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By the way, one of my friends is working on a BaseBuild map right now, and our greatest concern is how to settle draws when time runs out. Could you somehow add in a patch that awards victory to the team that dealt the most damage? That would be much appreciated and make mapping a lot easier for us.
But yeah, the default map has its flaws, because I initally expected that perhaps the community would be willing to create more maps for this gamemode, as I released the .vmf file with all the necessary entities and logic. I had and still have plans for another map of my own, but code-related issues took priority in bug fixing and development and making a new map was a commitment I didn't really have time for.
But thank you very much for the feedback and I'm really glad you're enjoying the gamemode!
and can you ad a seting to incrise the amount of spawning resources
https://wiki.facepunch.com/gmod/player_manager
This might also be an interesting read. I haven't used it or looked very far into it but it looks like a built in class management system inspired by Team Fortress 2 using the player_manager library.
I may not be reading correctly but it looks like its just a matter of defining the classes using proper format in the gamemode, then setting them on the players serverside like imagining the behind the scenes of TF2. It seems to me that it handles the networking of class info between client and server all on it's own.
https://wiki.facepunch.com/gmod/Entity:SetNWInt
https://wiki.facepunch.com/gmod/Entity:GetNWInt
That or since there is already net messages, maybe send a message to the individual client whose team is being set when its clientside value only matters for the local player by the looks of it.
Some components like:
net.Start("ClassAssignment")
net.WriteInt(team, 5) --5 = bitcount range of -16 to 16 just for safe measures i guess
net.Send(target_ply)
and clientside:
net.Receive("CalssAssignment" function()
local team_val = net.ReadInt(5)
LocalPlayer().assignedClass = team_val
end)
¯\_(ツ)_/¯