• What's the deal with addons?
    7 replies, posted
Garry just loves making things break, doesn't he? I've been searching all around and no one seems to give a straight answer to this question: is it possible to install addons manually in GM13? I've got several svn pack's I'd like to use (Total Train Pack, Spacebuild, etc) but I can't seem to get them to even show up. I've heard that yes, you can install manually as well as no, only workshop addons work. What's the word on this? I've been with GM since 10 and I'm not sure I like the new way of doing things.
Yes you can install them manually. They don't "show up" unless they have a spawnlist installed. [editline]27th July 2013[/editline] *props wise* for spawnlists Make sure that the addon is not spacebuild/spacebuild/addon.txt but is instead spacebuild/addon.txt
So is the addon.txt what counts as a spawnlist, or do I have to make one manually? (the TTP has over 200 props)
Also, make sure you're installing it to /common/GarrysMod, not username/garrysmod
[QUOTE=code_gs;41608745]Also, make sure you're installing it to /common/GarrysMod, not username/garrysmod[/QUOTE] Yeah, I noticed that it changed after I got my new computer and there was no steamapps/username. That was probably my issue on my old laptop.
[QUOTE=papkee;41608737]So is the addon.txt what counts as a spawnlist, or do I have to make one manually? (the TTP has over 200 props)[/QUOTE] addon.txt is not your spawnlist. You do have to make one manually. How you would go about doing that, however, is beyond me. I imagine some of the more experienced Facepunch users may be able to give you a hand...
I've tried dragging the props from search over to a new list I made, but they refuse to show up. It's surprising more people don't have problems with this.
[QUOTE=papkee;41613412]I've tried dragging the props from search over to a new list I made, but they refuse to show up. It's surprising more people don't have problems with this.[/QUOTE] Few people have issues with this because most addon creators updated their addons to work with GM13 properly. Anyway, to create a working spawnlist, you need to create a file in the addonfolder/settings/spawnlist folder (create it if it doesn't exist obviously). The file name should reflect what the spawnlist contains (I'm basing this off SProps), so for a list of plates the spawnlist filename is 902-plates.txt. I think the number has to be unique so just pick something random. The actual file structure is something like this; [code] "TableToKeyValues" { "parentid" "900" "icon" "icon16/plugin_disabled.png" "id" "902" "contents" { "1" { "type" "header" "text" "Plates (3)" } "2" { "type" "model" "model" "models/sprops/rectangles/size_1/rect_3x3x3.mdl" } } "name" "Plates" "version" "3" } [/code] You can create as many headers and models as you want. From what I understand, parentid is another spawnlist that defines the category the spawnlist should be stored under. Though these should be creatable inside GM13 itself, you are remembering to save the new lists you make right?
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