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Messages - [GK7]Nakroma

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1
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.4]
« on: February 02, 2014, 11:55:22 am »
Zoydbot,
Can you check over this script for me? I am trying to run it alongside the other one.
-Garrett

rename the folder from gk7_motd to anything else, then use that name in the load command

line 10, change self.freezeplayer = true to self.freezeplayer = false

line 12, change self.pauseplayer = true to self.pauseplayer = false

line 53, change self.button = false to self.button = true

line 54, change VirtualKey.F3 to VirtualKey.whateveryouwant, according to name column in this list, http://wiki.jc-mp.com/Lua/Client/Key, anyone can still bring up that menu if they find the correct key, there is no whitelist system built into this script yet

delete the following from lines 106-112 to prevent it from showing up for users when they join;
function GK7Motd:Display( onjoin )
   print(onjoin)
   if onjoin and self.pauseplayer then
      Game:FireEvent("ply.pause")
   end
   self:Open()
end

Thanks for taking care of this, altough in the serverside .lua there is an option which is called self.onjoin, no need to delete the whole function, just set it so false.

2
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.4]
« on: January 28, 2014, 03:47:40 pm »
Jman, I got a question for you. ;)


Would it be possible to run the same script more than once ? You ask why. I like the way this shows a whole lot of information in a framed, more nice viewable way than lets say for example normal Chat does.


On my Server i would like to extend the Teleport locations list, and if its many and you do /tp in chat, it will look like chaos. Hard to find a specific location.


But if i could have an extra Window with the use of a different command, an extra MOTD so to speak (which doesnt open at start etc but only if the command is entered, that would be great for listing those more Teleport locations. Lets just call it a Custom Page if you will.


Would that be possible ?


Thank you in advance. Love your script ! :)


Cheers


Wolfseye

I don't know how experienced you are with this kind of stuff, but if you look at the code, you can just copy and paste all of the window and base stuff, try it, if it isn't doable, write me a PM.

3
Archived / Re: 0.1.2 Release
« on: January 24, 2014, 08:02:04 pm »
First of all, I love the mod. Thank you for making it!

This update broke my game though. Sometimes I can't connect, usually it connects, but then when I touch the ground or shoot I get disconnected. Client says, "Connection Lost." Server says, "Player disconnected."

It sounds like you are still in the publicbeta branch. You need to opt out as there were minor network changes in the newer builds.

Can I do anything that stops JC2:MP from crashing every few secs? This happens to all people I know as well btw.

4
Archived / Re: 0.1.2 Release
« on: January 23, 2014, 04:19:43 pm »
This update broke my client or something.
I log in, 10 secs then I crash, everytime.

5
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.3]
« on: January 13, 2014, 08:34:53 pm »
I modified mine to fire the game event "ply.pause" and "ply.unpause" when the menu is opened/closed. Solves the problem of falling to your death while the window is up.

Yes please share.

I've added this option now.
Just redownload/gitclone it.

6
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2.1]
« on: January 13, 2014, 06:27:38 pm »
I modified mine to fire the game event "ply.pause" and "ply.unpause" when the menu is opened/closed. Solves the problem of falling to your death while the window is up.

Wow thanks dude, didn't know there was a function like this.
I'll implement it this evening.

I modified mine to fire the game event "ply.pause" and "ply.unpause" when the menu is opened/closed. Solves the problem of falling to your death while the window is up.

post please!

See above.

7
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2.1]
« on: January 07, 2014, 03:59:23 pm »
I love this. I am using it as a sort of "FAQ" and it's working great. It's possibile to reshow the windows when the player press F7? ^^

Yes, you have to take an ArgsUp function into the script.

Can you make it possible to have different text sizes and colors of the text? It would be really nice!

Size is not possible. Color you can do like this:
Code: [Select]
yourLabelNameHere:SetTextColor( Color( 255, 255, 255 ) );Replace the values with something from here: http://www.colorschemer.com/online.html

Can you give an example of the ArgsUp thing? Also, for the color, I assume we fill out the stuff like self.ServerName, and then after that we do still in the client self.ServerName:SetTextColor(x,x,x)? Could you add in the press button thing and color examples into the github, so we can edit them and work from there?

I did. Redownload V1.3

Still one of my favorite scripts.

Still having an issue with the message as far as the two options while reading the window message. A lot of players say they hit the ground even when they have control because my message is rather lengthy but i think necessary. If i set it so they do not have control they still hit the ground for the same reason.

Is there any way to start the spawn process after the window has been closed?

My other option was to spawn everyone on the ground but kinda boring and to tedious to edit.

Thanks.

Thanks.
When they have control ofc they can press Space.

8
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2.1]
« on: January 06, 2014, 09:58:03 pm »
I love this. I am using it as a sort of "FAQ" and it's working great. It's possibile to reshow the windows when the player press F7? ^^

Yes, you have to take an ArgsUp function into the script.

Can you make it possible to have different text sizes and colors of the text? It would be really nice!

Size is not possible. Color you can do like this:
Code: [Select]
yourLabelNameHere:SetTextColor( Color( 255, 255, 255 ) );Replace the values with something from here: http://www.colorschemer.com/online.html

9
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2.1]
« on: December 28, 2013, 03:06:44 pm »
The location also does look like you mentioned. It was just a bad screenshot. It was showing that way, because I had it opened in Notepad++

Can you then send me a good screenshot please?

10
Scripting support / Re: What im doing wrong (Network:Send)
« on: December 26, 2013, 10:46:11 pm »
Replace:

Code: Lua
  1. function GK7Factions:CtS_UpdateFaction( player )

With:

Code: Lua
  1. function GK7Factions:CtS_UpdateFaction( _, player )

Suprisingly this really works, thanks.

11
Scripting support / What im doing wrong (Network:Send)
« on: December 26, 2013, 08:00:37 pm »
This is quite embarassing, but what the heck im doing wrong?
The error message is this:
"try to index local 'player' a nil value"
Here's how I call (clientside) the function:
Code: [Select]
Network:Send( "CtS_UpdateFaction" ) And this is my serverside code:
Code: [Select]
...
Network:Subscribe( "CtS_UpdateFaction", self, self.CtS_UpdateFaction )
...

function GK7Factions:CtS_UpdateFaction( player )
local qry = SQL:Query( "select * from gk7rp_factions where steamid = (?)" )
qry:Bind( 1, player:GetSteamId().id )
And at qry:Bind it displays the error. The strange thing is, I have kind of the same function twice and in the other one it works without a thing :/
Lg

12
Scripting support / Re: What is Waypoint?
« on: December 26, 2013, 07:50:45 pm »
Hello!

I'm a bit curious to know what is this Waypoint, it is used for what?

If you press F1 and then your middle mouse wheel, you see whats called a waypoint. It's just a marker.

13
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2]
« on: December 26, 2013, 02:51:36 pm »





It need to look like this:
/scripts/gk7_motd/server...
not
/scripts/gk7_motd-master/gk7_motd/server...

Quick question, how can I disable this coming for each player at join but instead only when someone calls it via the command in chat ? Is there a way to disable that ?


Cheers


Wolfseye

I added this. Redownload, navigate to /gk7_motd/server/ and open gk7_motd.lua, then edit the "config" in line 5.

14
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2]
« on: December 25, 2013, 12:50:31 am »
Well I am quite new to this.. So I don't quite know how to give the .lua paths
- But what I did was download the mod and then put the file into my Script folder.
The directory structure needs to be like this:
/scripts/gk7_motd/server/gk7_motd.lua
/scripts/gk7_motd/client/gk7_motd.lua

Well then the directory stucture seems to be fine.

Can you send me a screenshot?

15
Releases / Re: GK7_Motd - Display Motd/Rules on player join [V1.2]
« on: December 24, 2013, 10:11:45 pm »
Well I am quite new to this.. So I don't quite know how to give the .lua paths
- But what I did was download the mod and then put the file into my Script folder.
The directory structure needs to be like this:
/scripts/gk7_motd/server/gk7_motd.lua
/scripts/gk7_motd/client/gk7_motd.lua

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