• DarkRP help! My printers can't explode!?
    2 replies, posted
Hey guys out there! I got some moneyprinters from gmod.org -> [url]http://www.garrysmod.org/downloads/?a=view&id=100638[/url] And when i shoot them, they won't explode :s I tried to move something from the regular money printers, over to the money printers i downloaded but it didnt worked! Can anyone look at the script i posted and maybe do me a big favour and find the fail? When i shoot the money printer there comes an explosion and a explosive sound but then nothing else happens :s [CODE]-- RRPX Money Printer reworked for DarkRP by philxyz AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props/cs_assault/VentilationDuct01.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end self.sparking = false self.damage = 100 self.IsMoneyPrinter = true timer.Simple(10, self.CreateMoneybag, self) end function ENT:OnTakeDamage(dmg) if self.burningup then return end self.damage = self.damage - dmg:GetDamage() if self.damage <= 0 then local rnd = math.random(1, 10) if rnd < 3 then self:BurstIntoFlames() else self:Destruct() self:Remove() end end end function ENT:Destruct() local vPoint = self:GetPos() local effectdata = EffectData() effectdata:SetStart(vPoint) effectdata:SetOrigin(vPoint) effectdata:SetScale(1) util.Effect("Explosion", effectdata) Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer has exploded!") end function ENT:BurstIntoFlames() if self.Cooler and self.Cooler:GetNWInt("charges") > 0 then Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer is overheating!") self.burningup = true local burntime = math.random(8, 18) self:Ignite(burntime, 0) timer.Simple(burntime, self.Fireball, self) else Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer's cooler has used up a charge.\nRemaining charges: "..self.Cooler:GetNWInt("charges")) self.Cooler:SetNWInt("charges", self.Cooler:GetNWInt("charges") - 1) end end function ENT:Fireball() local dist = 0 -- Explosion radius self:Destruct() for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do if not v:IsPlayer() and not v.IsMoneyPrinter then v:Ignite(math.random(5, 22), 0) end end self:Remove() end local function PrintMore(ent) if ValidEntity(ent) then ent.sparking = false timer.Simple(3, ent.CreateMoneybag, ent) end end function ENT:CreateMoneybag() if not ValidEntity(self) then return end if self:IsOnFire() then return end local MoneyPos = self:GetPos() if math.random(1, 450) == 3 then self:BurstIntoFlames() end local amount = 3 if amount == 0 then amount = 3 end if not self.Entity.Collector then DarkRPCreateMoneyBag(Vector(MoneyPos.x + 15, MoneyPos.y, MoneyPos.z + 15), amount) else self.Entity.Collector:SetNWInt("money", self.Entity.Collector:GetNWInt("money") + amount) end self.sparking = false timer.Simple(math.random(1, 2), PrintMore, self) end function ENT:Think() if not self.sparking then return end local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) effectdata:SetMagnitude(1) effectdata:SetScale(1) effectdata:SetRadius(2) util.Effect("Sparks", effectdata) end function ENT:Touch( hitEnt ) if hitEnt.IsCooler and not self.Entity.Cooler then self.Entity.Cooler = hitEnt self.OldAngles = self.Entity:GetAngles() self.Entity:SetAngles(Vector(0, 0, 0)) hitEnt:SetPos(self.Entity:GetPos() + Vector(1.9534912109375, 9.9049682617188, 6.304988861084)) hitEnt:SetAngles(self.Entity:GetAngles() + Vector(0, 90, 0)) constraint.Weld(hitEnt, self.Entity, 0, 0, 0, true) self.Entity:SetAngles(self.OldAngles) elseif hitEnt.IsCollector and not self.Entity.Collector then self.Entity.Collector = hitEnt self.OldAngles = self.Entity:GetAngles() self.Entity:SetAngles(Vector(0, 0, 0)) hitEnt:SetPos(self.Entity:GetPos() + Vector(-4.62841796875, -6.8973388671875, 14.61595916748)) hitEnt:SetAngles(self.Entity:GetAngles() + Vector(89.261619508266, 6.043903529644, -19.906075708568)) constraint.Weld(hitEnt, self.Entity, 0, 0, 0, true) self.Entity:SetAngles(self.OldAngles) end end [/CODE] ty!
[QUOTE=thedrunkkid;36647369]Hey guys out there! I got some moneyprinters from gmod.org -> [url]http://www.garrysmod.org/downloads/?a=view&id=100638[/url] And when i shoot them, they won't explode :s I tried to move something from the regular money printers, over to the money printers i downloaded but it didnt worked! Can anyone look at the script i posted and maybe do me a big favour and find the fail? When i shoot the money printer there comes an explosion and a explosive sound but then nothing else happens :s [CODE]-- RRPX Money Printer reworked for DarkRP by philxyz AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props/cs_assault/VentilationDuct01.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end self.sparking = false self.damage = 100 self.IsMoneyPrinter = true timer.Simple(10, self.CreateMoneybag, self) end function ENT:OnTakeDamage(dmg) if self.burningup then return end self.damage = self.damage - dmg:GetDamage() if self.damage <= 0 then local rnd = math.random(1, 10) if rnd < 3 then self:BurstIntoFlames() else self:Destruct() self:Remove() end end end function ENT:Destruct() local vPoint = self:GetPos() local effectdata = EffectData() effectdata:SetStart(vPoint) effectdata:SetOrigin(vPoint) effectdata:SetScale(1) util.Effect("Explosion", effectdata) Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer has exploded!") end function ENT:BurstIntoFlames() if self.Cooler and self.Cooler:GetNWInt("charges") > 0 then Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer is overheating!") self.burningup = true local burntime = math.random(8, 18) self:Ignite(burntime, 0) timer.Simple(burntime, self.Fireball, self) else Notify(self:GetNWEntity("owning_ent"), 1, 4, "Your money printer's cooler has used up a charge.\nRemaining charges: "..self.Cooler:GetNWInt("charges")) self.Cooler:SetNWInt("charges", self.Cooler:GetNWInt("charges") - 1) end end function ENT:Fireball() local dist = 0 -- Explosion radius self:Destruct() for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do if not v:IsPlayer() and not v.IsMoneyPrinter then v:Ignite(math.random(5, 22), 0) end end self:Remove() end local function PrintMore(ent) if ValidEntity(ent) then ent.sparking = false timer.Simple(3, ent.CreateMoneybag, ent) end end function ENT:CreateMoneybag() if not ValidEntity(self) then return end if self:IsOnFire() then return end local MoneyPos = self:GetPos() if math.random(1, 450) == 3 then self:BurstIntoFlames() end local amount = 3 if amount == 0 then amount = 3 end if not self.Entity.Collector then DarkRPCreateMoneyBag(Vector(MoneyPos.x + 15, MoneyPos.y, MoneyPos.z + 15), amount) else self.Entity.Collector:SetNWInt("money", self.Entity.Collector:GetNWInt("money") + amount) end self.sparking = false timer.Simple(math.random(1, 2), PrintMore, self) end function ENT:Think() if not self.sparking then return end local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) effectdata:SetMagnitude(1) effectdata:SetScale(1) effectdata:SetRadius(2) util.Effect("Sparks", effectdata) end function ENT:Touch( hitEnt ) if hitEnt.IsCooler and not self.Entity.Cooler then self.Entity.Cooler = hitEnt self.OldAngles = self.Entity:GetAngles() self.Entity:SetAngles(Vector(0, 0, 0)) hitEnt:SetPos(self.Entity:GetPos() + Vector(1.9534912109375, 9.9049682617188, 6.304988861084)) hitEnt:SetAngles(self.Entity:GetAngles() + Vector(0, 90, 0)) constraint.Weld(hitEnt, self.Entity, 0, 0, 0, true) self.Entity:SetAngles(self.OldAngles) elseif hitEnt.IsCollector and not self.Entity.Collector then self.Entity.Collector = hitEnt self.OldAngles = self.Entity:GetAngles() self.Entity:SetAngles(Vector(0, 0, 0)) hitEnt:SetPos(self.Entity:GetPos() + Vector(-4.62841796875, -6.8973388671875, 14.61595916748)) hitEnt:SetAngles(self.Entity:GetAngles() + Vector(89.261619508266, 6.043903529644, -19.906075708568)) constraint.Weld(hitEnt, self.Entity, 0, 0, 0, true) self.Entity:SetAngles(self.OldAngles) end end [/CODE] ty![/QUOTE] FOUND SOLUTION! no help needed! :)
I'll post the solution anyways since other people might want help fixing it: Change all instances of Notify to GAMEMODE:Notify.
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