• Request an addon
    49 replies, posted
Post an addon idea that may be useful for your server and others and friendly coders will do it (hopefully). I encourage coders to post ready addons on the workshop and the releases sub-forum but you can upload it wherever you want. Once an addon is done I'll update the OP with the link to workshop/thread on FP. Hopefully this goes well and a lot of coders will pitch in and help out!
Seems like a good idea, but I can't imagine all that many charitable coders are available for creating any good/large addons.
I'm up to help, crazyscouter and I assume AnonTakesOver. Anyone else is free to jump in and help out.
I'll help as well. Also you should have made the thread title a lot more noticeable like WayWO and I suggest putting everyone whose helping on the OP (so then when we start working on something you know who can work on it/who can't)
I suspect a lot of people will help out when they can. I, for one, would help out, and I suggest OP could just put the names of people who seem to post completed addons here frequently, this would stop filling the thread with people saying "I'll help out".
Going off what Jarva said, here's an example. Jarva - DarkRP Printers (linkhere) Nookyava - TTT Pointshop Weapon Skins (linkhere) That way we keep an archive in a sense.
I think a Github team would structure the releases a little more. Or as Adam suggested in the Coderhire thread if he'd be willing to make that.
Personally, I like the idea of a GitHub team more than a CoderHire free section, I don't know why, just my opinion.
As soon as the first release goes up I'll look into making a github account.
If we work as a team, i would like to be part of this
We seem to have generated a large team willing to contribute, we just need requests now. :v:
[QUOTE=gonzalolog;45590690]If we work as a team, i would like to be part of this[/QUOTE] Well I hope we as a whole can be a team, but depending on the size of the requested addons it's sometimes better to do it alone. Plus we all have our own coding style.
I'd like to be part of this as well
[QUOTE=ms333;45590727]Well I hope we as a whole can be a team, but depending on the size of the requested addons it's sometimes better to do it alone. Plus we all have our own coding style.[/QUOTE] But it's a cool way for learn to work in team, that's i would like to make this People would get addons for free, and we would learn to work on a group
I'd love to be a part of this.
mongodb and postegresql modules plz (mysql sucks) [if modules count]
So, when someone requests an addon we put it on GitHub and we all code it together? What if we had like a steam group or something so we can be more organised, 1 person or a few does the client side derma panel, ect. That way we don't all do one thing :v:. And we can all keep up to date in the chat how x system is going to work ect. Count me in anyways.
I'll help out when i can :) Also a github thingo seems like the best way to do this
[QUOTE=arcaneex;45590026]I'm up to help, crazyscouter and I assume AnonTakesOver. Anyone else is free to jump in and help out.[/QUOTE] Me too! I'll be happy to code smaller projects for anyone who wants it. I like mostly back-end stuff and art is my weakness, but I can do functional vgui. Fire away! edit:Created a group and shot off invites to those who have volunteered in this thread.
Well if you're all happy to help could you help me with this please? [CODE]function donator() local frame = vgui.Create( "DFrame" ) frame:SetSize( 1001, 560 ) frame:SetTitle( "Donator features!" ) frame:SetVisible( true ) frame:SetDraggable( true ) frame:Center( true ) function frame:Paint() Derma_DrawBackgroundBlur(self) // Makes the derma panel rounded. draw.RoundedBox( 2, 0, 0, frame:GetWide(), frame:GetTall(), Color(0, 0, 0, 200) ) // Header Color. draw.RoundedBox( 2, 0, 0, frame:GetWide(), 23, Color(0,140,191,200) ) end // I don't even? --local html = vgui.Create( "DHTML" , frame ) --html:Dock( FILL ) --html:SetHTML( "http://i.imgur.com/68iXgJl.png" ) --html:SetAllowLua( true ) frame:MakePopup() HTMLTest = vgui.Create("HTML") HTMLTest:SetParent(frame) HTMLTest:Dock( FILL ) HTMLTest:SetPos(50,50) HTMLTest:SetSize(ScrW() - 100, ScrH() - 100) HTMLTest:OpenURL("http://i.imgur.com/68iXgJl.png") end concommand.Add("DonatorFeatures", donator) hook.Add( "OnPlayerChat", "DonatorFeatures", function( ply, text ) if ( text == "!donatorfeatures" ) then RunConsoleCommand( "DonatorFeatures" ) end end )[/CODE] Where would I put this .lua file? I put it all in one .lua file, not sure if that's the right thing to do. I also put it in garrysmod/lua/autorun/client but it isn't working. edit: even tried putting it in garrysmod/lua/autorun tried putting it in garrysmod/lua/autorun/server also tried putting it in ^ but also adding the below coding in to it. [CODE] if ( SERVER ) then end[/CODE] No matter what I do I can't seem to get it working. ------------------------- Also had an idea for my murder server. Got majority of my PointShop set up however I have an idea. I want a Murderer Knife reskin shop. I don't want people to be able to use the knife when not the murder, I don't want it to change any values of the murderer knife I just want it to reskin it. So like I want to add a PointShop section called "Murderer Knifes" Then in this section I would like models of weapons but I want everything to be the same as the original knife apart from the looks. Only want them to be able to use it when they are the murder, don't want Bystanders running around with a knife. So that's basically my idea.
I would love to see an ingame gui maker. Very similar to how gyazo screenshot works. You just drag, and when you release, the code is generated. That would make life so much easier for everyone
-snip- bad reading
[QUOTE=HumbleTH;45597506]You need to actually setup the concommand using concommand.Add[/QUOTE] I did >< [CODE]concommand.Add("DonatorFeatures", donator) hook.Add( "OnPlayerChat", "DonatorFeatures", function( ply, text ) if ( text == "!donatorfeatures" ) then RunConsoleCommand( "DonatorFeatures" ) end end )[/CODE]
[QUOTE=Chibby;45597357]I would love to see an ingame gui maker. Very similar to how gyazo screenshot works. You just drag, and when you release, the code is generated. That would make life so much easier for everyone[/QUOTE] I can try my hand at it, after I finish my league game. [editline]5th August 2014[/editline] wait i think i misread your post. nvmlol [editline]5th August 2014[/editline] if you just wanted to get the dimensions with a click and drag of something i can do that.
[QUOTE=Ganoal;45597342]Well if you're all happy to help could you help me with this please?[/QUOTE] download this: [url]https://www.dropbox.com/s/rqfsv6kyx698a78/donatorperks.zip[/url] extract it so that the only file in the main directory is 'lua' then drag and drop into the 'addons' folder of your server. Done!
[QUOTE=CallMePyro;45597574]download this: [url]https://www.dropbox.com/s/rqfsv6kyx698a78/donatorperks.zip[/url] extract it so that the only file in the main directory is 'lua' then drag and drop into the 'addons' folder of your server. Done![/QUOTE] So you mean just drag the "donator.lua" file into addons or the "lua" folder? edit: got it working but it only works when I'm on my own on the server (when I talk it says [Superadmin] OTG | Ganoal:!donatorfeatures) or dead when with another (when I talk it says *DEAD* [Superadmin] OTG | Ganoal:!donatorfeatures) but when I'm with another person on my server and alive it doesn't work. Anyone know a fix? (when I talk it says randommurdername:!donatorfeatures)
[QUOTE=CallMePyro;45597574] snip [/QUOTE] Why would you use a console command to run a function ? And why are you not checking if the player who typed !donatorfeatures is the same as LocalPlayer() ? [code] local function donator() -- Derma stuff end hook.Add( "OnPlayerChat", "DonatorFeatures", function( ply, text ) if ply == LocalPlayer() then if ( text == "!donatorfeatures" ) donator() end end end ) [/code]
Remember if someone writes something, everyone will see the menu, that's why you should use LocalPlayer(), you may confused with PlayerSay (I prefer use this by some reasons when i want to check server functions when run the command) Anyway, the Tomvdr method works good
Well if we're on this, I want to strip someone's weapon when he buys a weapon of a similar slot in the pointshop (TTT server), and I got some help in the Problems That Don't Need Their Own Thread thread but not a lot. For example on m16, would this work? [CODE]local ids = { weapon_ttt_m16 = "m16" -- All primary weapons here } function ITEM:OnBuy(ply) for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v.ClassName ) ply:PS_HolsterItem( ids[v.ClassName] ) end end ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end[/CODE]
[QUOTE=JasonMan34;45609334]Well if we're on this, I want to strip someone's weapon when he buys a weapon of a similar slot in the pointshop (TTT server), and I got some help in the Problems That Don't Need Their Own Thread thread but not a lot. For example on m16, would this work? [CODE]local ids = { weapon_ttt_m16 = "m16" -- All primary weapons here } function ITEM:OnBuy(ply) for k, v in pairs( ply:GetWeapons() ) do if v.Kind == self.Kind then ply:StripWeapon( v.ClassName ) ply:PS_HolsterItem( ids[v.ClassName] ) end end ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end[/CODE][/QUOTE] Why are you using a for loop for this? All you need to do is strip the primary weapon then give a new one.
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