Garry's Mod

Garry's Mod

BaseBuild
344 kommentarer
E-4 Sgt. Tom 5. juni kl. 23:02 
Okay, thank you very much!
arrow  [ophavsmand] 5. juni kl. 14:30 
Alternatively, you can edit the gamemode's files by going to the source code GitHub link and changing the list of available models there (gamemodes/basebuild/gamemode/init.lua -> local models). You can then host this edited version of the gamemode with your custom models.
arrow  [ophavsmand] 5. juni kl. 14:27 
Unfortunately no, that is not supported by the gamemode. You might be able to bypass that with a mod or an addon. If installed serverside, it would even propagate for all players. But I don't personally have experience with that.
E-4 Sgt. Tom 4. juni kl. 7:40 
Btw I always wanted to ask, is there a way to change your playermodel in this gamemode?
arrow  [ophavsmand] 11. maj kl. 6:21 
Glad to hear that!
E-4 Sgt. Tom 11. maj kl. 6:19 
Yea no worries I actually fixed it about a month ago by disabling player ragdolls caused by ReAgdoll
arrow  [ophavsmand] 11. maj kl. 6:13 
Sorry for the late response - that can be an issue of conflicting addons, because this bug shouldn't happen under normal circumstances. For debug, I would try to look into the developer console to check for any Lua errors, since those could be in the way (respawn is bound to a timer that could've stopped for some reason).
E-4 Sgt. Tom 26. apr. kl. 5:07 
For some reason when players die they respawn but their view is locked to their dead ragdoll. How can i fix it?
Roll 26. jan. kl. 3:41 
alr :GDNormal:
arrow  [ophavsmand] 26. jan. kl. 3:27 
Yeah, I don't see how that would work, since once you build all the buildings, there's really no need for resources anymore. At this point, they respawn once, which should give you more resources than you need.
Roll 25. jan. kl. 9:56 
so uh there gonna be infinity mode some day? i just fell like if u add ore and tree regeneration timer gonna be useless
arrow  [ophavsmand] 29. nov. 2024 kl. 6:52 
How exactly? Some resources take longer to mine, you just have to keep hitting. Also, if you're using some custom melee weapons, they might not work. Also verify with a crowbar.
greig.borland 28. nov. 2024 kl. 9:44 
Mining resources isn't working for me. How do I fix it?
серба985 12. juli 2024 kl. 13:13 
it possible to change playermodel?
NichtCleckster 28. apr. 2024 kl. 14:23 
k
arrow  [ophavsmand] 28. apr. 2024 kl. 12:15 
Unofrunately, that is not possible. If it is, I lack the knowledge to do so.
NichtCleckster 21. apr. 2024 kl. 4:11 
Is it possible you make it?
arrow  [ophavsmand] 21. apr. 2024 kl. 4:08 
The buildings are not entities but hammer brushes, so I think they can't be ported over as an addon.
NichtCleckster 20. apr. 2024 kl. 16:07 
Is it possibile to make only the building solo as a addon to have the building in gamemodes such DarkRP or Zombie Survival?
Jack5 14. feb. 2024 kl. 1:46 
Damage to the tower would probably be preferred, since killing isn't the goal of the gamemode.
arrow  [ophavsmand] 13. feb. 2024 kl. 12:05 
Or if you mean damage to the tower, that would of course also work.
arrow  [ophavsmand] 13. feb. 2024 kl. 11:57 
Thanks a lot! Glad to see you're enjoying :) About the draw suggestion, it could be definitely done. Though wouldn't the most kills be a better metric than damage? It's somewhat easier to count. Also, should you or your friend need help with the map, feel free to reach out. Can't wait to see it!
Jack5 9. feb. 2024 kl. 4:03 
Thanks for making this! I even made a YouTube Short out of our session, hope you enjoy it! https://youtube.com/shorts/P9M0YkJX-UY?si=J1CHfGYKGweHn3bS

By the way, one of my friends is working on a BaseBuild map right now, and our greatest concern is how to settle draws when time runs out. Could you somehow add in a patch that awards victory to the team that dealt the most damage? That would be much appreciated and make mapping a lot easier for us.
arrow  [ophavsmand] 7. feb. 2024 kl. 14:00 
Well the way the map is supposed to be structured is that both teams should be approximately the same distance from the mines. It's basically staright forward from the red base, while the blue team has to go around the corner to get to it, equaling about the same time to get there. But I agree that perhaps the diagonally opposite corner of the map would be more suitable for the blue team.

But yeah, the default map has its flaws, because I initally expected that perhaps the community would be willing to create more maps for this gamemode, as I released the .vmf file with all the necessary entities and logic. I had and still have plans for another map of my own, but code-related issues took priority in bug fixing and development and making a new map was a commitment I didn't really have time for.

But thank you very much for the feedback and I'm really glad you're enjoying the gamemode!
Jack5 6. feb. 2024 kl. 23:56 
I think you misunderstand me. There is nothing wrong with the gamemode, and me and my friends have been playing in it this whole time. Rather, there is an inherent design flaw with the map that this gamemode comes with. It is asymmetrical, and heavily favours Blue Team, because Red Team's spawn (which is approximately along the middle of the map on its side) is more out in the open than Blue's (which is definitely in a corner), and there is only one mine, which is closer to Blue's spawn.
arrow  [ophavsmand] 6. feb. 2024 kl. 12:09 
The red team is also supposed to spawn in a "corner", which is their base. Are you sure you have the gamemode selected when you're playing the map? Each team should spawn in their respective bases. Red team in the red base, blue team in the blue base, both of which being in the separate corners of the map.
Jack5 3. feb. 2024 kl. 2:32 
Hey there, just wanna tell you that this gamemode is a really cool concept, but I think that it's let down by the design of the standard map that comes with it. You see, the blue team spawns in a corner, which is very well protected, while the red team spawns out in the open, so no matter where they go they'll be harrassed by the blue team. I think if you made the map symmetrical this gamemode would be way more balanced and fun. Good luck to you!
byronrimes 18. jan. 2024 kl. 19:22 
yo i havent played the map yet but just want to know is the creator still activly working on the mod?
Ceraka 3. jan. 2024 kl. 11:08 
спасибо за режим, отец меня бросил, мать отправила в приют:steamthumbsup::steamthumbsup:
Dr.Tea 3. jan. 2024 kl. 11:08 
спасибо , у меня теперь нет друзей
dura 10. nov. 2023 kl. 14:19 
Спасибо просрал друзей
arrow  [ophavsmand] 27. aug. 2023 kl. 5:43 
Right now I'm focused on fixing the bugs (see comments below) rather than creating new maps. But for such purposes, I have provided the link to the official .vmf of the included map so that it's easy for the community to create new maps, if they want to :)
Wiewiors1 21. aug. 2023 kl. 8:02 
I ahve question the creator is working on this game mode and there will be new maps ?
F.$LAYER 20. aug. 2023 kl. 13:33 
hey im here to ask are ther any other maps?
and can you ad a seting to incrise the amount of spawning resources
arrow  [ophavsmand] 13. juni 2023 kl. 13:51 
Yes, it's one of the things I'd like to implement.
Psychotrickser 11. juni 2023 kl. 3:24 
Hey. Don't know if you're still working on the gamemode but would you mind making a convar for adjusting the round time instead of lua_run?
SPAAAAACE#FixTF2 30. apr. 2023 kl. 7:14 
Thanks mate :)
arrow  [ophavsmand] 29. apr. 2023 kl. 7:34 
There is no console command, you unlock the class menu after researching it and only then can you press F4 to open the class menu.
SPAAAAACE#FixTF2 29. apr. 2023 kl. 7:20 
what console command can I type in to bind F4 to the class menu?
El_Ricotero 7. feb. 2023 kl. 17:15 
I think the iron in the mines also respawn only once, that's great, i can imagine it wasn't easy to do. I forgot to mention, the sk_plr_dmg_crowbar comment i made before was intended to refer to changing the amount of hits that the resources take to harvest, because i thought it takes too long, maybe i wasn't clear, sorry. although, that may cause the players to use the crowbar as a weapon but hey, it could help.
arrow  [ophavsmand] 7. feb. 2023 kl. 13:26 
Thanks, I'll put it there. The resource respawn is now finished, every resource on the map respawns. The trees and the stones respawn only once and the iron in the mines respawn each time it is mined (I think).
El_Ricotero 6. feb. 2023 kl. 17:49 
Thanks. May i ask what's the current state of the resource respawn? Also, i highly recommend using the command sk_plr_dmg_crowbar # for changing the damage of the crowbar, maybe that could allow the players to change the pace of the match, You could put that suggestion in the description
arrow  [ophavsmand] 6. feb. 2023 kl. 11:12 
There's not an official one. You start the gamemode either by hosting a dedicated server or by hosting a game from your PC through gmod (can be P2P). Make sure to select the right map (bs_greenfields).
El_Ricotero 5. feb. 2023 kl. 10:15 
Hi. Is there a discord? I can't find a way yo start the gamemode
arrow  [ophavsmand] 31. jan. 2023 kl. 12:35 
Huh, that's interesting, I didn't know about this... will look into it and try to implement it when I have time, thanks!
Cennisen 31. jan. 2023 kl. 10:38 
https://wiki.facepunch.com/gmod/Player_Classes
https://wiki.facepunch.com/gmod/player_manager

This might also be an interesting read. I haven't used it or looked very far into it but it looks like a built in class management system inspired by Team Fortress 2 using the player_manager library.

I may not be reading correctly but it looks like its just a matter of defining the classes using proper format in the gamemode, then setting them on the players serverside like imagining the behind the scenes of TF2. It seems to me that it handles the networking of class info between client and server all on it's own.
Cennisen 31. jan. 2023 kl. 9:59 
It certainly would be easier to set up in my opinion since you wouldn't have to write your own net functions and server to client data logic. If it's used in the scoreboard it's definitely worth it. Using net messages to handle every player on every client and keep them consistently updated would be much less efficient and the more I think about it the more it hurts my brain thinking about how to send and process the data.
arrow  [ophavsmand] 31. jan. 2023 kl. 4:42 
Net messages are a good idea, I could send a message from the server each time a class is picked. However, I'm not sure how would I get it in the scoreboard, where I cycle through every player. So mayme the GetNWInt would be a better idea?
Cennisen 30. jan. 2023 kl. 14:51 
im missing a comma in the client side function and other various errors probably, just some theory tho
Cennisen 30. jan. 2023 kl. 14:50 
Interesting. Sorry for my oversight. Maybe using ply:SetNWInt("assignedClass", num) & ply:GetNWInt("assignedClass") rather than just a player variable might work? The limitation is that you can't set it clientside, but it looks like a net message to the server is handling the setting of the team variable anyways.
https://wiki.facepunch.com/gmod/Entity:SetNWInt
https://wiki.facepunch.com/gmod/Entity:GetNWInt

That or since there is already net messages, maybe send a message to the individual client whose team is being set when its clientside value only matters for the local player by the looks of it.

Some components like:

net.Start("ClassAssignment")
net.WriteInt(team, 5) --5 = bitcount range of -16 to 16 just for safe measures i guess
net.Send(target_ply)

and clientside:

net.Receive("CalssAssignment" function()
local team_val = net.ReadInt(5)
LocalPlayer().assignedClass = team_val
end)

¯\_(ツ)_/¯