
if(FindGroup(args[3]))then
if(not args[4])then
SendChatMessage(ply, Color(200,0,0,255), "Syntax: /group delperm <group> <permission>")
return
end
local found = -1
local group = -1
local perm = ""
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
group = k
for i,j in pairs(Groups[k].permission) do
if(strFind(j, args[4]))then
found = i
perm = j
end
end
break
end
end
if(found > -1)then
Groups[group].permission[found]=nil
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Permission removed: " .. perm)
else
SendChatMessage(ply, Color(200,0,0,255),"Permission not found: " .. args[4])
end
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "setcolor"))then
if(FindGroup(args[3]))then
if (not args[4]) or (not args[5]) or (not args[6]) then
SendChatMessage(ply, Color(200,0,0,255),"Syntax: group setcolor <group> <r> <g> <b>")
return
end
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
Groups[k].color = {tonumber(args[4]), tonumber(args[5]), tonumber(args[6])}
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(tonumber(args[4]), tonumber(args[5]), tonumber(args[6])),"Color set.")
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "toggleprefix"))then
if(FindGroup(args[3]))then
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
if not Groups[k].useprefix then
Groups[k].useprefix = true
else
Groups[k].useprefix = not Groups[k].useprefix
end
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255), "Prefix toggled.")
else
SendChatMessage(ply, Color(200,0,0,255), "Can't find " .. args[2])
end
end
else
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group create <name> <inherits>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group delete <name>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group addperm <group> <permission>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group delperm <group> <permission>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group setcolor <group> <r> <g> <b>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group toggleprefix <group>")
if(#Groups > 0)then
SendChatMessage(ply, Color(0,180,130),"Available Groups:")
local c = 0
local str = ""
for k,v in pairs(Groups) do
c = c + 1
str = str .. ", " .. v.name
if (c == 5)then
c = 0
SendChatMessage(ply, Color(0,200,150),string.sub(str, 3))
str = ""
end
end
if(c > 0)then
SendChatMessage(ply, Color(0,200,150),string.sub(str, 3))
end
end
end
end

TL;DR You can have multi-part commands in ZED. IMO, ZED's the easiest way of writing commands once you learn it.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 03, 2014, 12:00:35 am
It doesn't require one space commands. You just use it as another argument. Here's an example (warning: wall of text):

Code: [Select]
if(strEquals("group", args[1]))then
if(args[2] and args[3])then
if(strFind(args[2], "create"))then
if(GroupExists(args[3]))then
SendChatMessage(ply, Color(200,0,0,255),"Group already exists: " .. args[3])
else
if(FindGroup(args[4]))then
CreateGroup(args[3], {}, FindGroup(args[4]).name)
else
CreateGroup(args[3], {})
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..args[3]..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Group created: " .. args[3], Color(0,200,0,255))
end
elseif(strFind(args[2], "delete"))then
if(FindGroup(args[3]))then
local name = FindGroup(args[3]).name
for k,v in pairs(Groups) do
if(strEquals(v.name, name))then
local file = io.open("./data/groups/"..name..".txt", "w")
file:write("Deleted by " .. ply:GetName())
file:close()
Groups[k] = nil
SendChatMessage(ply, Color(0,200,0,255),"Group deleted: " .. name)
break
end
end
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3], Color(200,0,0,255))
end
elseif(strFind(args[2], "addperm"))then
if(FindGroup(args[3]))then
if(not args[4])then
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group addperm <group> <permission>", Color(200,0,0,255))
return
end
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
for i,j in pairs(Groups[k].permission) do
if(strEquals(j, args[4]))then
SendChatMessage(ply, Color(200,0,0,255),"This group has already this permission: " .. args[4])
return
end
end
table.insert(Groups[k].permission, args[4])
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Permission added: " .. args[4])
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "delperm"))then
if(FindGroup(args[3]))then
if(not args[4])then
SendChatMessage(ply, Color(200,0,0,255), "Syntax: /group delperm <group> <permission>")
return
end
local found = -1
local group = -1
local perm = ""
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
group = k
for i,j in pairs(Groups[k].permission) do
if(strFind(j, args[4]))then
found = i
perm = j
end
end
break
end
end
if(found > -1)then
Groups[group].permission[found]=nil
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255),"Permission removed: " .. perm)
else
SendChatMessage(ply, Color(200,0,0,255),"Permission not found: " .. args[4])
end
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "setcolor"))then
if(FindGroup(args[3]))then
if (not args[4]) or (not args[5]) or (not args[6]) then
SendChatMessage(ply, Color(200,0,0,255),"Syntax: group setcolor <group> <r> <g> <b>")
return
end
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
Groups[k].color = {tonumber(args[4]), tonumber(args[5]), tonumber(args[6])}
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(tonumber(args[4]), tonumber(args[5]), tonumber(args[6])),"Color set.")
else
SendChatMessage(ply, Color(200,0,0,255),"Can't find " .. args[3])
end
elseif(strFind(args[2], "toggleprefix"))then
if(FindGroup(args[3]))then
for k,v in pairs(Groups) do
if(v.name == FindGroup(args[3]).name)then
if not Groups[k].useprefix then
Groups[k].useprefix = true
else
Groups[k].useprefix = not Groups[k].useprefix
end
end
end
local str = json():encode(FindGroup(args[3]))
local file = io.open("./data/groups/"..FindGroup(args[3]).name..".txt", "w")
file:write(str)
file:close()
SendChatMessage(ply, Color(0,200,0,255), "Prefix toggled.")
else
SendChatMessage(ply, Color(200,0,0,255), "Can't find " .. args[2])
end
end
else
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group create <name> <inherits>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group delete <name>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group addperm <group> <permission>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group delperm <group> <permission>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group setcolor <group> <r> <g> <b>")
SendChatMessage(ply, Color(200,0,0,255),"Syntax: /group toggleprefix <group>")
if(#Groups > 0)then
SendChatMessage(ply, Color(0,180,130),"Available Groups:")
local c = 0
local str = ""
for k,v in pairs(Groups) do
c = c + 1
str = str .. ", " .. v.name
if (c == 5)then
c = 0
SendChatMessage(ply, Color(0,200,150),string.sub(str, 3))
str = ""
end
end
if(c > 0)then
SendChatMessage(ply, Color(0,200,150),string.sub(str, 3))
end
end
end
end

TL;DR You can have multi-part commands in ZED. IMO, ZED's the easiest way of writing commands once you learn it.
Umm, not knowing where that code goes I can't comment on it but yes, using additional arguments is exactly the update I was saying would be needed. Sounds like ZED already has the required functionality, which I would expect. There must have been a misunderstanding between us or something.

Which if it already supports multiple spaced commands then I shouldn't have to do anything. Unless I am missing something.

ROODAY, since you're the Support Agent for ZED would you be able to tell me either here or in message what, if anything, would be necessary to add ZED support?
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Trip[ABK] on March 04, 2014, 08:41:01 pm
fukn sexy! 8)

ahhhhh i want on my server right meow :(
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: Esamir on March 05, 2014, 08:54:58 pm
Heyyyyy! Just remembered while was reading JC2 wiki.

What's about child-factions? You know, there are some factions like Panau Military Forces, Panau Secret Service, etc.
So, I've decided to make it similar, here goes the relationship table (made this as an example):

Quote
|--Panau Military Forces
  |---Secret Service
     |----Internal Intellignece Agency
  |---Military Police
  |---National Guard
  |---Anti-Gang Task Forces
     |---Anti-Gang Mercenary Forces
|--Panau Police Departament
  |---Drug Enforcement Administration
  |---Special Task Forces (something like SWAT or GSG9 or Berkut)
|--Drug Dealers
  |---Meth cookers (why not? :D)
  |---LSD makers
  |---Delivery mercenaries
     |----Delivery security
So, there is something like it.
Three base factions, that have their subfactions. As people join secondary (|---), they have both tags: parent and child:

Quote
[Panau Military Forces]
[Secret Service]

Probably not the best idea, but this may become handy if there is a kind of roleplay server. I know, there are also faction relationships, but this may be used in Police -|- Drug Dealers and DD's/Police's child factions.

Parent and child factions must be unable to become anyhow relationshiped. Instead of "Ally" or "Enemy" there will be displayed whatever variable will be set to parent faction (let's just think it will be "Co-Worker" for now).

A lot of work, but it is worth it. Besides, variant of this system was previously released in DarkRP as I remember.

Whad do you think?

EDIT:

What about respawns at faction base? Clientsided settings of this would be nice because base might be far away from current AOO so default respawn may be better for players.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 07, 2014, 08:02:51 am
Heyyyyy! Just remembered while was reading JC2 wiki.

What's about child-factions? You know, there are some factions like Panau Military Forces, Panau Secret Service, etc.
So, I've decided to make it similar, here goes the relationship table (made this as an example):

Quote
|--Panau Military Forces
  |---Secret Service
     |----Internal Intellignece Agency
  |---Military Police
  |---National Guard
  |---Anti-Gang Task Forces
     |---Anti-Gang Mercenary Forces
|--Panau Police Departament
  |---Drug Enforcement Administration
  |---Special Task Forces (something like SWAT or GSG9 or Berkut)
|--Drug Dealers
  |---Meth cookers (why not? :D)
  |---LSD makers
  |---Delivery mercenaries
     |----Delivery security
So, there is something like it.
Three base factions, that have their subfactions. As people join secondary (|---), they have both tags: parent and child:

Quote
[Panau Military Forces]
[Secret Service]

Probably not the best idea, but this may become handy if there is a kind of roleplay server. I know, there are also faction relationships, but this may be used in Police -|- Drug Dealers and DD's/Police's child factions.

Parent and child factions must be unable to become anyhow relationshiped. Instead of "Ally" or "Enemy" there will be displayed whatever variable will be set to parent faction (let's just think it will be "Co-Worker" for now).

A lot of work, but it is worth it. Besides, variant of this system was previously released in DarkRP as I remember.

Whad do you think?

EDIT:

What about respawns at faction base? Clientsided settings of this would be nice because base might be far away from current AOO so default respawn may be better for players.
Are you saying that players can't join Panau Military Forces, but they could join the Secret service?
I get the tied relationship thing, who would control enemies/allies though?

Or are you saying there would be some in Panau Military forces, and then others in Secret Service, all 'under the same roof' and 'on the same side' but yet different factions? Connected, but separate? Different bases but the same allies?

Already have faction base respawn:
Quote from: First Post
Spawn/Respawn at Faction's Base
If a player's faction has a Base set they will always Spawn there on join and respawn there on death. Currently bases cannot be deleted except by setting a new one and you cannot independently turn respawn off, so you will always spawn at base unless you leave the faction.
TBH, Random spawn is no better than base respawn. And also there is Rally points or warping to a faction member to return to battle. The Rally point is designed to be at the front lines where people can regroup or teleport into action.

On another note, here's the changelog of the day:
Quote from: Changelog
3-6-14
-Added Base Heal. Players now heal 1% per member in their faction. This is on a configurable time rate which is currently set at 1 second(so 1% per member per second). The amount healed can be scaled by the Admin. This also heals vehicles. The distance is controlled by the FactionBaseRelativeSize config setting which controls whether or not base sizes are set by the admin or relative to the faction's member count. This makes Faction bases easier to defend, but not impossible to take over.
-Added Permissions for each command to help file. The Help menu entry now says what rank(Both title and number) can do what.
-Added Full Rank List to help. The help file now shows all 10 ranks, both title and number, so people know what ranks are available. The 10 ranks are: Recruit, Member, Private, Guerilla, Ranger, Colonel, Captain, Commander, Co-Leader, and Leader.
-Added permissions for each faction command. Admins can set a minimum required rank for teleport to the Faction base, rally point or other members, and the ability to view the faction's diplomacy list and member list.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: VampiricPadraig on March 12, 2014, 08:05:45 pm
I have mearly skim read the thread and I am very impressed on what you are doing. Can't wait to try this out when it is available.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: JasonMRC on March 12, 2014, 09:01:04 pm
Hey y'all.

I know I haven't posted in almost a week, but that's because I've been busy. FactionsPlus is not abandoned nor will it be.

I did a major recode to how information is handled. FactionsPlus now broadcasts all member info and faction info in these two events:
Code: [Select]
    Events:Fire("PluginFactionsPlusFactionMembers", FactionsPlusAllMemberInfo)
    Events:Fire("PluginFactionsPlusFactionInformation", FactionsPlusAllFactionInfo)
This means any module can pick up and use FactionsPlus information without having to change any code in FactionsPlus. Just add these lines to your init and the variable received by that function will be a table with all the information.
Code: [Select]
Events:Subscribe("PluginFactionsPlusFactionMembers", self, self.FactionsPlusPluginListenToBroadcastAllMembers)
Events:Subscribe("PluginFactionsPlusFactionInformation", self, self.FactionsPlusPluginListenToBroadcastAllFactionInfo)
Pre-fab functions will come with FactionsPlus so literally all you need to do is cut and paste them into your server file and you have access to ALL FactionsPlus data.

Everytime the data changes the information is rebroadcast and subsequently re-received, so you're never using old data. FactionsPlus also re-broadcasts on player join/leave and on ModulesLoad so that information is always up to date.

I am currently using this system in 3 Independent modules and it's working like a charm. Easy to use and efficient.

This is part of a new community wide system I intend to start, a Plugin Co-Operative of sorts. More details about that when I post about it.

Faction Base healing had a bug that caused a crash due to it pulling all information from the DB every tick(inefficient to the max, I know). That was fixed by having some of FactionsPlus' internal functions now run off of the same table it is broadcasting. This means it's only running off of a local variable instead of a DB pull each time.

I added the ability for FactionsPlus to handle objects near Faction Bases. This will automatically move objects inside faction bases when the faction moves their base. This feature can be disabled in the config to prevent random objects being moved.
Title: Re: [BETA] FactionsPlus 0.1 (AWGFactions Revamp)
Post by: SonnySalieri on March 19, 2014, 12:56:57 pm
Is a feature possible to add to factions+ that factiontypes would spawn with different type of weapons? For example like gangs with sawnoff and shotgun, military with smg and machine gun etc, and if the leader wants different weps for his faction then he can set it over to the desired ones? this would make a kinda community work in factions since members hafta talk about what weps they want, ofcourse the members' chance of buying different weps other than the factions' default would be simply possible through the buymenu for themselves.
Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: GandalfGreyhame on April 17, 2014, 10:14:47 am
if you do end up releasing this, will there be a way to import existing faction info from anzu's original script? would hate losing the factions already in place.. great job by the way.
Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: JasonMRC on April 17, 2014, 05:21:36 pm
if you do end up releasing this, will there be a way to import existing faction info from anzu's original script? would hate losing the factions already in place.. great job by the way.
Yes, that feature already exists. It is ran by an ingame admin command which is Case-Sensitive. It also requires the toggling of a boolean variable in the server file which is the only thing in the server file that should ever be changed unless you know what you're doing and plan to add features. All config options are in the shared Config file.

For reference, transferring a large server(over 1k factions) takes about a minute. A small server of only ~200 takes about 15 seconds. Minimum member requirements can be set so that 1 and 0 member factions are not transferred. Great way to do cleanup simultaneously.

I do still plan to release this, but had run into some issues where I had to redesign part of it for optimization.
Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: Darwood37 on April 18, 2014, 01:09:57 am
I have seen this on your server Jas, you have done some amazing things with it. The original was great, had a few bugs which you helped me fix, thanks.

I have been tinkering with the original over the last few days. some things i changed was:
A better rank system, Pvt, Cpl., Capt., Col. and Gen. all with their own proper badges, that are shown above the faction tag.

Toggle friendly fire between faction members, sometimes a few people wanted to go off and have a good old shootout but they had to leave the faction first, now they dont have to leave they can just toggle friendly fire. This is also visible via the color of the rank tag.

A few of the player tables were not getting updated properly after certain routines, fixed. Also i updated the tables to hold all the information available.

Used the same routines from the nametags script to fix the showing of the factions tag and scaled it up a bit, scaled down the rank tag. all looks uniform now.

Updated the factions and players list to show more information.

I have it running on my test server and hopefully after this weekend i will go live. It is no where as complex and feature rich as yours but it does what i want for now.

Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: JasonMRC on April 18, 2014, 02:13:19 am
I have seen this on your server Jas, you have done some amazing things with it. The original was great, had a few bugs which you helped me fix, thanks.

I have been tinkering with the original over the last few days. some things i changed was:
A better rank system, Pvt, Cpl., Capt., Col. and Gen. all with their own proper badges, that are shown above the faction tag.

Toggle friendly fire between faction members, sometimes a few people wanted to go off and have a good old shootout but they had to leave the faction first, now they dont have to leave they can just toggle friendly fire. This is also visible via the color of the rank tag.

A few of the player tables were not getting updated properly after certain routines, fixed. Also i updated the tables to hold all the information available.

Used the same routines from the nametags script to fix the showing of the factions tag and scaled it up a bit, scaled down the rank tag. all looks uniform now.

Updated the factions and players list to show more information.

I have it running on my test server and hopefully after this weekend i will go live. It is no where as complex and feature rich as yours but it does what i want for now.
Yea, I have a 10 rank system. They don't show on the faction tag though. Would be easy to add just didn't think it was necessary.

How does your friendly fire function? Player A must toggle it for Player B to be able to hurt him?

I recently rebuilt tags as well. Now rendering them in 2d space so scaling and distance isn't really an issue anymore(Probably the same as you did).

Yea, the DB tables are nearly unrecognizable from the originals due to how comprehensive they are now.

I'm interested to know what info you have showing in the player and factions list now.
Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: Darwood37 on April 19, 2014, 02:51:39 am

How does your friendly fire function? Player A must toggle it for Player B to be able to hurt him?

I'm interested to know what info you have showing in the player and factions list now.

Friendly fire works by a toggle which just changes the return true in the hitdamage function to return false.
Yes Player A (me) must toggle it to allow myself to (sound like Austin Powers here) accept damage from explosion, shot or pulse from player B.

Player lists i changed to /f members, it shows the name of the faction, the name of the player, the last time they were on or their current location if online and if they are in a vehicle or not. (still working on some trouble shooting on that).
Factions list shows all the factions with player names and last online or current position (may change that could be considered spying).  Currently working on moving it from chat to a nice display like dxscoreboard with tabs for scoreboard, All Factions, My Faction(members).

Have to work on a few bugs, fix it so you have to leave a faction before joining another, make sure you can only join one faction at a time.

Also have revamped player bounties as well over the last couple of days. Shows a tag over the players head now, fixed the limit to one bounty per player, but that's another post later. Bounties is live on my server. jc-mp.gaveroid.com:7777


Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: JasonMRC on April 19, 2014, 03:45:26 am
Sounds like you're doing/plan to do a lot of the stuff I've already done. I should send you a Development copy of FactionsPlus so that you aren't building what's already been built.
Title: Re: [BETA] FactionsPlus 0.9 (AWGFactions Revamp)
Post by: Darwood37 on April 19, 2014, 04:46:49 am
Sounds like you're doing/plan to do a lot of the stuff I've already done. I should send you a Development copy of FactionsPlus so that you aren't building what's already been built.

I appreciate the offer, you have gotten a lot more done than i ever intend to, I just want to keep it interesting, neat and organized but simple to use. to much for my tiny brain to comprehend as it is :)
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on May 06, 2014, 10:09:21 pm
FactionsPlus is currently being stress tested on Misterff's Freeroam Fun Server, IP: 37.187.177.140
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: misterff1 on May 07, 2014, 08:18:46 am
There is one thing I notice so far when testing: the faction base circle is larger than the base itself. Not sure if it was intended to be the same size, but if it is, that might need some tweaking
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on May 07, 2014, 09:14:48 am
I assume you are referring to the minimap size versus the ingame size? This is due to the sizes rendering differently due to 3d space versus 2d space. The ingame one is the correct size.

The minimap has to use a separate scale, this can be found in the config, the variable 'FactionBaseMinimapRadius' You can try changing this to make it more accurate, but as the two are not exactly linked you may find it is accurate on small bases but not larger ones, etc.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: misterff1 on May 07, 2014, 11:28:27 am
Yeah already figured that would be the reason. It is not an issue anyway

Edit: found a real issue this time, when you remove someone from a faction as admin, the player cannot join a faction because it claims he is in one. then when the player tries /f leave it claims he is not in a faction! the problem is solved once the player rejoins though.

Also that spawn issue is only when you do /kill in the base. dying due to other causes will not trigger it.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: SonnySalieri on August 28, 2014, 05:14:09 pm
Some new ideas:
1. I dunno if this was mentioned before or not and i dunno if it is possible to make, but a faction's vehicles should be only useable by the faction's members and maybe their allies and not useable by the faction's enemies and "civilians". This was possible to write in Pawno in SA-MP but i dunno yet if it is also possible in Lua

2. Maybe you should modify the faction bombers or the advanced weapon system to not to bomb other factions' HQ if theres no war declared if it is possible cuz this is damn much abused.

---------------------------------------------------------------------------------------------------

Will you ever release this script?
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on August 28, 2014, 09:10:50 pm
Some new ideas:
1. I dunno if this was mentioned before or not and i dunno if it is possible to make, but a faction's vehicles should be only useable by the faction's members and maybe their allies and not useable by the faction's enemies and "civilians". This was possible to write in Pawno in SA-MP but i dunno yet if it is also possible in Lua
Faction vehicles can only be used by the owning faction and their allies. Though due to a bug with the API regarding vehicles, sometimes others may be able to take them. This is out of my control.

Quote
2. Maybe you should modify the faction bombers or the advanced weapon system to not to bomb other factions' HQ if theres no war declared if it is possible cuz this is damn much abused.
No. People can fight whereever - that's why it's called Panau. Annoying, yes, but that's what SAMs are for.

Quote
Will you ever release this script?
Sometime probably. However FactionPlus is only the managing system of all the faction features you are used to on my server. Vehicles, Objects, Shop, etc, are not part of FactionPlus and would not be released with it.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: SonnySalieri on August 30, 2014, 01:20:37 am
Ok. heres another idea: If possible then add a /f invite <playername> for faction leaders co-leaders and 1 or 2 other "high ranked members", for ppl who want to invite their friends to their faction.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on September 03, 2014, 05:34:30 pm
Invites could be added, but you get the possibility of people spamming with invites. And accepting invites would be nearly the same command as joining a faction anyways unless you only had it store the most recent invite.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: C0r3y on October 11, 2014, 08:50:25 pm
when will this be released?
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on October 14, 2014, 02:05:29 am
when will this be released?
Currently I don't think it is a wise idea to release it. If the game picks up player base I will consider it.
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: C0r3y on October 14, 2014, 05:04:14 am
i have a gaming community we are trying to break into the just cause 2 mp scene just looking for a good gamemode we can host
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: LordNoob on October 16, 2014, 06:08:53 pm
i have a gaming community we are trying to break into the just cause 2 mp scene just looking for a good gamemode we can host

Learn the API and Lua, and script an original gamemode. I'm not being snarky/scolding you for begging for this script (I want it a bit too) - I'd love to see some original gamemodes rather than another faction wars server!
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: SneakBug8 on January 01, 2016, 08:53:58 am
Well. Would script published because of new updates or so?
Title: Re: [BETA] FactionsPlus 1.0 (AWGFactions Revamp)
Post by: JasonMRC on January 01, 2016, 07:27:07 pm
Well. Would script published because of new updates or so?
This script has become a large aspect of my server. I don't think releasing it is a good idea right now.