• Need help giving weapon on spawn
    9 replies, posted
Ok Ive looked through other peoples codes and shit and some how can not work. I feel it has something to do with me using shared.lua but not sure. Anyways, I followed this Chair thrower tutorial and got the code at the bottom. I thought id see if i can customize it a bit. Let me add it so the player automatically gets the weapon on spawn. So i use GM:PlayerSpawn [lua] function GM:PlayerSpawn( ply ) print( "The player \"" .. ply:GetName() .. "\" has respawned." ) end [/lua] I get an error, google, google, google, turns out I should use GAMEMODE:Playerspawn I add that as a function to the bottom of the code bellow. No error, the game wont load unless i press "~" to override it. Function isnt working. Next I add a hook to the if(CLIENT) section, right under language.add No go, then I moved it to the if(SERVER) section because i found it was a Server hook, but still no go. [lua] hook.Add("PlayerSpawn", "spawnmessage", Spawn) [/lua] then the spawn function at the bottom [lua] function Spawn ( ply ) ply:PrintMessage( HUD_PRINTTALK, "Testing function first") end [/lua] Ive almost given up, I hope one of you could help me out. Original Full code (sooner or later I thought it was something in my code, so I just copied the finished tutorials source, and still same issues) [lua] if SERVER then // This is where the init.lua stuff goes. //This makes sure clients download the file AddCSLuaFile ("shared.lua") //How heavy the SWep is SWEP.Weight = 5 //Allow automatic switching to/from this weapon when weapons are picked up SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false elseif CLIENT then // This is where the cl_init.lua stuff goes //The name of the SWep, as appears in the weapons tab in the spawn menu(Q Menu) SWEP.PrintName = "Chair throwing gun" //Sets the position of the weapon in the switching menu //(appears when you use the scroll wheel or keys 1-6 by default) SWEP.Slot = 4 SWEP.SlotPos = 1 //Sets drawing the ammuntion levels for this weapon SWEP.DrawAmmo = false //Sets the drawing of the crosshair when this weapon is deployed SWEP.DrawCrosshair = false //Ensures a clean looking notification when a chair is undone. How it works: //When you create an undo, you specify the ID: // undo.Create("Some_Identity") //By creating an associated language, we can make the undo notification look better: // language.Add("Undone_Some_Identity", "Some message...") language.Add("Undone_Thrown_SWEP_Entity","Undone Chair Bullet Entity") end SWEP.Author = "Not Ugleh" SWEP.Contact = "im@ugleh.com" SWEP.Purpose = "Shoots chairs" SWEP.Instructions = "" //The category that you SWep will be shown in, in the Spawn (Q) Menu //(This can be anything, GMod will create the categories for you) SWEP.Category = "OOGIE BOOGIE" SWEP.Spawnable = true -- Whether regular players can see it SWEP.AdminSpawnable = true -- Whether Admins/Super Admins can see it SWEP.ViewModel = "models/weapons/v_RPG.mdl" -- This is the model used for clients to see in first person. SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl" -- This is the model shown to all other clients and in third-person. //This determins how big each clip/magazine for the gun is. You can //set it to -1 to disable the ammo system, meaning primary ammo will //not be displayed and will not be affected. SWEP.Primary.ClipSize = -1 //This sets the number of rounds in the clip when you first get the gun. Again it can be set to -1. SWEP.Primary.DefaultClip = -1 //Obvious. Determines whether the primary fire is automatic. This should be true/false SWEP.Primary.Automatic = false //Sets the ammunition type the gun uses, see below for a list of types. SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" //When the script loads, the sound ''Metal.SawbladeStick'' will be precached, //and a local variable with the sound name created. local ShootSound = Sound("Metal.SawbladeStick") function SWEP:Reload() end function SWEP:Think() end function SWEP:throw_attack (model_file) //Get an eye trace. This basically draws an invisible line from //the players eye. This SWep makes very little use of the trace, except to //calculate the amount of force to apply to the object thrown. local tr = self.Owner:GetEyeTrace() //Play some noises/effects using the sound we precached earlier self:EmitSound(ShootSound) self.BaseClass.ShootEffects(self) //We now exit if this function is not running serverside if (!SERVER) then return end //The next task is to create a physics prop based on the supplied model local ent = ents.Create("prop_physics") ent:SetModel(model_file) //Set the initial position and angles of the object. This might need some fine tuning; //but it seems to work for the models I have tried. ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16)) ent:SetAngles(self.Owner:EyeAngles()) ent:Spawn() //Now we need to get the physics object for our entity so we can apply a force to it local phys = ent:GetPhysicsObject() //Check if the physics object is valid. If not, remove the entity and stop the function if !(phys && IsValid(phys)) then ent:Remove() return end //Time to apply the force. My method for doing this was almost entirely empirical //and it seems to work fairly intuitively with chairs. phys:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.pow(tr.HitPos:Length(), 3)) //Now for the important part of adding the spawned objects to the undo and cleanup lists. cleanup.Add(self.Owner, "props", ent) undo.Create ("Thrown_SWEP_Entity") undo.AddEntity (ent) undo.SetPlayer (self.Owner) undo.Finish() end //Throw an office chair on primary attack function SWEP:PrimaryAttack() //Call the throw attack function, with the office chair model self:throw_attack("models/props/cs_office/Chair_office.mdl") end //Throw a wooden chair on secondary attack function SWEP:SecondaryAttack() //Call the throw attack function, this time with the wooden chair model self:throw_attack("models/props_c17/FurnitureChair001a.mdl") end [/lua]
Try adding this to your code [lua] if SERVER then local function Spawn(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end end [/lua]
[QUOTE=Loures;34988941]Try adding this to your code [lua] if SERVER then local function Spawn(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end end [/lua][/QUOTE] or this :P [lua] //This goes in init.lua hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) hook.Add( "PlayerInitialSpawn", "PlyJoinServer", function(ply)//When the player first joins the server ply:ChatPrint("Welcome"..ply:Nick()..", enjoy your stay!") end [/lua]
Ok so I added [lua] hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) [/lua] to the start of the IF SERVER. I change the class name to the given class name I gave it, and it doesn't give it to them, but the chat still works. I added this to the IF SERVER, then tried IF CLIENT, then tried out of both and still doesnt work: [lua]SWEP.ClassName = "chairthrower" [/lua] Am i doing something wrong?
the classname is the name of the folder the SWEP files go in
[QUOTE=Banana Lord.;34992745]the classname is the name of the folder the SWEP files go in[/QUOTE] See I googled SWEP.ClassName and could not find that. -.- Is it common sense or is there a site I should be visiting? thanks
[QUOTE=Uglehs;34992778]See I googled SWEP.ClassName and could not find that. -.- Is it common sense or is there a site I should be visiting? thanks[/QUOTE] not that I know of sadly :(
[QUOTE=Uglehs;34992778]See I googled SWEP.ClassName and could not find that. -.- Is it common sense or is there a site I should be visiting? thanks[/QUOTE] I dont think you are understanding. In your gamemode you should have : Content/"Content" Entities/weapons/"WEAPON FOLDERS"--------THIS IS WHERE THE WEAPON SHOULD BE Gamemode/"Files for gamemode" In Entities/weapons/chairswep/--name the folder chairswep go in your init.lua and change [lua] hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) [/lua] to [lua] hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("chairswep")--NAME OF THE FOLDER ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) [/lua] Also when you join your gamemode kill yourself so you spawn again if you arn't doing initial spawn with teams --I think.
[QUOTE=brandonj4;34993147]I dont think you are understanding. In your gamemode you should have : Content/"Content" Entities/weapons/"WEAPON FOLDERS"--------THIS IS WHERE THE WEAPON SHOULD BE Gamemode/"Files for gamemode" In Entities/weapons/chairswep/--name the folder chairswep go in your init.lua and change [lua] hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("weapon_class_name") ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) [/lua] to [lua] hook.Add("PlayerSpawn", "Spawnhook", function(ply) ply:Give("chairswep")--NAME OF THE FOLDER ply:ChatPrint(ply:Nick() .. ", you have been given the legendary chair launcher v9001") end) [/lua] Also when you join your gamemode kill yourself so you spawn again if you arn't doing initial spawn with teams --I think.[/QUOTE] I never said I had the folder wrong. I have the folder right. \garrysmod\garrysmod\addons\Chair Thrower\lua\weapons\weapon_chair_thrower\shared.lua I just DIDNT know that the class name was the folder name. Everything atm is working out.
[QUOTE=Uglehs;34993385]I never said I had the folder wrong. I have the folder right. \garrysmod\garrysmod\addons\Chair Thrower\lua\weapons\weapon_chair_thrower\shared.lua I just DIDNT know that the class name was the folder name. Everything atm is working out.[/QUOTE] Thats good that its working
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