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Xappan

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Everything posted by Xappan

  1. After a point we have to accept that we can't say anything new and we'll just remake old obscure guides lol.
  2. Xappan

    Flips Guide PSA

    Not sure whether conspiracy is the right word but yeah. I think most people draw a similar conclusion even if not based on math or anything, or if not consciously, I just want to give everyone a fighting chance But until we actually get roast's input on how the flipping works its nigh' impossible to say certain.
  3. Xappan

    Flips Guide PSA

    I'd like to theorize a bit here about flips. As we know flips are a great way to win a little extra cash or, sometimes, lose all your money. It is gambling, by its nature random, but there are some precautions you can make to (probably) not lose everything you own. For the sake of argument let's assume that roast is totally fair so the flips system is always a 50-50 chance, either you win or not, its either heads or tails. I've heard many many times that no, there is a backdoor, say, you lose 6 you'll definietly win your next one, or such stuff. Lets assume these are just tales. If we go by the 50-50 chances that would mean that each flip you do you have 1/2 chance of winning/losing. And this is true to ALL of them. But there is a little maths here to consider: While its true, that every coinflip you make is either heads or tail, and thus it's always 50%, the chance that the same thing occurs over and over is always changing, sometimes to extreme values. Lets say you are starting a flips streak, you want some money. Each time you either win or lose the chances of the same outcome lessen by a margin. This means that losing 2 times in a row is less likely than winning and losing or losing and winning. The mathemtical equation that lets us calculate the chances of a choinflip always having the same result is quite easy: 0,5 x where x is the number of wins or losses one wants to achieve. After a while the difference gets quite small so I'll calculate the starting ones for you: losing 1 - 50 % losing 2 - 25 % losing 3 - 12.5 % losing 4 - 6.25 % losing 5 - 3.125 % losing 6 - 1.56 % etc. By this we can see that if you somehow manage to lose 6 times in a row the chances of your next flip to be a win is around 98.5 % I'm not saying this is EXACTLY how the flips system work, I have no clue how its programmed, but this is how one calculates the odds of coinflip tosses in real life, and it seemed to work similarly ingame. Please still bear in mind you can ALWAYS lose, its never a 100% chance to win. Happy flippin' P.S.: If someone asks why I've made this, or "oh this is common sense" or such, it is not. I'd like to see some thoughtful gambling on the server and this might help some people not to lose everything they have (or lose it hehe) Edit: I don't know how obvious was this from what I've wrote but one thing is certain: a coinflip is always 50-50. What I'm counting here are the chances of consecutive wins/fails. Of course every coinflip will have a 50% chance of being "heads" for example, but getting several "heads" in succession is less likely. If you think I'm bullshitting or something please just google the chances of x heads in a row you should find something that is easier to digest than my wording.
  4. @Avionix good admin+ yes. As much as I would've never believed it honestly his staff game today when the server was in problem was top notch, watching out for everything at once, doing punishments, still paying attention to everything else, while alone OD. Good admin keep it up mate.
  5. Good boi @Ice Cube
  6. Thank you for the high activity @OscarGamez and keeping the server clean
  7. Corruption is fine you'll just get demoted quite fast. Cops get demoted fast even if they are not corrupt But generally you should follow mayor's orders as a CP.
  8. As long as its validated its great, and I'm quite happy with someone taking the time and effort to do this, I remember I used to have a lot of rulebreaks due to the motd not being clear on this-and-that Good job once more!
  9. Grea job doing this @D34THC47 , I love having it all neat and piled up but some corrections please let me. For some of these I asked @DC to make sure, but some I just generally don't know where you got. If you asked a senior staff than its fine otherwise I'll write down what I think is not good, either from a language standpoint (excuse that for the English teacher please) or from a rule standpoint (please note I only wrote down the points which I found problematic from either of the aformentioned POVs) (// means my comment): Citizen Note: citizen is a base job that is a placeholder until you have spawned or are AFK. // this is not needed You can base. Mayor You can add/remove laws. These must be reasonable and not break any server rules. (e.g. purges are forbidden) You can authorise civil protection to build checkpoints (do not block doorways or the spawn tunnel). You cannot build on the streets. You can accept warrants with a valid reason. Civil Protection You must arrest people rather than killing them. You must give 10 seconds of warning before arresting/killing someone unless they pull out a weapon/are shooting people/are wanted/etc. You must follow the Mayor's orders as long as it has a valid RP reason behind it. You must have a valid reason to arrest/warrant/want someone (e.g. hear printer , or see them commit a crime). // as far as I'm aware seeing printer sparks thorugh a wall is metagaming. This is the same reason why abusing third person to look into someone's house and warranting them on that basis is metagaming. You SHOULDN'T be able to do that. You cannot raid with criminals. Gangster/Mob Boss You cannot mug/raid/kidnap solo, you must be in a group with other gangsters (1 or more). You can mug for a maximum of £10,000. You can only raid the PD to break someone out and you must have a mobbos with you. You can kidnap. Terrorists All operations/activities must be planned in the agenda. All operations/activities must be carried out with a group of at least 2 terrorists. You can kidnap. This must be carried out with a group of at least 2 terrorists. //Clarification on terrorists here and above just in case someone hires a hacker or so. Lot of terrors do things alone. DJ You must not be deliberately annoying. You can build a venue, on the streets, of reasonable size. (rasonable size is determined by staff). Hacker You can raid but only with your employer. You cannot scam your buyer, you must raid with them for the agreed price. // we don't need "until your next life" as people will abuse it, e.g. kill themselves, and such. They know this means until the raid is attempted, or should know if they are not complete idiots. Underground Mutant You are KOS to everyone/anyone everywhere on the map. You KOS anyone who enters the underground/sewers. You cannot KOS people above ground/on the surface. If you are attacked you may defend yourself. Hobo You can base on the streets anywhere on the map except admin areas. (Admin areas: roof at the spawn, two roofs at the fountain area) You can have entities. (e.g. printers) Your property cannot be excessively big, a member of staff will deem when it is too big. Props can also be spammed but not abused to try and crash the server or violate the prop abuse rule. // I don't get this, the server has anti-spam, and they shouldn't really just spam props no? Medic You can build a 2x2 building on the street/own property to sell healing for no more than £10,000. Staff will deem if the size is suitable. // as far as I'm aware medics CAN NOT build on the streets, they must claim a property or join a base. Miner Note: miners are expected to mine. // I don't get this, obviously they will mine. If they aren't and someone wants the job slot they can just get demoted/reported Hitman You can build a 2x2 square shop on the street if deemed suitable by staff. // as far as I'm aware they can not. You can raid bases, PD or bank IF your target is proven to be inside. // hitmen can raid anything as far as I'm aware IF they have a target inside, and they know they are. You needn't advert hits as adverts are invalid other than business purposes and so there is not a reason to. // kidnaps are not business purpose Elite Hitman // Same goes here as to Hitman Gun Dealer You can self supply guns to yourself however you must be a gun dealer for at least 5 minutes to not violate the job abuse rule. // its 5 minutes, isn't it longer? Special Arms Dealer You can self supply guns to yourself however you must be a gun dealer for at least 5 minutes to not violate the job abuse rule. // its 5 minutes, isn't it longer? Guard You can base however not by yourself: you can be hired or base with others to protect the base but your name must be on the doors to defend or your job must be set accordingly. (e.g. /job Defending XY or /job W/ XY) Private Security You can base however not by yourself: you can be hired or base with others to protect the base but your name must be on the doors to defend or your job must be set accordingly. (e.g. /job Defending XY or /job W/ XY) These are what I think are either grammatically wrong, or rule-wise. I tried to go by the MOTD, I asked some of DC as I mentioned, and from my own experiences as staff, but I'd like if a senior staff member like @Florian or @Turtle could validate the points in this updated motd.
  10. Some get paid, some only do it for the Glory of our Leader! I'm not that kind hearted
  11. Gave ducky the base skins and instructions as good as I could.
  12. Xappan

    Custom Crosshairs

    True, but as I said: it is slightly off centre and it triggers me haha. Edit: Also with this method you can get crosshairs that are unique and you couldn't with the inbuilt addon.
  13. Hello! It's generally accepted that the default crosshair in gmod is boring, and kinda hard to see at times, and its also accepted that while the server's custom crosshairs are good they are off centre by some pixel, which to be fair is not a problem, but a tad irritating. To circumvent all of these there are two options: 1. The easy solution: If you just want something to help you aim you can type "hud_draw_fixed_reticle 1" in the console, to get a secondary crosshair outside the first one. We're talking about the outer one, the big two bent lines. Once you get used to it its quite handy, as it stays there even when you use sweps (like keys) that has no crosshair by default. 2. The "hard" way: You can actually change the 5 dots that compose the crosshair. To do this you must either get one already made from the internet, or make one yourself. But here is the tricky part: for some reason that only our lord Gaben knows the crosshair is stored as a font. Yes like the fonts used in typing, like times new roman. It occupies the letter "Q" if I'm correct. So at this point you have two options basically: The hard one is getting a software, learning how to edit fonts, editing it, and saving it. And the easier one, is googling one, finding one you like, and using that. Thanks to Gaben Gmod uses the same font as HL2, so any hl2 font type you can find on the internet can be used. But first thing first: the font itself is located in: "...\Steam\SteamApps\common\GarrysMod\garrysmod\resource" as "HALFLIFE2.ttf". Before trying to mess with it I suggest you make a copy of it and save it as a backup. This file is what we need to either edit (if you want to do it the hard way), or get a new one of if you're going the easy way. Typing "HL2 crosshair fonts" in google is quite easy, and so is finding some crosshairs, but for those who want a head start this site has some already, just click "Client Crosshairs" and in that search for one you like. (HL2 Deathmatch was the reason many of these were created it seems) So find one you like on the internet, download it, rename it to "HALFLIFE2.ttf" and replace the one in the gmod folder. If done correctly you'll have a new crosshair to look at in game. Mine for example: Quite easy and quite fun! Hope it helps. This is in no way hard or complex, just I tought many people could benefit from this, or are too lazy to search it up on their own, so I wrote down what I found. Cheers! P.S.: There is supposedly a way to change the colour of it too but you look that up, I like the mustard yellow to be honest.
  14. OBS can stream instantly to youtube without it littering your PC though
  15. Flattering but i'm not nearly no. 1
  16. Never can get up to your level to be fair mate.
  17. At this point maybe I should mention that peak means the top of a mountain while peek means to take a quick look at something. Also shooting windows are quite op as long as they are unorthodox but you just gave me a good idea @The Caretaker cheers
  18. UPDATED - ADDED DETAILED KEYPAD SECTION Check yo facts again matey
  19. Nicely done. I wanted to include these two but I wouldn't have been able to make it this organized. Kudos mate
  20. Yiss. I like building + I've been doing it almost since the game came out I think.
  21. From what I can see on the server many people do not know how to build a base. I've heard many reasons for it, such as "I don't know how to", "Precision is restricted", "All the props are blaclisted", "I'm a lazy idiot." Well I hope this guide will help with those. Except the 4th one, I can't cure lazyness sadly. ---------------------------------------------------------------------------------------------------------- First of a little list on the steps of building a base and explanations (feel free to skip this if you want to get to the more technical stuff): Find the will to build a base Find a spot that you like Make sure said spot is free of anyone, or make it so Buy all the doors of the property Put up a "Building" sign Go in, lock the doors, and propblock every entrance (be those doors or windows) to your property Figure out what you want to build Try to figure out where you should put the fading doors and defenses Plan out what props you'll use Start building the entrance (the base without fading doors or defences) Finish building said entrance Make sure said entrance is okay by the server rules (optional) If the base is so build an outside part too Put fading doors in place Make sure said fading doors are okay by the server rules Put up defences Make sure bla bla bla Customize to your liking Put up keypads and make sure they work Go out and replace the "building" sign with a "KOS" sign Go inside the base, lock the doors, get through the fading doors, and that's it. You are the owner of a base Okay 20 steps for a single base might seem a bit like a lot more than you'd think, but most of these are usually only took a second or two to figure out. Lets go through them: Pretty obvious. The best bases are built when the builder is in a creative mood Also very obvious but really really important. A good place to build might not be the best defendable property on the whole map, but one you feel like you'd want to build a base in Obvious. You can't build with people inside can you now? If the doors are not owned own them and gently ask everyone to leave. Ask forcefully after Obvious Obvious but some things you should already know: A "Building" sign not only ensures noone will raid you (preferably) but also states that the property itself is out of RP for the time being. This means that there can't be any entities inside, you can't sell weapons inside, you can't heal people inside, you can't conduct business inside, you cannot mug inside, you cannot kidnap inside, etc. Now this is needed for the not-so-preferable occasion of someone raiding while you're building. If you have a "Building" sign up you CAN propblock the entrances to the base. Now this is the tricky part. Without inspiration some bases turn out quite mediocre and you'll feel like its weak or does not worth the effort of saving. Try to plan out what you'd like in your base. You want to shoot from above or below? You want to shoot from the sides or front/back? You want to use grenades? Do you want to use bulletproof or non-bulletproof fading doors? A lot to consider before even starting Now where to put the fading doors is a cardinal problem. Fading doors usually dictate where the defences go, but also where the defences are dictate where the fading doors go. But the main thing is there can be 3 fading doors in the entrance that are actual doors but you'll have to figure out where to put 'em by yourself. Obvious. Mostly I recommend the phx props (the white props of 2x2, 2x3, ...., 8x8 plates) Now this means that you should put up the walls of the base inside + the roof (if needed) so you get a rough idea how it'll look. No fading doors yet so you can walk around and inspect it from both defender and attacker POV. Yes Check MOTD. Mainly what you want to look for here is that the entrance is wide enough that it can hold 2 players standing by eachother and in front of eachother. Also make sure no props are no-collided. Some bases, whether to make it RPG proof or because you want to use that part too, utilize the sidewalks that are connected to the property. You are ALLOWED to do so under the condition that the base does not exceed the sidewalk and as long as the base does not get in the way of RP (Does not block the road or such things) Obvious. You can make them no-collided while you're building so you don't have to fade them every time, just don't forget them no-collided. Obvious. Mostly this means that you have keypads on each side and that fading doors don't overlap eachother. This second one means that you shouldn't make 1 fading door out of like 2-3 props for a number of reasons. First is that you only have 6 fading doors as it stands now, so 3 is more than enough for entrance, you don't want to waste more. Secondly it is unfair against police and their battering ram, so if you get reported it'll just get complicated. Obvious. There are many kinds of defenses, but mostly it is either a barricade you can go behind and come out/peek out from behind, or a fading shooting window This is tricky a bit, I'll explain later This means material and colour. One important thing: Fading doors DO NOT HAVE TO BE TRANSPARENT as long as they are bulletproof. But with the same logic any prop that IS NOT BULLETPROOF MUST BE TRANSPARENT. This is a big and important difference Obvious Obvious. Take care when doing so yes ---------------------------------------------------------------------------------------------------------- So what is tricky in making sure defences are by the rules? Simply there are quite a few rules that concern this. Let me tell some here and put up some examples: First if you make shooting fading windows count that you can only have 3 as you already used 3 of your fading doors on the entrance doors. These MUST be operated by buttons, but you can only spawn 4 buttons. You can't operate these with keypads due to the rule "The max fading doors linked to keypads/entrances per base is 3" which means the whole base can only have 3 fading doors that are used with keypads and that the entrance can only have a max of 3 fading doors. "The raider must be able to see you clearly and shoot back." - This is the rule that is the bane of many ideas and bases. This essentially why you got to make every non-bulletproof props transparent. This also means that you can't use such shooting holes that show you a part of the attacker (their legs for example) but they can't see you. "No one way shooting" pretty obvious, but this basically means that you can't make defenses where you see and shoot the attackers but they can't see you. "No glow/world glow" - means you can't use the world-/glow glitch. If you don't know what that is here is an example. (It will start the video at 3:59) "All props/buttons/keypads/cameras/etc must be easily visible." - obvious, but this means that you can't hide keypads and buttons. A keypad must always be next to the fading door it opens, and the same applies to buttons too. "You may not build with props that make it hard to see around or hurt your eyes." - this means that making a base that is hard to navigate because of the colour of it, or makes one's eyes hurt is not allowed. Such material, that makes it hard to navigate, is the rtcamera's pitch black, or the shiny material coloured black. This is not a problem if the base is obvious (e.g.: its a straight line and you can see through it) then you can use said material/colour as it does not make it hard to navigate. "Shooting windows must be atleast the size of FurnitureShelf001b." - self explanatory. "Ramp/stair/steps/headglitch defenses are not allowed." - now this is another interesting one. This does not mean that you can't use ramps or stairs in your base, simply means that you can't build in a way that they can be abused. In this example, it breaks the rules because it can be abused (you can just run up and shoot then run back down, essentially giving you a huge advantage) Same applies to stairs and steps. Headglitch is an entirely different thing. It means that a defence prop is so high that you can't be seen, or only the top of your head, but you can shoot from behind it due to how the game handles models and such. Here you have to note that your player model is hunched over when holding a larger gun, but you get no feeling of this in first person. When making defenses you should check by pressing f1 and going up to it with a weapon whether its too high or not. The good spot is around when your shoulders can be seen too, not only your head. Example of head glitch: Thirdperson Firstperson Correct ---------------------------------------------------------------------------------------------------------- Lets go to the tools. Many person says they can't build because they can't use precision. The thing is you don't need it. Sure it helps, makes it a tad easier, but ultimately its ignorable. You only need two tools when it comes to it: Weld and Stacker. Weld: Weld is useful for its secondary function, which is called "Easy-weld". It basically lets you snap props together and rotate them afterwards and fixing them after afterwards. You can use this by pressing right mouse button with the weld tool on a prop, pressing it once again on the prop you want it to attach it to, and once more to stop rotating it. (Its usualy simpler to press 2 right clicks instantly). Notice some things: First of you can't easy-weld to world anymore (sadly) only to other props. Secondly the position of the prop you want to move impacts the outcome. If you want a prop to be 90° rotated after easy-welding it, rotate it 90° before easy-welding it. You'll get the hang of it after some tries no worries. Little warning: The tool unfreezes the props after welding them. Dunno why it does it, but freeze the props you easy-weld. Another tip: When you look at a prop you see a grid, and somewhere along the grid you see red "x"s. If you look at those and press and hold "e" it'll let you stay focues on that point, so you can easy-weld that point and snap it to a point you desire on the other prop by that point. This can immensely help especially with the phx props because they are built in a way that lets you easily snap props together. Stacker: This is the epithome of building tools. The stacker is a toold that lets you run rampant in placing whatever you want wherever (provided you're not on proplimit) Some things to consider before everything: Make sure you're stacking relative to the prop, and not to the world. Stacking relative to the prop makes it so that when you move the prop you can still stack the same way. Just figure out which part of the prop is "up" and "front" and you're good to go. Usually how the prop gets spawned is how you should view "up" and "front". Now stacker lets you create a copy of a prop at the desired location. It has 6 sliders that interests us: 3 movement sliders for the 3 axi (x y and z) and 3 rotation sliders (I'll let you figure these out). All of these are on 0 by standard. If you put a stacked props with 0 on everything stacked relative to prop it'll be very neatly next to the prop with a small opening between the props. Putting the x slider to "-1" will make it airtight, removing the crack from between the props. The stacker literally lets you place any prop anywhere you want by copying it there. If you aim it at a prop you can even get a ghost of said prop and see where it'll get stacked (if you can't see the gost material the prop, some prop do not have ghost by default because of their base material) If you're still not sure how the stacker should be set up here is how mine is. ---------------------------------------------------------------------------------------------------------- Now, by using everything above its really easy to build bases after a while even if at first its a bit rough. But to show you I mean it becomes easy I've built a base that can be defended from 3 separate directions, with defences, without precision, in 10 minutes. You can check it out to see how all these work in practice. I included what I press on the keyboard. Just put the video on speed 2 and stop if you see anything that interests you. (video) In this video you can see: Base building, defence building, making fading doors, making keypads that work with said fading doors, making shooting windows, making other kind of defences. The finished base is really simple and can be improved in a miriad of ways, all depends on what you want to add to it. ---------------------------------------------------------------------------------------------------------- Keypads - Detailed Using keypads is for some reason tricky for new players so I thought I'd include it here. There are 5 main part of the tool that we usually use so lets get to it. 1. This is the easiest part of it. This is the code you have to input in the keypad so it works. 3 things to consider here really: 1.) make a code you'll remember! 2.) make sure to check the Secure Mode and the Freeze buttons, but uncheck the Weld one. Secure mode lets you input the numbers without anyone in the vicinity spotting what you put in. Unchecking weld is only a safety measure, in the past we had problems with the advanced duplicator not working properly with keypads, and albeit these might be fixed its better safe than sorry. 3.) you can't input number 0 on the keypad and it won't let you either don't try. A neat feature of the keypad that I think not many people know is that you can use your actual keypad to use it. Meaning if you aim at it and press your keypad numbers it'll get inputted on the keyboard, and pressing enter inputs it. Make sure not to press a fading door button by accident though! 2. This is what generally gives a hard time to players. You can see the button there under the "Acces Granted Key" text. Pressing this button will display the text "PRESS A KEY". At this point you have to press a key on your keyboard that you do not use frequently (I recommend num_1 - num_9, num_+, num_-, num_*, num_/, num_del) Once you press it that is the button the keypad will press on your keyboard if you input the code correctly. Its easier to think of it that way. So once again, the key you put there WILL BE PRESSED when you input a correct code. Just like you can press it with your finger, but virtually. Magical. Also the button next to it governs what happens when you input a wrong code. Let me mention that using a keypad in such a way that the wrong code opens the door instead of the right one is against the rules, as the raiders could have no idea of it, and the cracker tool only grants access, does not deny it. (The key that I have for access denied is num_/ by the by. For some reason its shown as so) 3. The main settings of the keypad. Now CG keypads, thank to Roast, are a bit unique. You cannot go lower than 4 seconds on them, because 4 seconds are hard coded into it. Meaning that the first slider here can only extend how long the door is open, up to 4 + 10 seconds. (or more if you input a bigger number) Initial delay means that after inputting the correct code the keypads waits a bit (the time specified there) before pressing the button. This feature, while works on the server, cannot be used as it breaks the server rules. Multiple press delay sets how big of a delay you want between repeats if that is set above 0. Take note that putting this to 10 will only make 6 second time between openings as the hard coded 4 seconds are not counted, though they won't screw up the repeats either. Additional Repeats does what it obviously does. Putting this to a higher number will make the door fade that many times instead of just once. (It repeats the opening) Just for the record I'm not aware whether using repeats is against the rules or not. I don't believe so but I can't really see a point to it either. 4. This is the same as for 3, but for the access denied part. 5. ID is another cool feature we have. Inbetween "OK" and "DEL" is a purple "ID" button on the keypad when spawned. Pressing this will instantly grant "Access Granted" if it is pressed by the owner of the keypad, or by people depending on what this is set on. The settings are the followings: Civil Protection - This means you and all CP jobs can just press ID to use the fading doors. Really handy when building in the PD or so. Just Me - Self explanatory really. My Gang - This means you and anyone in the same gang will be able to use ID to get through the door. This is probably the most used function. People I share props with - This is also self explanatory, but let me iterate a bit. This is good because you can add people who are not cops and are not in your gang either. It is also good if you have no gang currently but still want to add people. The bad part is that each time you come up on the server your shares vanish, so you have to redo it every time. You can add people to the share list by holding c (this'll bring up the context menu), pressing right click on any of your props, pressing "Share Props" (top option), finding their name on the left and pressing "Share". If their name don't go to the right don't worry, as long as you press "Share" it should work. IMPORTANT NOTE: KEYPADS CANNOT BE UPDATED WITH THE RIGHT CLICK. IF YOU WANT TO CHANGE SOMETHING ON A KEYPAD YOU'LL HAVE TO REPLACE IT! How to hook it up to a fading door? Simple really. The fading door only has 3 options and you only need to use one. What you want to do is press "Fading Door" tool in q menu, and you'll se a similar button to the keypad's section 2 "Access Granted" with the text "Fade". You can set this the same way you can set the key on the keypad. Setting this "Fade" button to the same key as the keypad's "Access Granted Key" will make it so, that when you input the correct code on the keypad it'll fade the door. As I said think of it as the keypad pressing the button on your keyboard. For example: If you put your fading door to "Num_+" and press left click on a prop, if you press "Num_+" now it'll get faded. The same happens if you make the keypad's "Access Granted Key" "Num_+" and input a correct code or press ID. The keypad will press it for you. The only difference is that keypad is usable by everyone, while your physical keyboard is (hopefully) only usable by you. ANOTHER IMPORTANT NOTICE SINCE THIS IS FOR SOME REASON NOT CLEAR TO A LOT OF PEOPLE: YOU CANNOT LOCKPICK FADING DOORS, SO YOU MUST HAVE KEYPADS ON BOTH SIDES NEXT TO IT. THEY HAVE TO BE NEXT TO IT YES, IT HAS TO BE OBVIOUS. NO YOU CAN'T PUT IT UNDER THE DESK IN THE OTHER HOUSE ON THE OTHER SIDE OF THE MAP, THAT IS NOT OBVIOUS IS IT? For the time being this is it, but once I can I'll add more. A really good in-depth defense guide was done by @_RzVibration (although he didn't ask if he can do a part 2 he just did lol) accessible here, give it a read if you're interested:
  22. I know, 'twas a joke, don't fret it.
  23. Poncho was building OD I see
  24. It came to me the other day as a shock that this is not common knowledge, so I decided to make a guide. This is not a big thing in any way, shape or form, but helpful in building. What is advanced precision? Basically advanced precision lets you do something to an entire contraption (props welded together). You can move them in union, weld them in union. It'll become clearer at the end of the guide. First the obvious: How do you know if you have the normal precision or the advanced one? Thing is you have both. The advanced precision is not a different tool, but an option inside the tool, that is hidden on the server. Anyhow if you have the normal precision on the server it should look like this: https://i.imgur.com/RrPsvJz.jpg Notice how it ends at "No Collide Targets". If this is the case what you have to do is disconnect from the server and boot up a singleplayer game. Once in search for precision. (It probably won't be in the same spot as on the server, for example in my picture is quite at the top). IF YOU DO NOT HAVE PRECISION IN SINGLE PLAYER YOU ARE NOT SUBSCRIBED TO THE TOOL IN THE WORKSHOP! Link: https://steamcommunity.com/sharedfiles/filedetails/?l=hungarian&id=104482086 (To all Gods I hope it won't be in hungarian for you, if it is I apologize) Once you have the precision tool, it should look like this: https://i.imgur.com/vKFjbA4.jpg Here you can see the "General Tool Options" button. Pressing it will display a number of stuff, and 3 choices of user level, those being "normal" "advanced" and "experimental". For our case choose advanced. Experimental has more stuff in single player, but nothing more on the server itself. Once that is done close the menu, disconnect from singleplayer and join the server. Once you choose precision it should look now like this: https://i.imgur.com/rKaF0rW.jpg Notice the new option which is "Entire Contraption". That is the thing we wanted to get. Checking this box will mean that anything you do with a prop will be done to everything else that is welded to it as well. And why is this good? Two main reason: First welding becomes extremely comfortable. If you weld with precision tools "Entire Contraption" allowed you'll see what props are welded and what are not. This might sound a bit weird, so let me demonstrate. You'll notice how props that are already welded to the prop you want to weld to will go transparent (Also I apologize for any kind of weird noise I might make in the video, I'm quite sick at the moment): So yes welding becomes extremely easy and handy, as you can see if you've left anything out. Be aware that this transparency can be seen by anyone so if you're welding your base and there are entities inside everyone will be able to see them. The other thing it is good for is moving props together. You might want to push a bit on your whole base, or pull it a bit down, and that is possible. Two things to notice here before you try it: If you do it with % enabled the push/pull will be as strong as the prop's length on the given side. So the whole thing will be pushed much further if you push at a prop that is longer. Second thing to notice is that the server is made in a way that props can't really go outside into the void. Some places they can, and really everywhere they can a little bit, but if you try to push a contraption somewhere, and a prop would go into the void, that prop won't move, but everything else that won't go in the void will. You can see how that can go real bad real fast. Anyhow, example on how it works: Hope this will be useful for at least some people. Enjoy.
  25. Younes is nice, and I agree that he is a great staff member
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