a sniper rifle. a machine gun with unlimited ammo
So far I am pretty pleased with the new weapon updates on the end flood server. I have some more suggestions.
Most of the weapons are very good for short range, but are crap for long range. We need another weapon besides the crossbow that can be usefull at long ranged attacks.
For this I am considering an mp5 because it is an extrmely accurate machine gun with almost no recoil.
A css sniper can even do the trick, but you would have it as a weapon that does a lot of damage per bullet ( about 30-50). It would also have only 10 or 20 bullets because of this.
The programmers ruben and minic can add whatever else they want to add.
Now for props. When it comes to building boats builders are stuck with only using vending machines and shitty low hp props.
I know that not many props float in garrys mod but the programmers should make non buoyant props buoyant by givign them the physical property paper or wood.
Perhaps we can have "uber" props that have 1000 hp, are a bit bigger than a vending machine, and float.
We already have so many low hp nearly useless props. Now it's time to bring in higher hp usefull floating props.
Having a large variety of props allows much more strategies, and will surely bring up more and better boat designs.
What about special event weapons? That's a very good idea. Every now and then weapons should be available only for a few days and are unique eg. Absolutely no recoil gun. These weapons should then be impossible to buy again, but the purchasers keep them forever.
Lastly, maybe speed or health boosts can be purchased
- +10 hp in battle forever, + 20, +50.
then for speed boost when you hold shift, that will toggle your purchased speed boost. The speed boost lasts forever, only when you press shift.
- slightly increase speed, moderately incease speed, greatly increase speed.
P.S this whole thing was types out on my iPod touch LOL sauce
This post is also intended to be like a main request thing for others to add other requests. Feel free to.
lol time to make flamin baby granades lol :P
btw you want the script for the flaming baby gun luben ?
Ruben is Da Man! :p
Good work!! :D
Hey ruben i know you super uber busy but i was thinking we need a definate list on the actual server or the rules. The 2 there dont cover all the edicat and stuff. Is there anyway you can add all the stuffs? I could write it for you and pm it to you so you can edit it and stuff. Just trying to cut down on mingey!!! :)
TOOL.Category = "Constraints"
TOOL.Name = "#Rope"
TOOL.Command = nil
TOOL.ConfigName = nil
TOOL.ClientConVar[ "forcelimit" ] = "0"
TOOL.ClientConVar[ "addlength" ] = "0"
TOOL.ClientConVar[ "material" ] = "cable/rope"
TOOL.ClientConVar[ "width" ] = "2"
TOOL.ClientConVar[ "rigid" ] = "0"
function TOOL:LeftClick( trace )
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
// If there's no physics object then we can't constraint it!
if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
local iNum = self:NumObjects()
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
if ( iNum > 0 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1), self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2):Length()
local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
// Clear the objects so we're ready to go again
self:ClearObjects()
// Add The constraint to the players undo table
undo.Create("Rope")
undo.AddEntity( constraint )
undo.AddEntity( rope )
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )
else
self:SetStage( iNum+1 )
end
return true
end
function TOOL:RightClick( trace )
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
local iNum = self:NumObjects()
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
if ( iNum > 0 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1),self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2 ):Length()
local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
// Clear the objects and set the last object as object 1
self:ClearObjects()
iNum = self:NumObjects()
self:SetObject( iNum + 1, Ent2, trace.HitPos, Phys, Bone2, trace.HitNormal )
self:SetStage( iNum+1 )
// Add The constraint to the players undo table
undo.Create("Rope")
undo.AddEntity( constraint )
if rope then undo.AddEntity( rope ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )
else
self:SetStage( iNum+1 )
end
return true
end
function TOOL:Reload( trace )
if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end
if ( CLIENT ) then return true end
local bool = constraint.RemoveConstraints( trace.Entity, "Rope" )
return bool
end
How about make a vote, if the vote votes yes, then the crowbar damage to people is enabled, and they can kill off the rest of the people quickly lol!!
May i please ask. Get rid of ar2 and para they are too powerful. Keep the mp5 its perfect. And there is a glitch. The ar2 says 70k but when you buy it, it only charges 30k
oh yeah any ruben you need to just outlaw money rounds. People think there aare to many exceptions. It needs to just be outlawed. There is no point. Cause if you ask nicely someone will let you on and then they can money collect that way. But money rounds arent the purpose of flood. But everyday its like one continuos money round because there are so many minges in the server.
csn i halps and ill make some maps
for the rope tool btw this is the lua wit the ridged option if you need to edit itCode: [Select]TOOL.Category = "Constraints"
TOOL.Name = "#Rope"
TOOL.Command = nil
TOOL.ConfigName = nil
TOOL.ClientConVar[ "forcelimit" ] = "0"
TOOL.ClientConVar[ "addlength" ] = "0"
TOOL.ClientConVar[ "material" ] = "cable/rope"
TOOL.ClientConVar[ "width" ] = "2"
TOOL.ClientConVar[ "rigid" ] = "0"
function TOOL:LeftClick( trace )
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
// If there's no physics object then we can't constraint it!
if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end
local iNum = self:NumObjects()
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
if ( iNum > 0 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1), self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2):Length()
local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
// Clear the objects so we're ready to go again
self:ClearObjects()
// Add The constraint to the players undo table
undo.Create("Rope")
undo.AddEntity( constraint )
undo.AddEntity( rope )
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )
else
self:SetStage( iNum+1 )
end
return true
end
function TOOL:RightClick( trace )
if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end
local iNum = self:NumObjects()
local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )
if ( iNum > 0 ) then
if ( CLIENT ) then
self:ClearObjects()
return true
end
// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1
// Get information we're about to use
local Ent1, Ent2 = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1),self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2 ):Length()
local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )
// Clear the objects and set the last object as object 1
self:ClearObjects()
iNum = self:NumObjects()
self:SetObject( iNum + 1, Ent2, trace.HitPos, Phys, Bone2, trace.HitNormal )
self:SetStage( iNum+1 )
// Add The constraint to the players undo table
undo.Create("Rope")
undo.AddEntity( constraint )
if rope then undo.AddEntity( rope ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()
self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )
else
self:SetStage( iNum+1 )
end
return true
end
function TOOL:Reload( trace )
if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end
if ( CLIENT ) then return true end
local bool = constraint.RemoveConstraints( trace.Entity, "Rope" )
return bool
end
How about make a vote, if the vote votes yes, then the crowbar damage to people is enabled, and they can kill off the rest of the people quickly lol!!
Here are sum of my Ideas
Prop Welder
Model: Crowbar(something like that)
function: Welds Prop A to Prop B
Range: Unlimited
Cost: Available in Build Round as Tool (like PhysGun)
---------------------------------------------------------
Anti Pirating
This will kill you instantly if you try to flee on an Enemy Boat (Combat Round)
And a Text Appears, like:
You are trying to get on an Enemy Ship, Don't do it next time or i'll kill you again!
xXMasteRyuXx
So... do we get our unrope/ unnail / unweld pistol? :D
it would be awsum... like u point the gun to a prop, shoot it, and it becomes "unwelded" from everything :O
I really think there should be that.
Oh my gosh. Please put PROP PROTECTION.
So... do we get our unrope/ unnail / unweld pistol?
it would be awsum... like u point the gun to a prop, shoot it, and it becomes "unwelded" from everything :O
I really think there should be that.
thats simple buuuuuut xD lollolololo we make a 40 props boat then a guy haaaaai i haf unwelder booooom O: omgosh wut happened all props floating in all the map :p, FUUUUUUU- O:
if ..PLAYER.. distance().from().prop()<100
teleport() ..PLAYER.. distance().from().prop()
well i guess ruben you didnt see this cause it was not in the right catagorie but look at this.
Dr. Doctor
Prop protection and more weapons
« on: November 07, 2009, 07:07:13 PM »
* Quote
I am sick and tired of people jumping on my boat without authorization and shooting it, and i am sure that many others are as well.
Once, I went to a flood server that had this system that if you went on someones boat without their permission, you lost 25 HP and flew off the boat. Each user had a interface in the Q menu for allowing disallowing users. You could allow them on by ticking their tickbox, and their where also options for allowing them to build with your props, allowing people to collaborate and make large boats. I am not sure if it was a different game mode altogether, a plugin or what, but it sure was good at controlling minges. The effects of it would disappear after 30 seconds of round time, so you could jump on othe rpeoples boats when yours.......
Yeah so maybe look into what he was talking about. Making it only hurt for like 10 or so secs after round start so that way ppl are forced to create! this will make it more fun and then we can war!! :)
I was thinking... If money was giveable? It would be the heaven of newbies.
There would be a lot loss problems. I've got 10k. I'd still give 8k between 3-4 newbies, even if I get poor.
And it would may be a chance for more people to be happy.
Just saying, in short words, "Share the love."
There should be...
Molotov
-50 dmg per molotov
-Damages more than one prop
-Close range only(throw "power" is low)
Its a Hl2 beta swep:
http://www.garrysmod.org/downloads/?a=view&id=77482 (http://www.garrysmod.org/downloads/?a=view&id=77482)
Hopwire Grenades(make them float)
-20 Dmg per Grenade
Its a Hl2 beta swep too.
CHARGED GRAVITY GUN
-One-hit-kill or 250dmg per "beam"
-5 ammo
-Costs around 300k(or more!)
Undo Pistol
-Unropes and Unnails from anything the prop shot
-3 ammo?
Nuke
-Just Kidding
-Dont add this
-Or we'll be screwed
I might post more
and PLEASE!
no more CS:S weapons! For the sake of the poeple who dont own it!
Only HL2 Weapons lol
May i please ask. Get rid of ar2 and para they are too powerful. Keep the mp5 its perfect. And there is a glitch. The ar2 says 70k but when you buy it, it only charges 30k
Flood is fun so here are a few suggestions that would make it more entertaining <in my perspective>:nah i dont really like the idea of PvP. People will just shoot the players instead of the props.
- Allow PVP, Pistol would do like 2-5 damage, SMGs would do 5-8, Crossbows would do 10ish.. that sorta thing. To ease the reliance and in my opinion tedious work of having to sink someones boat to win the health points of props should be lowered. Soda Pop Machines should have like 300ish, Soda Pop Machine Lids should have like 200ish.. that sorta thing.
*RPGs should either hit props for 30-50 and burn randomely for 30-50 or so.. I dunno about this or RPG should just be removed because I dunno how much it should hit a player.
*Players have the usual 100 hp.
-Be able to create teams to be able to do team chat and plan things. Also to disallow others from getting on your boat. If a player is on someones boat and is not in their team then they should be damaged a significant amount like 10 damage per second to disallow bumming a free ride. <----- Due to this new players have no money to make a boat so I dunno how that will be handled without joining someones team.
Yeah these are some big changes but I love PVP and I'd be hooked on Flood if this change were be implemented. But this isn't all about me of course =P.
(http://holycrapthatsfunny.com/wp-content/uploads/2008/08/tits-or-gtfo.jpg)(http://www.bartos.de/wp/wp-content/Tits.jpg)
-Ban period choose 5-60 minI'd just like to revive this topic, because one I hate minges and two if we have a respected menu the range should be 10-60 minutes because 5 minutes is kick time...
I'd Like The Flood Server To Get More Maps And If Possible A Bit More Cash When Floating On The Boats >:( ;D :DName some
NOPEY.hes busy with his university.
Cool Story, Bro.READ THE WHOLE THING D:<
Very Nice :]Oh. ya its a good idea
The Knife Idea was started by me, and I still think its a great idea, lol.
can u guys please remove fm_grass_v3? many players just go to the feature area and hold up the round as long as they want which is unfair.i agree.
My suggestions for flood:
a.Prop protection
-faggots that arent checked will phase through the props