Hello guys. I have two all questions today about deathrun.
1st question is how would I give Death it's own sepret weapon to hold, such as the death scythe instead of the crowbar.
And my last question is how would I go about adding an extra weapon for the runners... Such as the new garrys mod fists along with the crowbar.
Sorry to bug you guys, lol.
I just need some help on this.
Thanks.
I'm online right now on steam.
Anyways, wherever the characters are given their weapons.
Search for :Give(
so to give the new weapons add:
Player:Give( "weapon_fists" )
Player:Give( "weapon_crowbar" )
If you want them to select that weapon right away, after they're added:
Player:SelectWeapon( "weapon_fists" )
-snip-
Thanks, it worked lol.
But how would I change Deaths weapon? or is it the same way?
-snip- didn't see you edited.
You can remove Death's weapons then add your OWN weapon you want him to have.
[QUOTE=InfernalCookie;41544730]-snip- didn't see you edited.
You can remove Death's weapons then add your OWN weapon you want him to have.[/QUOTE]
Okay, also the weapon_fists show up as invisible. any idea why?
To remove all of Deaths weapons, use Player:StripWeapons( ) and then add your own. Use the SelectWeapon at the end to choose which weapon he pulls out on default.
You need to use/actvate player classes on player spawn:
[lua]function GM:PlayerSpawn( Player )
player_manager.SetPlayerClass( Player, "player_acecool_dev" )
player_manager.OnPlayerSpawn( Player )
player_manager.RunClass( Player, "Spawn" )
hook.Call( "PlayerSetModel", GAMEMODE, Player )
hook.Call( "PlayerLoadout", GAMEMODE, Player )
return true;
end[/lua]
And the class, important part is the vm hands var and get hands model function:
[lua]//
local PLAYER_CLASS = {}
PLAYER_CLASS.DisplayName = "AcecoolDev Player Class"
PLAYER_CLASS.WalkSpeed = 100 -- How fast to move when not running
PLAYER_CLASS.RunSpeed = 300 -- How fast to move when running
PLAYER_CLASS.CrouchedWalkSpeed = 0.3 -- Multiply move speed by this when crouching
PLAYER_CLASS.DuckSpeed = 0.3 -- How fast to go from not ducking, to ducking
PLAYER_CLASS.UnDuckSpeed = 0.3 -- How fast to go from ducking, to not ducking
PLAYER_CLASS.JumpPower = 160 -- How powerful our jump should be
PLAYER_CLASS.CanUseFlashlight = false -- Can we use the flashlight
PLAYER_CLASS.MaxHealth = 100 -- Max health we can have
PLAYER_CLASS.StartHealth = 100 -- How much health we start with
PLAYER_CLASS.StartArmor = 0 -- How much armour we start with
PLAYER_CLASS.DropWeaponOnDie = false -- Do we drop our weapon when we die
PLAYER_CLASS.TeammateNoCollide = false -- Do we collide with teammates or run straight through them
PLAYER_CLASS.AvoidPlayers = false -- Automatically swerves around other players
PLAYER_CLASS.UseVMHands = true -- Uses viewmodel hands
--
-- Name: PLAYER:GetHandsModel
-- Desc: Called on player spawn to determine which hand model to use
-- Arg1:
-- Ret1: table|info|A table containing model, skin and body
--
function PLAYER_CLASS:GetHandsModel()
-- return { model = "models/weapons/c_arms_cstrike.mdl", skin = 1, body = "0100000" }
local cl_playermodel = self.Player:GetInfo( "cl_playermodel" )
return player_manager.TranslatePlayerHands( cl_playermodel )
end
player_manager.RegisterClass( "player_acecool_dev", PLAYER_CLASS, "player_default" )[/lua]
[QUOTE=Acecool;41544922]To remove all of Deaths weapons, use Player:StripWeapons( ) and then add your own. Use the SelectWeapon at the end to choose which weapon he pulls out on default.
You need to use/actvate player classes on player spawn:
[lua]function GM:PlayerSpawn( Player )
player_manager.SetPlayerClass( Player, "player_acecool_dev" )
player_manager.OnPlayerSpawn( Player )
player_manager.RunClass( Player, "Spawn" )
hook.Call( "PlayerSetModel", GAMEMODE, Player )
hook.Call( "PlayerLoadout", GAMEMODE, Player )
return true;
end[/lua]
And the class, important part is the vm hands var and get hands model function:
[lua]//
local PLAYER_CLASS = {}
PLAYER_CLASS.DisplayName = "AcecoolDev Player Class"
PLAYER_CLASS.WalkSpeed = 100 -- How fast to move when not running
PLAYER_CLASS.RunSpeed = 300 -- How fast to move when running
PLAYER_CLASS.CrouchedWalkSpeed = 0.3 -- Multiply move speed by this when crouching
PLAYER_CLASS.DuckSpeed = 0.3 -- How fast to go from not ducking, to ducking
PLAYER_CLASS.UnDuckSpeed = 0.3 -- How fast to go from ducking, to not ducking
PLAYER_CLASS.JumpPower = 160 -- How powerful our jump should be
PLAYER_CLASS.CanUseFlashlight = false -- Can we use the flashlight
PLAYER_CLASS.MaxHealth = 100 -- Max health we can have
PLAYER_CLASS.StartHealth = 100 -- How much health we start with
PLAYER_CLASS.StartArmor = 0 -- How much armour we start with
PLAYER_CLASS.DropWeaponOnDie = false -- Do we drop our weapon when we die
PLAYER_CLASS.TeammateNoCollide = false -- Do we collide with teammates or run straight through them
PLAYER_CLASS.AvoidPlayers = false -- Automatically swerves around other players
PLAYER_CLASS.UseVMHands = true -- Uses viewmodel hands
--
-- Name: PLAYER:GetHandsModel
-- Desc: Called on player spawn to determine which hand model to use
-- Arg1:
-- Ret1: table|info|A table containing model, skin and body
--
function PLAYER_CLASS:GetHandsModel()
-- return { model = "models/weapons/c_arms_cstrike.mdl", skin = 1, body = "0100000" }
local cl_playermodel = self.Player:GetInfo( "cl_playermodel" )
return player_manager.TranslatePlayerHands( cl_playermodel )
end
player_manager.RegisterClass( "player_acecool_dev", PLAYER_CLASS, "player_default" )[/lua][/QUOTE]
Now I would just like to say I'm a noob, SO I have no clue ware to put that code...
So If you could help me out Juts a bit more that would be great :)
Sure, the class should be included in a shared file, PlayerSpawn is serverside.
Basically, find PlayerSpawn in your game-mode and add this to it before the model and load-out are set.
[lua] player_manager.SetPlayerClass( Player, "player_acecool_dev" )
player_manager.OnPlayerSpawn( Player )
player_manager.RunClass( Player, "Spawn" )[/lua]
Or instead of editing base class of gamemode you can remove them whenever player spawns:
NOTE: This should be in a serverside folder, this is a serverside file, you can do this if you want to make it an addon:
Create these folders inside addons folder:
deathweap
deathweap/addon.txt - Put whatever you want on it, copy paste from any addon you got
deathweap/lua
deathweap/lua/autorun
deathweap/lua/autorun/load.lua
deathweap/lua/death.lua
load.lua:
[lua]
if SERVER then include("death.lua") end
[/lua]
death.lua:
[lua]
hook.Add("PlayerSpawn", "RemoveDeathWeap", function(ply)
if ply:HasWeapon("weapon_crowbar") then
ply:StripWeapon("weapon_crowbar")
end
end)
[/lua]
Assuming death is a team with the ID 1
[LUA]
function GM:PlayerLoadout( ply )
if ply:Team() == 1 then
ply:Give("weapon_crowbar")
end
[/LUA]
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