i need help with the gundealers in the darkrp mod. The prob is that only the 1 gundealer (that one that is allready in) can sell weapons/shipments.I've created another job that is calle blackmarket dealer i gave him weapons that he can sell but when i go ingame and i change my job that blackmarketdealer i am not able to click on the weapons/shipments tab
PLS HELP!!!
Paste your code
[QUOTE=Icejjfish;45562493]Paste your code[/QUOTE]
TEAM_BLACKMARKET = AddExtraTeam("Black Market Dealer", {
color = Color(204, 51, 51, 255),
model = "models/humans/mafia/male_04.mdl",
description = [[You are a Dealer that sells illegal stuuf don\'t
get cauught selling stuff!!!]],
weapons = {"m9k_knife", "m9k_m92beretta",},
command = "blackmarket",
max = 4,
salary = 200,
admin = 0,
vote = true,
hasLicence = false,
prior = false,
})
Your shipment and weapon code
[QUOTE=Icejjfish;45562566]Your shipment and weapon code[/QUOTE]
DarkRP.createShipment("Nades, {
model = "models/weapons/w_grenade.mdl",
entity = "m9k_m61_frag",
price = 12000,
amount = 10,
seperate = true,
pricesep = 4000,
noship = false,
allowed = {TEAM_BLACKMARKET}
})
[editline]1st August 2014[/editline]
[QUOTE=Icejjfish;45562566]Your shipment and weapon code[/QUOTE]
what do you mean with weapon code ?
[editline]1st August 2014[/editline]
[QUOTE=Icejjfish;45562566]Your shipment and weapon code[/QUOTE]
that?
-- Variables that are used on both client and server
SWEP.Gun = ("m9k_m61_frag") -- must be the name of your swep but NO CAPITALS!
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
end
SWEP.Category = "M9K Specialties"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName = "Frag Grenade" -- Weapon name (Shown on HUD)
SWEP.Slot = 4 -- Slot in the weapon selection menu
SWEP.SlotPos = 21 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
SWEP.DrawCrosshair = false -- set false if you want no crosshair
SWEP.Weight = 2 -- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.HoldType = "grenade" -- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg and ar2 make for good sniper rifles
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_invisible_nade.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_grenade.mdl" -- Weapon world model
SWEP.ShowWorldModel = false
SWEP.Base = "bobs_nade_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = true
SWEP.Primary.Sound = Sound("") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 30 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 1 -- Size of a clip
SWEP.Primary.DefaultClip = 1 -- Bullets you start with
SWEP.Primary.KickUp = 0 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "Grenade"
-- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a metal peircing shotgun slug
SWEP.Primary.Round = ("m9k_thrown_m61") --NAME OF ENTITY GOES HERE
-- none of this matters for IEDs and other ent-tossing sweps, but here it is anyway
SWEP.Secondary.IronFOV = 0 -- How much you 'zoom' in. Less is more!
SWEP.Primary.NumShots = 0 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 0 -- Base damage per bullet
SWEP.Primary.Spread = 0 -- Define from-the-hip accuracy (1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = 0 -- Ironsight accuracy, should be the same for shotguns
-- enter bone mod and other custom stuff below. Irons aren't used for grenades
SWEP.WElements = {
["nade"] = { type = "Model", model = "models/weapons/w_m61_fraggynade.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(3.611, 1.751, -2.003), angle = Angle(-143.148, 5.699, 0), size = Vector(1.348, 1.348, 1.348), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.VElements = {
["m61"] = { type = "Model", model = "models/weapons/w_m61_fraggynade.mdl", bone = "v_weapon.Flashbang_Parent", rel = "", pos = Vector(0.194, -1.316, 0.54), angle = Angle(95.096, -12.285, 97.221), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.ViewModelBoneMods = {
["v_weapon.Root16"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.293, 0, 0) },
["v_weapon.Left_Thumb03"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-9.509, 4.019, -0.26) },
["v_weapon.Left_Thumb01"] = { scale = Vector(1, 1, 1), pos = Vector(-0.362, 0, 0), angle = Angle(0.465, 15.345, 9.413) },
["v_weapon.Root17"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0.423, 12.668, 1.228) }
}
[editline]1st August 2014[/editline]
[QUOTE=Icejjfish;45562566]Your shipment and weapon code[/QUOTE]
oh and yeah the weapons tab is not there anymore :L
[editline]1st August 2014[/editline]
can someone acually help me here
Your job seems to be very poorly made as well. Do you get any errors in your console or the server console?
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