Author Topic: FloodMod [Server Suggestions]  (Read 15651 times)

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Offline coolzeldad

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Re: FloodMod [Server Suggestions]
« Reply #15 on: October 08, 2009, 01:22:02 AM »
Ruben is Da Man! :p

Good work!! :D
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Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #16 on: October 08, 2009, 06:12:24 PM »
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!!! :)
Sticks and stone may break your bones but guns will surely keel joo.

Offline Ruben

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Re: FloodMod [Server Suggestions]
« Reply #17 on: October 10, 2009, 08:52:18 AM »
Ruben is Da Man! :p

Good work!! :D

Jooooo LIAAAAARRRR >O

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!!! :)

Sure Just make a list of Rules and If Are good then i modify :). I have some in mind :D

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #18 on: October 10, 2009, 09:38:12 AM »
pkay then i will give it to you by the end of like tonight or something.
Sticks and stone may break your bones but guns will surely keel joo.

Offline CrazySoap

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Re: FloodMod [Server Suggestions]
« Reply #19 on: October 10, 2009, 10:38:30 AM »
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

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
lulz you are reading this.
May Camo Ball be with you.

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #20 on: October 10, 2009, 01:09:10 PM »
CSS weps are fine!! just download the addons from some website. Thats what i did. All you need is a couple of files. Dont be lazy :) jk
Sticks and stone may break your bones but guns will surely keel joo.

Offline CrazySoap

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Re: FloodMod [Server Suggestions]
« Reply #21 on: October 10, 2009, 04:30:53 PM »
WHERE?[/size][/color]
lulz you are reading this.
May Camo Ball be with you.

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #22 on: October 10, 2009, 05:09:55 PM »
google that shit!! thats what i did!! Search like CSS files and downloads or something.
Sticks and stone may break your bones but guns will surely keel joo.

Offline xxMingebaggerxx

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Re: FloodMod [Server Suggestions]
« Reply #23 on: October 10, 2009, 11:57:00 PM »
remove the fuckin rick roll xD poor newbz xD
add moor guns, moor props (combine dropship pod pleaseeeeee xD)
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Offline CrazySoap

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Re: FloodMod [Server Suggestions]
« Reply #24 on: October 11, 2009, 05:43:46 AM »
But, animediz,  is it legal? the download thing of doom?
lulz you are reading this.
May Camo Ball be with you.

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #25 on: October 11, 2009, 11:50:48 AM »
i wouldnt say its illegal personally. Cause i mean its only a couple of files. Its not like its the game. But i think it might be but so is cracked steam. But like thousands of people use that lol.
Sticks and stone may break your bones but guns will surely keel joo.

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #26 on: October 11, 2009, 12:42:48 PM »
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.
Sticks and stone may break your bones but guns will surely keel joo.

Offline {DBD}Cobra

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Re: FloodMod [Server Suggestions]
« Reply #27 on: October 13, 2009, 01:54:24 AM »
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

Offline animediz

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Re: FloodMod [Server Suggestions]
« Reply #28 on: October 13, 2009, 09:03:22 AM »
Yeah i agree but we should get some sort of trade in cause that was 130k. You know? ppl who bought it should get something in return. And lockers at map change dont refund. Just saying.
Sticks and stone may break your bones but guns will surely keel joo.

Offline Tomcat

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Re: FloodMod [Server Suggestions]
« Reply #29 on: October 13, 2009, 02:02:07 PM »
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 it

Code: [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
« Last Edit: October 13, 2009, 02:08:49 PM by tomcat »

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