I do remember Oz tinkering with passes and identity cards in his last map demonstration. Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)
Quote from: Kronos on February 21, 2013, 02:50:47 AMI do remember Oz tinkering with passes and identity cards in his last map demonstration. Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity. The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery). RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.
Quote from: OzJackal on February 21, 2013, 03:10:09 AMQuote from: Kronos on February 21, 2013, 02:50:47 AMI do remember Oz tinkering with passes and identity cards in his last map demonstration. Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity. The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery). RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.It's not a problem to check the criminal points and stuff, cards can be spawned easily and they can have expiration time because the new Clockwork inventory system is designed fairly well. The problem is that I can't code an entity (eg. the shield) that lets some players through and some not. I have no idea how they've done it, since several people on Facepunch claims the entity collision must be coded basing on entity class and that it must be permanent. All players have same entity class "Player", so it's either so everyone can walk through, or noone can. I will try to look into this but I don't think I will come up with anything better than a fading door.
Quote from: Khub on February 21, 2013, 05:23:27 AMQuote from: OzJackal on February 21, 2013, 03:10:09 AMQuote from: Kronos on February 21, 2013, 02:50:47 AMI do remember Oz tinkering with passes and identity cards in his last map demonstration. Except he used it for access to the main console in the Nexus, so as khub said I don't personally think it is possible due to the information provided by him. (Please correct me if i'm wrong)The key card used for the AI control is currently a func_physbox (a physics brush) which had a unique name attached to it; "nexus_AI_keycard" would be the current name for this entity. The trigger zone in the key card reader will reads whatever entity which is touching the trigger and filters it to only allow a certain name in this case, "nexus_AI_keycard") to unlock the buttons. This is currently a proof-of-concept and I don't really want to have an entity that gets spawned by the map (unless there is a method of respawning it without fear of theft/mingery). RTLK said that it could be done by having the key card as a Clockwork item which High Command only spawn with. If this were to happen, the filter could ignore any other entity on the map that isn't the key card item.I suppose that you could have a leasing system where you purchase a district pass and it expires in a certain amount of time. The player could then be presented with the option to buy one from a vendor after they have expired the uses. Veniscript/early Tacoscript plugins had a system in place where you could walk through Combine shield entities as long as the item was in your inventory but it didn't take any other variables into account like current criminal points and faction.It's not a problem to check the criminal points and stuff, cards can be spawned easily and they can have expiration time because the new Clockwork inventory system is designed fairly well. The problem is that I can't code an entity (eg. the shield) that lets some players through and some not. I have no idea how they've done it, since several people on Facepunch claims the entity collision must be coded basing on entity class and that it must be permanent. All players have same entity class "Player", so it's either so everyone can walk through, or noone can. I will try to look into this but I don't think I will come up with anything better than a fading door.can't you add a black list or we could have a minus points class that denies them access