• Spawn tdm cars in lua
    10 replies, posted
Hey I found out to spawn cars, but how do i spawn a tdm emergency car. This doesnt work I know how to spawn the regular jeep. [CODE] local car = ents.Create("charger12poltdm") car:SetModel("models/tdmcars/emergency/dod_charger12.mdl") car:SetKeyValue("vehiclescript","scripts/vehicles/charger2012.txt") car:SetPos(Vector(-4572.690918, -5530.907715, 180.799149)) car:SetAngles(Angle(0,0,0)) car:Spawn() [/CODE]
I pulled this and edited it from: [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ENTITY/SpawnFunction]ENTITY/SpawnFunction[/url] Your issue is that you never made a function to spawn the car. [lua] function ENT:SpawnFunction( ply, tr, ClassName ) if ( !tr.Hit ) then return end local SpawnPos = tr.HitPos + tr.HitNormal * 16 local car = ents.Create( "charger12poltdm" ) car:SetModel("models/tdmcars/emergency/dod_charger12.mdl") car:SetPos( -4572.690918, -5530.907715, 180.799149 ) car:Spawn() car:Activate() return car end [/lua]
I dont think you answered my question. I asked about how do i spawn the tdm emergency car dodge charger. It works fine in my code when i spawn the standard jeep.
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetSkin]Entity:SetSkin[/url] Set the skin to the police skin.
You create a prop_vehicle_jeep, and I think the least you need to do after that is: SetModel, set the vehicle script with SetKeyValue( "vehiclescript", "scripthere" ); Spawn and Activate it.
Im trying to do what you say, but the model only spawns and you cant drive it [editline]19th April 2015[/editline] I found the problem. SetKeyValue doenst really work The problem [CODE]car:SetKeyValue("vehiclescript","scripts/vehicles/jeep_test.txt") [/CODE] But what do i do now? When i remove it, the car drives like shit.
[QUOTE=TheEvilDirect;47557493]Im trying to do what you say, but the model only spawns and you cant drive it[/QUOTE] You can try: [CODE] local _class = "charger12poltdm"; local _e = ents.Create( "prop_vehicle_jeep" ); for i, v in pairs( list.Get( "Vehicles" )[ _class ].KeyValues ) do _e:SetKeyValue( i, v ); end _e:SetPos( Player( 1 ):GetPos() ); _e:SetModel( list.Get( "Vehicles" )[ _class ].Model ); _e:Activate(); _e:Spawn(); [/CODE]
Nothing you said, doesnt work. Only the defualt jeep works.
[lua]local function SpawnVehicle(ply, class) 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 pos = Vector(0,0,0) local ang = Angle(0,0,0) car:SetPos(pos) car:SetAngles(ang) car:Spawn() car:Activate() car:SetCollisionGroup(COLLISION_GROUP_WEAPON) car.ClassOverride = vehicle.Class if vehicle.Members then table.Merge(car, vehicle.Members) end gamemode.Call("PlayerSpawnedVehicle", ply, car) end[/lua] ripped from [url]https://github.com/ds-2198/DarkRP-Car-Dealer/blob/master/NPC%20Car%20Dealer%202.5.0/lua/npcshop/server.lua#L77[/url]
[QUOTE=Tomelyr;47558133][lua]local function SpawnVehicle(ply, class) 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 pos = Vector(0,0,0) local ang = Angle(0,0,0) car:SetPos(pos) car:SetAngles(ang) car:Spawn() car:Activate() car:SetCollisionGroup(COLLISION_GROUP_WEAPON) car.ClassOverride = vehicle.Class if vehicle.Members then table.Merge(car, vehicle.Members) end gamemode.Call("PlayerSpawnedVehicle", ply, car) end[/lua] ripped from [url]https://github.com/ds-2198/DarkRP-Car-Dealer/blob/master/NPC%20Car%20Dealer%202.5.0/lua/npcshop/server.lua#L77[/url][/QUOTE] How much of this do we have to edit? Or will it make a list based on resources loaded from all the addons in addon folder?
[QUOTE=Blakestr;48849775]How much of this do we have to edit? Or will it make a list based on resources loaded from all the addons in addon folder?[/QUOTE] all you need to do with the code is do paste it and under it write: SpawnVehicle(*PLAYER*,class name) Example [CODE]SpawnVehicle(Player.GetByID(1),"charger12poltdm")[/CODE]
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