Every time I spawn a vehicle it is spawned unowned and i can spawn how ever many i want is there a way to limit so only one car per person at a time and make it spawned already owned by the person who bought it.
I get this error: [url]http://imgur.com/vxohaAN[/url]
Server.lua
[lua]if not SERVER then return end
util.AddNetworkString( "npcshop_senddata" )
="keyword operator">="storage function">function SpawnnpcShop()
local shop = ents.Create("npc_shop")
shop:SetPos( Vector(-2138, -690, -131) )
shop:SetAngles( Angle(1, -88, 0) )
shop:Spawn()
shop:DropToFloor()
end
hook.Add("InitPostEntity", "SpawnnpcShop", SpawnnpcShop)
hook.Add("EntityTakeDamage", "PReventNPCfromdying", function( target, dmginfo )
if target:IsNPC() and target:GetClass() == "npc_shop" then
dmginfo:ScaleDamage(0)
end
end)
local function IsVIP(ply)
local isvip ="keyword operator">="keyword operator">="keyword operator">= false
for k,v in pairs(NPCSHOP.UserGroups) do
if ply:GetUserGroup() == v then
isvip ="keyword operator">= true
break
end
end
return isvip
end
//Utilizes darkrp's notify
local function Notify(ply, text)
if not IsValid(ply) then return end
="keyword operator">="keyword operator">="support function">umsg.Start("_Notify", ply)
umsg.String(text)
umsg.Short(0)
umsg.Long(4)
umsg.End()
end
local function SaveVehicles()
local str = util.TableToJSON(NPCSHOP.PlayerVehicles)
file.Write( "npcshopsaves.txt", str )
end
local function LoadVehicles()
local str = file.Read( "npcshopsaves.txt", "DATA" ) or "[]"
NPCSHOP.PlayerVehicles = util.JSONToTable(str)
end
LoadVehicles()
function SendVehicles(ply)
local sid = ply:SteamID()
local cars = NPCSHOP.PlayerVehicles[sid] or {}
net.Start("npcshop_senddata")
net.WriteTable(cars)
net.Send(ply)
end
hook.Add("PlayerInitialSpawn", "plyinitspawnnpcshop", function(ply)
timer.Simple(2, function()
SendVehicles(ply)
end)
end)
local meta = FindMetaTable("Player")
function meta:AddVehicle( class )
local sid = self:SteamID()
if not NPCSHOP.PlayerVehicles[sid] then NPCSHOP.PlayerVehicles[sid] = {} end
NPCSHOP.PlayerVehicles[sid][class] = true
SaveVehicles()
SendVehicles(self)
end
local function SpawnVehicle(ply, class)
if not NPCSHOP.VehicleLookup[class] then return end
if not NPCSHOP.Vehicles[NPCSHOP.VehicleLookup[class]] then return end
if IsValid(ply.currentcar) then
local d = ply.currentcar:GetDriver()
if IsValid(d) and d != ply then
Notify(d, "The owner of this car has removed it!")
end
ply.currentcar:Remove()
end
local vehicle = list.Get("Vehicles")[class]
if not vehicle then return end
local car = ents.Create(vehicle.Class)
if not car then return end
car:SetModel(vehicle.Model)
if vehicle.KeyValues then
for k, v in pairs(vehicle.KeyValues) do
car:SetKeyValue(k, v)
end
end
car.VehicleName = class
car.VehicleTable = vehicle
car.Owner = ply
local carspawns = NPCSHOP.CarSpawn[game.GetMap()]
local pos = carspawns[1].pos
local ang = carspawns[1].ang
for k,tbl in pairs(carspawns) do
local p,a = tbl.pos, tbl.ang
local entslist = ents.FindInBox(Vector(p.x + 100, p.y + 100, p.z - 20), Vector(p.x - 100, p.y - 100, p.z + 150))
if #entslist == 0 then
pos = p
ang = a
break
end
end
car:SetPos(pos)
car:SetAngles(ang)
car:Spawn()
car:Activate()
car.SID = ply.SID
car.ClassOverride = vehicle.Class
if vehicle.Members then
table.Merge(car, vehicle.Members)
end
car:own(ply)
gamemode.Call("PlayerSpawnedVehicle", ply, car)
ply.currentcar = car
end
concommand.Add("_npcshopbtnclick", function(ply, _, args)
if #args != 1 then return end
if not IsValid(ply) then return end
if ply:GetPos():Distance(ents.FindByClass("npc_shop")[1]:GetPos()) > 80 then return end
local class = args[1]
if not NPCSHOP.VehicleLookup[class] then return end
if not NPCSHOP.Vehicles[NPCSHOP.VehicleLookup[class]] then return end
local cltbl = NPCSHOP.Vehicles[NPCSHOP.VehicleLookup[class]]
if #cltbl.job > 0 then
if not table.HasValue(cltbl.job, ply:Team()) then
Notify(ply, "You're not in the correct job to spawn/purchase this!")
return
end
end
if ply:OwnsVehicle(class) then
SpawnVehicle(ply, class)
return
end
if cltbl.viponly and not IsVIP(ply) then
Notify(ply, "This vehicle is VIP only!")
return
end
if not ply:canAfford(cltbl.price) then
Notify(ply, "You can not afford that!")
return
end
ply:addMoney(-cltbl.price)
Notify(ply, "You've bought the '" .. cltbl.name .. "' for "..(CUR or "$")..(cltbl.price).."!")
ply:AddVehicle(class)
umsg.Start("_updatenpcshopgui", ply)
umsg.String(class)
umsg.End()
end)
// DarkRP doesn't give me any way to check for job changes, then this shit is needed!
local bkp = meta.SetTeam
meta.SetTeam = function(self, job)
bkp(self, job)
if IsValid(self.currentcar) then
local class = self.currentcar.VehicleName
local cltbl = NPCSHOP.Vehicles[NPCSHOP.VehicleLookup[class]]
if #cltbl.job > 0 then
if not table.HasValue(cltbl.job, self:Team()) then
self.currentcar:Remove()
Notify(self, "Your current car isn't allowed for your new job!")
return
end
end
end
end[/lua]
config.lua
[lua]/*
Only change stuff in here!
*/
NPCSHOP = NPCSHOP or {}
NPCSHOP.CarSpawn = {}
NPCSHOP.NPCSpawn = {}
/*
Edit stuff below this line
**************************
*/
// Model of the NPC, can be changed to whatever you want, as long as it follows this path of models/<modelname>.mdl
NPCSHOP.NPCModel = "models/eli.mdl"
//Position of the NPC, in YOUR console, type getpos to get positioning co-ordinates
NPCSHOP.NPCSpawn["rp_downtown_v4c_v2"] = {
pos = Vector(-2138, -690, -131), //Same co-ordinates used for the config file
ang = Angle(1, -88, 0)
}
//Position for the carspawn
NPCSHOP.CarSpawn["rp_downtown_v4c_v2"] = {
{
pos = Vector(-2295, -470, -131),
ang = Angle(-2, -91, 0)
},
}
//Which ULX usergroups are considered "VIP"
NPCSHOP.UserGroups = {"vip", "admin"}
/*
Add vehicles here.
The jobrestriction is abit wonky, in darkrp you can just do like {TEAM_POLICE, TEAM_CHIEF, TEAM_MAYOR} but it doesn't really work the same here.
Jobrestriction is put with {1,2,3} where 1, 2 and 3 are the team numbers of those teams, in order to get the team numbers, just go ingame, open console
using F11 and type "lua_run_cl print(TEAM_CITIZEN)" which will give you the team number for citizen. You can also get the teamnumber of your current
team by typing "lua_run_cl print(LocalPlayer():Team())"
If you add or remove darkrp teams, this process (in some cases) have to be done again!
NPCSHOP.AddVehicle(name, class, model, price, jobrestriction, viponly)
name: Name of the vehicle in the npcshop menu
class: Vehicle-class of the vehicle. Use "rp_getvehicles" to find these.
model: Model which will appear in the npcshop menu
price: How much it costs
jobrestriction: What jobs will be able to buy this (type nil if its available to all jobs)
viponly: Is this vehicle only available for VIP's? true/false
Display name > Class (rp_getvehicles in console) > Model directory > Price > Jobs > VIP/Not VIP - False = Not VIP, True = VIP
*/
NPCSHOP.AddVehicle("audir8", "audir8tdm", "models/tdmcars/audir8.mdl", 500000, nil, false)
NPCSHOP.AddVehicle("350z", "350ztdm", "models/tdmcars/350z.mdl", 65000, nil, false)
NPCSHOP.AddVehicle("Scirocco", "sciroccotdm", "models/tdmcars/scirocco.mdl" , 10000, nil, false )
NPCSHOP.AddVehicle("mercedes sl65 AMG", "sl65amgtdm", "models/tdmcars/sl65amg.mdl" , 125000, nil, false )
NPCSHOP.AddVehicle("DodgeChargersrt8", "chargersrt8tdm", "models/tdmcars/chargersrt8.mdl" , 45000, nil, false )
NPCSHOP.AddVehicle("MitsubishiEVOx", "mitsu_evoxtdm", "models/tdmcars/mitsu_evox.mdl" , 80000, nil, false )
NPCSHOP.AddVehicle("FordFocus", "focusrstdm", "models/tdmcars/focusrs.mdl" , 15000, nil, false )
NPCSHOP.AddVehicle("AudiTT", "auditttdm", "models/tdmcars/auditt.mdl" , 45000, nil, fa
Well, I noticed your job restriction bug. If the ENUMs aren't working from DarkRP, you're loading your code earlier than they define them. Put your code to load in a hook / change the load order so the team enums load first.
As for the owner issue:
You called car.Owner = ply, but what is this? "car:own(ply)"
The error the console is outputting tells us that this :own function doesn't exist. Try commenting out that line and seeing if it works.
In your spawn function somewhere ( before you spawn the vehicle ), you are going to need to go through the spawned vehicles and see if a car exists with .Owner set to the player. If so, deny spawning it.
[QUOTE=Acecool;42107314]Well, I noticed your job restriction bug. If the ENUMs aren't working from DarkRP, you're loading your code earlier than they define them. Put your code to load in a hook / change the load order so the team enums load first.
As for the owner issue:
You called car.Owner = ply, but what is this? "car:own(ply)"
The error the console is outputting tells us that this :own function doesn't exist. Try commenting out that line and seeing if it works.
In your spawn function somewhere ( before you spawn the vehicle ), you are going to need to go through the spawned vehicles and see if a car exists with .Owner set to the player. If so, deny spawning it.[/QUOTE]
Im kind of confused should i change car.owner = ply to car:own(ply)?
No; the error is saying that the function own, does not exist. I said remove that line for now, and when you want to spawn another car ( so around the top of the spawn car function ) you need to add something that goes through the spawned vehicles prop_vehicle_* and see if the person who wants to spawn a vehicle already has a vehicle out.
at line 129 instead of car:own try car:KeyOwn or car:KeyOwns or car:Own.
[QUOTE=BoowmanTech;42108562]at line 129 instead of car:own try car:KeyOwn or car:KeyOwns or car:Own.[/QUOTE]
I tried all three and it still spawn unowned.
Does anyone know how to at least make it so 1 person can only spawn 1 car at a time?
open the server.cfg for this addon and change the car:own(ply) to car:keysOwn(ply) . Also change all Addmoney to addmoney , CanAfford to canAfford
;)
[QUOTE=Palooz;42428752]open the server.cfg for this addon and change the car:own(ply) to car:keysOwn(ply) . Also change all Addmoney to addmoney , CanAfford to canAfford
;)[/QUOTE]
Member since 2008 and 2 posts? O.o rare occasion
A post was submitted in the facepunch thread for this with a possible fix.
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