Basically, there is a camouflage SWEP that I use for my darkrp server. It makes you go invisible, but the problem is, it still shows the hud above your head. Is there like a code I can add to the swep to make it not show that when using primary attack?
[QUOTE=ImDesire;47147449]Basically, there is a camouflage SWEP that I use for my darkrp server. It makes you go invisible, but the problem is, it still shows the hud above your head. Is there like a code I can add to the swep to make it not show that when using primary attack?[/QUOTE]
You said when you're using primary attack, so [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/PrimaryAttack]WEAPON/PrimaryAttack[/url] might help you.
It's not the SWEP you gotta edit, it's the HUD. ( If we are talking about custom HUD )
No, DarkRP naturally does that.
What you have to do in order to achieve this is to add a hook for HUDShouldDraw and check for the name "DarkRP_EntityDisplay". This hook allows you to return a table of players that will have an entity display over them.
[code]hook.Add( "HUDShouldDraw", "DarkRP_Camouflage_Hide", function( name )
if name == "DarkRP_EntityDisplay" then
local players = {} -- This can probably be optimized somewhat
local i = 1
for k, ply in pairs( player.GetAll() ) do -- Get all players and exclude those that are camouflaged
if not IsValid( ply ) or ply == LocalPlayer() then continue end
if not ply:GetNWBool( "DarkRP_Camouflaged" ) then -- Check if this player is camouflaged
players[ i ] = ply
end
i = i + 1 -- Increment index (this is slightly faster than using #players + 1)
end
return true, players -- Return true to prevent any other hooks from running, and also return the player table
end
end )
[/code]
I have not tested this code yet though so feel free to point out any mistakes I might have made, and any optimizations that can be made.
The SWEP has to set the "DarkRP_Camouflaged" NWBool on the player to true serverside when it is activated, and set it to false when it is not activated.
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