Prop Tool - V1.3 [Added Event, Emitter, and Item Rotation]

Author Topic: Prop Tool - V1.3 [Added Event, Emitter, and Item Rotation]  (Read 34326 times)

I read that this does not require trust to use. Is this only in a minigame, or at all times?

I had an idea of letting players use this to build in their own area, like furnishing a room, but if there is no limit to where they can build, then there is nothing stopping them from building couches outside their door.

If you don't like someone putting a couch in your room you can just break it on them, lol.

Make props require a lot of money to plant.

If you don't like someone putting a couch in your room you can just break it on them, lol.

Make props require a lot of money to plant.

Yeah, I guess for now this will require manual moderation to be implemented in the way that I mentioned, although it would be nice to not have to worry about that.

I'm trying to get the prop mod to work with gothboy's coin mod.

His mod doesn't exactly make point conversion into money easy.

You should add in the OP that event support is a thing now. Super interested to see how that would work out: I'm picturing a class in a tdm that could function as a officer and place sentries and walls to stop advances and jump pads to allow their team to get to higher ground. Really cool idea. Is there compatibility for things like vehicle and item spawns?

Very impressed with this mod. Can't wait to screw around with it

I'm trying to get the prop mod to work with gothboy's coin mod.

His mod doesn't exactly make point conversion into money easy.

I was also going to ask about this. Is there anyway to get this mod running off of Gothboy's money, or would you have take a player's money via events and give them points so that they can buy props?

I was also going to ask about this. Is there anyway to get this mod running off of Gothboy's money, or would you have take a player's money via events and give them points so that they can buy props?
I can make it compatible with gothboy's mod.

You should add in the OP that event support is a thing now. Super interested to see how that would work out: I'm picturing a class in a tdm that could function as a officer and place sentries and walls to stop advances and jump pads to allow their team to get to higher ground. Really cool idea. Is there compatibility for things like vehicle and item spawns?

Very impressed with this mod. Can't wait to screw around with it
No vehicle or bot support, but yes there is item support. If you want to do something like allowing players to spawn a single item using their points, you can make a 1x1f prop thats titled the item, and removes the item from itself once picked up with the onItemPickup event (iirc on rtb archives)

What about planting props on the ceiling?
It will attempt to plant the bricks in the order they were collected. I can think of a way to allow this but it would probably really lag for big builds. I'll look into it.

I read that this does not require trust to use. Is this only in a minigame, or at all times?

I had an idea of letting players use this to build in their own area, like furnishing a room, but if there is no limit to where they can build, then there is nothing stopping them from building couches outside their door.

I know that is probably not the aim of this mod, considering the built objects can be destroyed, but it would at least be nice to be able to dictate where players can and can't build using public bricks and private bricks. Build distance can stop players from building outside of the playing area where they should be building or building something across the map, and prop height stops them from using props to get to normally impossible places that you actually do not want people to get to, (at least, that's what I think it does) but basically, there is no way to stop them from building anywhere if they can walk on it.
There is a built-in too-far build distance that you can adjust with RTB prefs. I can probably modify the mod to allow a toggle between TDM and building modes that dont respect and respect build trust, respectively. I should fix item and emitter rotation first though.

I was also going to ask about this. Is there anyway to get this mod running off of Gothboy's money, or would you have take a player's money via events and give them points so that they can buy props?

I'm trying to get gothboy's money to work but not many builds support it lol.

Rainbow Six Siege, anyone?

Or national socialist zombies

propify wand makes bricks stay red and never turn back to their original color, effectively ruining any multicolored builds.

should also add an option for fortwars where all bricks places are props.

propify wand makes bricks stay red and never turn back to their original color, effectively ruining any multicolored builds.

should also add an option for fortwars where all bricks places are props.
This is an odd bug; doesnt happen for me. I'll take a look.

It will attempt to plant the bricks in the order they were collected. I can think of a way to allow this but it would probably really lag for big builds. I'll look into it.

I would have assumed that it worked just like the duplicator's dupesave feature in that aspect. I think a very low build distance in your prop prefs can fix this from becoming a huge issue with items that shouldn't be on the ceiling. I think if you do implement this, there should be a preference to disable and enable it.

You have to be creative with this mod in order to get things to work the way you want them to. If you want a prop that specifically goes on the ceiling, you need to make sure that there is a brick, maybe invisible, that gets close enough to the player that they can plant it on the ceiling without hitting a very low prop build distance that may be set in place to keep other objects, such as crates, from being built on the ceiling.

There is a built-in too-far build distance that you can adjust with RTB prefs. I can probably modify the mod to allow a toggle between TDM and building modes that dont respect and respect build trust, respectively. I should fix item and emitter rotation first though.

Yeah, that's what I was saying, that there are restrictions keeping players from doing ridiculous things with this.

Like I said before, I know this mod is more focused on building destructible, prebuilt objects, but the creative applications for this is many and I was wondering if it would be possible to turn damage off, or make specific bricks immune to damage? I love the idea of basically being able to pick and purchase dupe saves, just not always for combat situations.
« Last Edit: March 02, 2016, 07:28:21 PM by Sami2ss »

I love how i requested this or something like this, but now i dont have a PC to use it :p

Sorry to spam suggestions, but I wanted to make a correction to this.

I can make it compatible with gothboy's mod.

If you actually get around to doing this, although I have no problem with gothboy's money, you should try it with CashmodII (version I have is named Script_CashmodII_Fix3). Not because I have it set up in my server, but because of the reason that I do, which is that it has a lot of nice events that come along with it and a nice interface.

I don't know how popular either of those cash mods are, nor do I know how much of a priority any of this is for you, so I am just putting this out there.