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ArcRPG: Proof of concept

Posted: Thu Mar 17, 2016 3:48 pm
by iPlayer
Hey guys

So I'm still on that MOTDPlayer package and wanted to show you something more than just simple buymenu.

This 3.5 min clip demonstrates how all these kinds of RPG mods can be extended with HTML MoTD.



Tell me what you think, and sorry for my, ehm, spoken skills.

Posted: Thu Mar 17, 2016 4:01 pm
by necavi
Very nice! I like it! :D

Posted: Thu Mar 17, 2016 4:09 pm
by iPlayer
Thanks! I'm sorry for 480p btw, forgot to adjust my Fraps.

Posted: Thu Mar 17, 2016 4:11 pm
by necavi
Is the source code available anywhere?

Posted: Thu Mar 17, 2016 4:12 pm
by iPlayer
Sure, here's bitbucket
https://bitbucket.org/kirillmysnik/arcrpg/src

Any missing Python/JS references - those probably refer to MOTDPlayer package - you can look them up here https://github.com/KirillMysnik/sp-motdplayer-package

Posted: Mon Mar 21, 2016 2:56 pm
by satoon101
I hadn't had a chance to watch the video till now, but this looks really awesome!!! I'm very much looking forward to seeing your progress on this mod.

Posted: Mon Mar 21, 2016 3:11 pm
by iPlayer
Thanks, Satoon, nothing inspires me better rather than your guys' feedback.

ArcRPG update (+video demo)

Posted: Wed Aug 31, 2016 6:31 pm
by iPlayer
Another update.

This time I've created NPC and quest systems.

This is how NPC are placed in Hammer Editor (I've decided to borrow VMF preprocession trick from ArcJail):
Image
And this is what generated from VMF Preprocessor:

Syntax: Select all

{
"npcs": [
{
"angles": "0 180 0",
"origin": "-155.23 -2039 264",
"class": "chemist"
},
{
"angles": "0 25.5 0",
"origin": "-1674 -1678 264",
"class": "tele_master"
},
{
"angles": "0 0 0",
"origin": "-728 660 0",
"class": "tutor"
},
{
"angles": "0 180 0",
"origin": "-272 -860 0",
"class": "gun_merchant"
}
]
}


This is how NPC classes are defined in ArcRPG data files:

Syntax: Select all

# tele_master.json
{
"name": "npc tele_master name",
"talk": "npc tele_master talk",
"model": "models/humans/group01/male_03.mdl",
"animation": "plazaidle4",
"sprite": "arcrpg/npc_names/tele_master.vmt",
"sprite_offset_z": 58
}


You can place multiple instances of the same NPC class in Hammer editor.

I hope y'all like it!

Re: ArcRPG: Proof of concept

Posted: Wed Aug 31, 2016 7:18 pm
by decompile
Im impressed by your work..

Thats what I call a unique plugin.. wow Good job

Re: ArcRPG: Proof of concept

Posted: Wed Aug 31, 2016 7:25 pm
by satoon101
Definitely! Keep up the good work on this. Very unique and very cool!

Re: ArcRPG: Proof of concept

Posted: Wed Aug 31, 2016 7:29 pm
by iPlayer
Thank you, guys :)

Re: ArcRPG: Proof of concept

Posted: Wed Aug 31, 2016 10:47 pm
by L'In20Cible
Like I already told you, this is awesome!! Very creative.

Re: ArcRPG: Proof of concept

Posted: Wed Aug 31, 2016 11:14 pm
by iPlayer
Thanks for support! Without it I would've given up already.

Re: ArcRPG: Proof of concept

Posted: Thu Sep 01, 2016 12:26 am
by iPlayer
Also this
Image

Finally made ArcRPG to add some options into arcadmin main menu.

Becoming a real GM over there.

Re: ArcRPG: Proof of concept

Posted: Fri Sep 02, 2016 2:38 pm
by Kill
Wow... impressive

Re: ArcRPG: Proof of concept

Posted: Fri Sep 02, 2016 2:44 pm
by iPlayer
Thanks for the feedback!

Re: ArcRPG: Proof of concept

Posted: Mon Sep 19, 2016 7:03 pm
by iPlayer
I equipped one of the mob's items and decided to record a short gameplay with it (w/o any commentary).

Don't mind that the mobs and the district itself are not for my level, I'm running low on mob profiles and available PvE-zones.

Re: ArcRPG: Proof of concept

Posted: Mon Sep 19, 2016 8:54 pm
by Ayuto
Absolutely awesome! :D

Re: ArcRPG: Proof of concept

Posted: Mon Sep 19, 2016 9:33 pm
by iPlayer
Thanks. Also thanks to Bristwex, he told me about env_fire_trail, which doesn't exist in FGD and is very poorly documented.

Re: ArcRPG: Proof of concept

Posted: Mon Sep 19, 2016 9:49 pm
by decompile
You get me all the time :D Just awesome!

Side note:

Is the deagle "bullet" itself still doing damage while the mob item is on?