AleXXX_007

Flux developer
Staff member
Developer
Moderator
Messages
2
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8
#1
Chat features
  1. /me, /y and /w are all included as expected
  2. Automatic yell, whisper and emotes parsing
  3. All IC phrases (talk, yell, whisper) is properly formatted - automatic punctuation at the end of a sentence and capitalization of initial characters.
  4. Sentences are automatically identified as yelling if more than than one exclamation mark is present. The number of exclamation marks determines the distance at which message will be heard.
    • The maximum of functional exclamation marks is 3. Maximum distance in this case ~ 2.5 * talk radius
    • If the /y command is used then at least one exclamation mark will be automatically added on the end if there’s none present. Here’s an example: /y what?... -> John Doe yells: "What?!.." - Notice how there’s no exclamation mark is the initial sentence, the system adds one for you.
    • Font scale depends on hear radius. All message becomes uppercase if maximum volume is reached.

  5. You can specify your whispering radius by surrounding your text in parentheses, alternatively simply use the /w command with a default radius. The number of parentheses determines your radius: “(Hello there)” -> John Doe whispers: “Hello there.” The parentheses are automatically removed.
    • The maximum of functional parentheses is 3. Maximum distance is calculated ~ 0.1 * talk radius.
    • Font scale depends on hear radius.

  6. Sentences are identified as emotes if they’re closed in asterisks. The number of exclamation marks on the end determines the distance at which message will be heard. Alternatively simply use the /me
  7. You can combine text as emotes in one. Text typed in quotes will be interpreted as your speech, while followed up text without quotes will be interpreted as emotes. Typing “Hello!” - He waves his hand will output as ‘John Doe says: “Hello!” - He waves his hand.’ The emote will have a different color to differentiate it from the text.



Static text descriptions
  1. Players can use /its to place static descriptions, you can for example describe some details of the environment like a blood trail, broken window, a door with bullet holes, etc.
  2. Staff-members can view extra information like time when the /its text was added, SteamID and character name by pressing Alt.

Recognition system
  1. Players can introduce themselves with fake names by pressing F2 and picking the false name choice, you’ll be prompted to write in a false name.
    • Fake names are also displayed on the scoreboard and when looking at your character. There’s no way of knowing your true identity unless you tell them or alternatively someone investigates you.
  2. If a player knows your real name your fake name won't be displayed for said player anymore, but everyone else will still see your given false name.




Features are still work in progress and will expand / change as development progresses




Want to join the team? Here's a link for more information!
 
Last edited by a moderator:

Juicy

Member
HL2RP Gamemaster
Moderator
Messages
49
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26
#3
The /it feature is good thinking but might want to put restriction on it or it could be abused. Love the work keep it up!
 

AleXXX_007

Flux developer
Staff member
Developer
Moderator
Messages
2
Ratings
8
#4
Nice!
Since you can give a fake name, would disguises such as fake scars be possible in the future?
Not so detailed as fake scars, but yes. Our idea to make belonging to a faction not a string-variable in database but complex of attributes like having a uniform and some access crads e.g. allows to improve spy-related roleplay.

The /it feature is good thinking but might want to put restriction on it or it could be abused. Love the work keep it up!
We discussed that /its spam can be a problem and decided to test this first. Of course, we'll create some kind of restriction in this case.
 

Blue Wolf

New member
Messages
1
Ratings
4
#5
Actually some god-like features here. Really likin' this stuff!

If you guys can do all this have an optimized game mode, you're freakin' set!
 

slim

New member
Messages
3
Ratings
12
#7
  1. You can combine text as emotes in one. Text typed in quotes will be interpreted as your speech, while followed up text without quotes will be interpreted as emotes. Typing “Hello!” - He waves his hand will output as ‘John Doe says: “Hello!” - He waves his hand.’ The emote will have a different color to differentiate it from the text.


Should reserve the diff text colours to people you're looking at IMO.

Helps distinguish the current RP going on, from something nearby.
  1. Players can use /its to place static descriptions, you can for example describe some details of the environment like a blood trail, broken window, a door with bullet holes, etc.
  2. Staff-members can view extra information like time when the /its text was added, SteamID and character name by pressing Alt.
Should change this to a new command, '/placetext' or perhaps '/itscene' that'd keep it there. Keep /it functionality as it is IMO, keep the surface layer commands the same as most other frameworks to avoid transitioning issues for newer players. /it has a lot of functionality, though not many players make proper use of it.
    • Font scale depends on hear radius. All message becomes uppercase if maximum volume is reached.

Should be able to disable / enable on the clientside, having small text is a bit of a pain for people w/ eye strain and dyslexia.

That or add a flat 'text scale' option that'd increase it all by a bit, similar to NS / Helix
 
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