Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
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Avoca | 1419660682 | [Shine] Director (Spectator) | M > Spectator https://forums.unknownworlds.com/discussion/comment/2388373/#Comment_2388373 I came here to post an update on the system. It turns out that NS2 already has "FollowMoveMixin" for spectators, which is basically a third person camera following system. But it appears to be disabled and not in use. When I enabled it, the angles wouldn't update, but the target choosing is fine. So what I did yesterday was wire in a toggle on demand to work with shine. I've also wired in for the angles to update, and another toggle to change the delay between interval changing between 8-24s. I changed the target choosing to be done on interval and not mouse click. All of the changes may be found here in my most recent version: FollowMoveMixin modified https://github.com/KyleAbent/-Shine-Proving-Ground/blob/10.5.18/lua/FollowMoveMixin_Director.lua local orig = FollowMoveMixin.__initmixin function FollowMoveMixin:__initmixin() orig(self) self.intervals = 9 end function FollowMoveMixin:setIntervals(num) self.intervals = num end function FollowMoveMixin:getFME() return self.followMoveEnabled end UpdateTarget function -- local primaryAttack = bit.band(input.commands, Move.PrimaryAttack) ~= 0 -- local secondaryAttack = bit.band(input.commands, Move.SecondaryAttack) ~= 0 local isTargetValid = self:GetIsValidTarget(Shared.GetEntity(self.followedTargetId)) -- local changeTargetAction = primaryAttack or secondaryAttack -- Require another click to change target. -- NOT. That would be lame, yo. Let me watch a movie and commentate over it on demand. local changeTarget = not isTargetValid--(not self.changeTargetAction and changeTargetAction) or not isTargetValid changeTarget = changeTarget or ( not self.timeLast or self.timeLast + self.intervals < Shared.GetTime() ) --Lets not stay forever self.changeTargetAction = changeTargetAction if changeTarget then--and secondaryAttack then self:ChangeTarget(self, true) self.timeLast = Shared.GetTime() elseif changeTarget then --?? self:ChangeTarget(self, false) end UpdateView function if targetEntity ~= nil then local dir = GetNormalizedVector(targetEntity:GetOrigin() - self:GetOrigin()) local angles = Angles(GetPitchFromVector(dir), GetYawFromVector(dir), 0) self:SetOffsetAngles(angles) end\n\n\n(and more from that file) Client menu toggle settings: https://github.com/KyleAbent/-Shine-Proving-Ground/blob/10.5.18/lua/shine/extensions/director/client.lua Shine.VoteMenu:AddPage( "Intervals", function( self ) self:AddSideButton( "8 Seconds", function() Shared.ConsoleCommand( "sh_director_intervals 8" ) end ) self:AddSideButton( "12 Seconds", function() Shared.ConsoleCommand( "sh_director_intervals 12" ) end ) self:AddSideButton( "16 Seconds", function() Shared.ConsoleCommand( "sh_director_intervals 16" ) end ) self:AddSideButton( "20 Seconds", function() Shared.ConsoleCommand( "sh_director_intervals 20" ) end ) self:AddSideButton( "24 Seconds", function() Shared.ConsoleCommand( "sh_director_intervals 24" ) end ) self:AddTopButton( "Back", function() self:SetPage( "Spectator" ) end ) end )\n\n\n Shine.VoteMenu:AddPage( "Spectator", function( self ) self:AddTopButton( "Back", function() self:SetPage( "Proving Grounds" ) end ) self:AddSideButton( "Intervals", function() self:SetPage( "Intervals" ) end ) end ) Shine.VoteMenu:EditPage( "Spectator", function( self ) self:AddSideButton( "Toggle Director", function() -- Shared.ConsoleCommand( "sh_specvoice 1" ) --local player = Client.GetLocalPlayer() -- player:setNoQueue(player) Shared.ConsoleCommand( "sh_direct" ) --self:SetPage( "Main" ) --self:SetIsVisible( false ) end )\n\n\nend )\n\n\nServer.lua very bottum here with the commands are the only thing in use and none of my for loops for target choosing are in use at the moment function Plugin:CreateCommands()\n\n\nlocal function Direct( Client ) local Player = Client:GetControllingPlayer() if Player:GetSpectatorMode() ~= kSpectatorMode.FreeLook then Player:SetSpectatorMode(kSpectatorMode.FreeLook) end if Player:GetTeamNumber() == 3 then --Player.isDirecting = not Player.isDirecting Player:SetFollowMoveEnabled( not Player:getFME() ) self:NotifyGeneric( Client, "Director Boolean is now %s ", true, Player:getFME() ) end end local DirectCommand = self:BindCommand( "sh_direct", "direct", Direct, true) local function Director_Intervals( Client, Number ) local Player = Client:GetControllingPlayer() if Player:GetTeamNumber() == 3 then Player:setIntervals(Number) self:NotifyGeneric( Client, "Intervals delay is now %s", true, Number ) end end local DirectIntervalsCommand = self:BindCommand( "sh_director_intervals", "director_intervals", Director_Intervals, true) DirectIntervalsCommand:AddParam{ Type = "number", Min = 8, Max = 32, Round = true, Optional = false, Default = 8 }\n\n\nend\n\n\nhttps://github.com/KyleAbent/-Shine-Proving-Ground/blob/10.5.18/lua/shine/extensions/director/server.lua I may do some editing to who to pick as target, such as to include arcs/macs/drifters moving and/or set player to require incombat to make angles more interesting function Spectator:GetIsValidTarget(entity) local isValid = entity and not entity:isa("Commander") and (HasMixin(entity, "Live") and entity:GetIsAlive()) isValid = isValid and (entity:GetTeamNumber() ~= kTeamReadyRoom and entity:GetTeamNumber() ~= kSpectatorIndex) return isValid end | Look and Feel, Must be run on Server | No | 9.611 KiB | Jun 23, 2018 | 07-10-2018 00:52:51 | |
munkeyspaynk | 224021574 | Reverse Highlight | Mod ID: D5A4C46 Highlighting everything not of interest for whatevs | Alien Vision, Passes Default Consistency | No | 1.312 KiB | Feb 3, 2014 | 04-10-2018 07:17:48 | |
munkeyspaynk | 416172684 | Orange Alien Vision | ModID: 18CE4A8C Tints the environment orange and flattens out the details. Important objects are hilighted darker orange. | Alien Vision, Passes Default Consistency | No | 1.079 KiB | Mar 29, 2015 | 04-10-2018 06:58:47 | |
munkeyspaynk | 334760069 | Dramatic Alienvision | Mod ID: 13F40885 Default on red highlighting with green environment and limited view distance. Toggles for dramatic and brighter vision with no highlighting. | Alien Vision, Passes Default Consistency | No | 1.093 KiB | Nov 1, 2014 | 04-10-2018 06:57:43 | |
munkeyspaynk | 203226891 | munkeyspaynk Alien Vision | Mod ID: C1CFF0B Messing around with alien vision. It only helps with target sighting but not night vision. | Alien Vision, Passes Default Consistency | No | 1.319 KiB | Dec 12, 2013 | 04-10-2018 06:55:24 | |
munkeyspaynk | 191209193 | munkeyspaynk Dot Crosshair | Mod ID: B659EE9 munkeyspaynk Dot Crosshair | Passes Default Consistency, Crosshairs | No | 117.217 KiB | Nov 2, 2013 | 04-10-2018 06:55:06 | |
Avoca | 438378667 | ns2_trainsiege2 | modified entities | No | 494.447 KiB | May 6, 2015 | 01-10-2018 01:04:18 | ||
Avoca | 748651798 | ns2_hivesiege6 | desc required | Must be run on Server, Map | No | 2.579 MiB | Aug 21, 2016 | 30-09-2018 17:09:48 | |
Avoca | 1526522889 | ns2_bunkersiege2_2015 | ns2_bunkersiege2_2015 | No | 13.091 MiB | Sep 30, 2018 | 30-09-2018 05:29:03 | ||
Avoca | 1526521542 | ns2_bunkersiege2_2015 | ns2_bunkersiege2_2015 | No | 13.091 MiB | Sep 30, 2018 | 30-09-2018 05:00:12 | ||
Avoca | 1419384379 | ns1_birdsiege_2017 | ns1_birdsiege_2017 | No | 3.991 MiB | Jun 23, 2018 | 29-09-2018 22:30:58 | ||
Steelcap | 1524374850 | Stealth Camo | Camoflauge defeats passive obs detection | Must be run on Server, Gameplay Tweak | No | 4.258 KiB | Sep 27, 2018 | 27-09-2018 22:17:01 | |
Avoca | 1521558510 | Timers, Doors, Countdown | The idea is to have only bare minmum requirement to make playable all of the maps I've worked on in my NS2 .level spark editor mapping.\n\n\nFrom converting .bsp ns1 to .level ns2, and collaberating with various map creators. I want these maps to be placed on the NS2\n\n\nserver browser, and not arcade tab. Therefore I am dedicating my available resources to hosting countless maps using NS2 vanilla gameplay\n\n\nwith door entities.\n\n\nThis means nothing else. No exploit check, no specific siege room rules. Pure chaos. Can you contaminate during front door closed and setup\n\n\ntime? Yes you can. Can you build a nest in siege before it opens? yes you can. Can you build a tunnel past front door while it's closed,\n\n\nand sneak in marine base while marines are setting up? yes you can.\n\n\nNot only that. But there's less. No additional exo slots, no siege beacon , no advanced beacon, no additional researches. This is as vanilla\n\n\nas it gets. The only difference being a map with door entities, and LOTS MORE RES NODES. Meaning both teams mostly having all upgrades.\n\n\nLets see how well marines can push into alien base before aliens can completely break the concept of the original siege design from NS1\n\n\nwithout an alien commander and without gorge tunnels.\n\n\nLets see how well good map design can outstand terrible gameplay design. | Must be run on Server, Tool | No | 18.979 KiB | Sep 24, 2018 | 24-09-2018 08:47:22 | |
Steelcap | 1503653309 | Heavy Bolter | The Marines meet the Adeptus Astartes | Must be run on Server, Gameplay Tweak | No | 2.596 MiB | Sep 4, 2018 | 21-09-2018 21:09:58 | |
Jon | 1224509645 | WeaponResearchRedux++ | WeaponResearchRedux with values changed to be more balanced in Siege++. Tech and Research changes: Allows the commander to drop shotguns, mines, hmg's, flamethrowers, and grenade launchers without needing to research them. Structure requirements still apply. Grenade Launcher, Flamethrower, and Heavy Machine Guns are all available for research at the Advanced Armory for 15 T.Res and 15 seconds each. Commander weapon drop price changes: Shotgun: 15 Tres Grenade Launcher: 10 Tres HeavyMachineGun: 15 Tres Minepack: 5 Tres Flamethrower: 10 Tres Welder 1.Tres Other changes: Moves the WeaponMenu button to the far right so you can switch between the Assist and Weapon menus with the same keybind. Don't use with WeaponDropRedux. Special thanks for Steelcap, Nin, Ghoul, Brute, and Momone Momo for helping with the code ModID: 48fc88cd | Must be run on Server, Gameplay Tweak | No | 4.974 KiB | Dec 8, 2017 | 20-09-2018 03:44:56 | |
Steelcap | 1201923351 | Iron Exo | Modification to reduce exo damage and increase exo armor.\n\n\nChange Minigun damage from 10 to 6Change Minigun damage type from Normal to Heavy | Must be run on Server, Gameplay Tweak | No | 8.12 KiB | Nov 15, 2017 | 19-09-2018 18:43:43 | |
Avoca | 1516557277 | ns1_csiege_2017a | ns1_csiege_2017a | No | 753.557 KiB | Sep 18, 2018 | 19-09-2018 01:03:39 | ||
Tik | 1479440378 | [Shine] Lock Teams | Prevent players from joining the marine and alien team in an ongoing match using !lock and !unlock in the chat. You need to add Shine permissions for your admins to use sh_lockteams and sh_unlockteams commands. This does not enforce a specific team size automatically, there are a lot of scenarios apart from player count that can screw a game, some examples: a high skilled player joining at the same time with a rookie, a match that started as captains and was agreed no hot joining till it ends, you don't want to put a password on but only allow to spectate, and so on. It's only a manual admin tool to prevent the ruining of matches by people who don't read the server rules or don't care about balance. Binding the commands is highly recommended for fast usage while in game, example: bind F2 sh_lockteams bind F3 sh_unlockteams mod id: 582E77FA | Must be run on Server, Tool | No | 1.185 KiB | Aug 14, 2018 | 18-09-2018 23:55:07 | |
Avoca | 872394853 | ns1_xtsiege_2017a | keith richards - runnin' too deep | Must be run on Server, Map | No | 16.091 MiB | Feb 26, 2017 | 18-09-2018 22:05:32 | |
minsci | 168645088 | ns2_yana | Mod ID: a0d51e0 WIP Yana station is infested by Kharaa and was abandoned. TSF is trying to appropriate this station. - 5 Tech Points - 1 Marine start (Loading) - 2 Alien starts (Armory, Living Quarters) - 10 Resource Towers https://forums.unknownworlds.com/discussion/132097/ns2-yana ** Sauna wall textures and sauna heater made by WhiteDevil ** | Map | No | 7.931 MiB | Aug 11, 2013 | 18-09-2018 14:10:51 | |
Avoca | 1514139451 | ns1_cerbsiege_2017a | not to be confused with ns1_cerbsiege_2017 -- Now that LayStructures and sh_buy is out of the way I no longer need nav_point below bunker, above bunker, above mid.and macs may trip less.\n\n\nI've ideas for _2018 : moving siege to alien res room and connecting siege with stargate room (alternate path with a catch) and adding siege door at old alien hive loc. FOr now this is good. | Must be run on Server, Map | No | 11.856 MiB | Sep 16, 2018 | 17-09-2018 03:49:57 | |
Avoca | 457734776 | ns1_bestofsiege_2017a | ah! | Must be run on Server, Map | No | 10.132 MiB | Jun 8, 2015 | 16-09-2018 20:34:54 | |
Avoca | 817848956 | ns1_csiege_2017 | ns2_csiege - quality / made on twitch | Must be run on Server, Map | No | 992.502 KiB | Dec 13, 2016 | 16-09-2018 04:14:04 | |
Timothy | 1513845151 | BetterBots | Better alien bots | Must be run on Server | No | 97.561 KiB | Sep 15, 2018 | 16-09-2018 03:15:52 | |
Avoca | 1512486903 | Additional Exo Layouts | Additional Exo layouts DualWelderExosuit, DualFlamerExosuit, WeldFlamerExosuit, RailgunWelderExoSuit, RailgunFlamerExoSuit Thank you, Scatter. (Modified Modular Exo with permission) | Must be run on Server, Gameplay Tweak | No | 20.986 KiB | Sep 14, 2018 | 14-09-2018 21:41:46 |