I'm looking for a way to restrict item equip access using ulx user group.
I restricted my donor weapons for certain groups.
But i also have a trade system where players are allowed to trade any weapon. Pointshop allows you to restrict certain groups from purchasing that item but not equipping.
So as a regular, I would be able to equip a donor item traded to me but I wont be able to purchase or sell it.
This configuration only allows certain groups to purchase that item, but doesn't restrict non added groups from equipping.
[CODE]ITEM.AllowedUserGroups = { "vipgold", "vip", "viptop", "headadmin", "superadmin", "admin", "owner", "vipsilver" }[/CODE]
Return true or false in this function based on the users group.
[url]http://pointshop.burt0n.net/items/functions#can-player-equip[/url]
[QUOTE=adamdburton;47557740]Return true or false in this function based on the users group.
[url]http://pointshop.burt0n.net/items/functions#can-player-equip[/url][/QUOTE]
Ooooo Undefined answered my question
Thanks :dance:
[editline]19th April 2015[/editline]
[QUOTE=adamdburton;47557740]Return true or false in this function based on the users group.
[url]http://pointshop.burt0n.net/items/functions#can-player-equip[/url][/QUOTE]
Doesn't seem to be working?
[code]function ITEM:OnEquip(ply, modifications)
if ply:IsUserGroup("vip") then
ply:Give(self.WeaponClass)
ply:SelectWeapon(self.WeaponClass)
end
end
[/code]
Add "return true" after "ply:SelectWeapon(self.WeaponClass)" and before the first "end".
[QUOTE=Aeternal;47559331]Add "return true" after "ply:SelectWeapon(self.WeaponClass)" and before the first "end".[/QUOTE]
Thank you, that works now.
One more thing, if you wouldn't mind answering, is there a better way to add groups rather than doing this?
[code]if ply:IsUserGroup("vip") or ply:IsUserGroup("vipgold") or ply:IsUserGroup("topvip") or ply:IsUserGroup("headadmin") or ply:IsUserGroup("superadmin") or ply:IsUserGroup("admin") or ply:IsUserGroup("owner") or ply:IsUserGroup("vipsilver") then[/code]
[QUOTE=monstermega10;47559708]Thank you, that works now.
One more thing, if you wouldn't mind answering, is there a better way to add groups rather than doing this?
[code]if ply:IsUserGroup("vip") or ply:IsUserGroup("vipgold") or ply:IsUserGroup("topvip") or ply:IsUserGroup("headadmin") or ply:IsUserGroup("superadmin") or ply:IsUserGroup("admin") or ply:IsUserGroup("owner") or ply:IsUserGroup("vipsilver") then[/code][/QUOTE]
[lua]
local usergroups = {"vip", "vipgold", "topvip", "everything else you want to add" }
if ( table.HasValue( usergroups, ply:GetUserGroup() ) ) then
end
[/lua]
Holy hell, what a mess.
[lua]
function ITEM:CanPlayerEquip(ply)
return table.HasValue(self.AllowedUserGroups, ply:PS_GetUsergroup())
end
[/lua]
[QUOTE=adamdburton;47561865]Holy hell, what a mess.
[lua]
function ITEM:CanPlayerEquip(ply)
return table.HasValue(self.AllowedUserGroups, ply:PS_GetUsergroup())
end
[/lua][/QUOTE]
For some weird reason, the players don't respawn with the equipped weapon.
[code]
function ITEM:CanPlayerEquip(ply, modifications)
if not ply._OldModel then
ply._OldModel = ply:GetModel()
end
if table.HasValue(self.AllowedUserGroups, ply:PS_GetUsergroup()) then
ply:Give(self.WeaponClass)
ply:SelectWeapon(self.WeaponClass)
timer.Simple(2, function() ply:SetModel(self.Model) end)
return true
end
end[/code]
Sorry, you need to Log In to post a reply to this thread.