• dont see the model
    10 replies, posted
hi i have deathrun server and i was trying to change the death model with this code : i removed this code from init.lua : [CODE]ply:SetModel( mdl or table.Random( rModels ) )[/CODE] for this code : [CODE] if ply:Team() == TEAM_RUNNER then ply:SetModel( mdl or table.Random( rModels ) ) elseif ply:Team()== TEAM_DEATH then ply:SetModel( "yourmodelhere" ) return end[/CODE] and i changed the gamemode to sandbox to add some things to the server and when i come in i started with no model and no weapons and stuff and i was trying to change the code back to the normal and its still didit work help pls
There is probably an error in your code somewhere. See if there are any in the console. Also, if there is any other code after that if statement, then that 'return' will prevent any of it from running, which is a bad thing most likely. Remove it, unless you're really sure you need it there. Ideally, invest some time into learning Lua properly and learning what you are doing before posting questions like these. There really is not enough information here. Help us help you.
[QUOTE=typedef state;50766429]There is probably an error in your code somewhere. See if there are any in the console. Also, if there is any other code after that if statement, then that 'return' will prevent any of it from running, which is a bad thing most likely. Remove it, unless you're really sure you need it there. Ideally, invest some time into learning Lua properly and learning what you are doing before posting questions like these. There really is not enough information here. Help us help you.[/QUOTE] this is the error : [ERROR] gamemodes/deathrun/gamemode/cl_init.lua:76: attempt to call method 'GetRoundTime' (a nil value) 1. unknown - gamemodes/deathrun/gamemode/cl_init.lua:76 and i change the code to the normal code and this is more codes beside : [CODE]ply:SetNoCollideWithTeammates( true ) ply:SetAvoidPlayers( push:GetInt() == 1 and true or false ) local mdl = hook.Call( "ChangePlayerModel", GAMEMODE, ply ) or false ply:SetModel( mdl or table.Random( rModels ) ) end function GM:PlayerSetHandsModel( ply, ent ) local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() ) local info = player_manager.TranslatePlayerHands( simplemodel ) if ( info ) then ent:SetModel( info.model ) ent:SetSkin( info.skin ) ent:SetBodyGroups( info.body ) end[/CODE]
The error you posted is a clientside error and has nothing to do with anything on the server, which is responsible for models and weapons. If you are using a dedicated server, look in the server's console (not your client). If you are on a listen server, look for error messages in blue color. Post the entire init.lua
[QUOTE=typedef state;50766528]The error you posted is a clientside error and has nothing to do with anything on the server, which is responsible for models and weapons. If you are using a dedicated server, look in the server's console (not your client). If you are on a listen server, look for error messages in blue color. Post the entire init.lua[/QUOTE] here : [CODE]CreateConVar( "dr_roundtime_seconds", "360" ) AddCSLuaFile( "shared.lua" ) AddCSLuaFile( "cl_scoreboard.lua" ) AddCSLuaFile( "cl_voice.lua" ) AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "cl_frames.lua" ) AddCSLuaFile( "menutext.lua" ) AddCSLuaFile( "rtv/config.lua" ) AddCSLuaFile( "rtv/cl_rtv.lua" ) include( "shared.lua" ) include( "sv_round.lua" ) include( "sv_weps.lua" ) include( "rtv/config.lua" ) include( "rtv/sv_rtv.lua" ) -- include( "cl_init.lua" ) -- Used to be required for autorefresh, guess it isn't anymore. local highlight = CreateConVar( "dr_highlight_admins", "1", FCVAR_ARCHIVE ) local rounds = CreateConVar( "dr_total_rounds", "10", FCVAR_ARCHIVE ) local suicide = CreateConVar( "dr_allow_death_suicide", "0", FCVAR_ARCHIVE ) local bhop = CreateConVar( "dr_allow_autojump", "1", FCVAR_ARCHIVE ) local uammo = CreateConVar( "dr_unlimited_ammo", "1", FCVAR_ARCHIVE ) local pickup = CreateConVar( "dr_allow_death_pickup", "0", FCVAR_ARCHIVE ) local falldamage = CreateConVar( "dr_realistic_fall_damage", "1", FCVAR_ARCHIVE ) local push = CreateConVar( "dr_push_collide", "0", FCVAR_ARCHIVE ) util.AddNetworkString( "Deathrun_Func" ) local meta = FindMetaTable( "Player" ) gameevent.Listen("player_connect") gameevent.Listen("player_disconnect") local rModels = {} for i = 1, 8 do rModels[#rModels+1] = "models/player/group01/male_0"..i..".mdl" end function GM:PlayerSpawn( ply ) ply._HasPressedKey = false if ply:Team() == TEAM_SPECTATOR then ply:Spectate(OBS_MODE_ROAMING) return end self.BaseClass:PlayerSpawn( ply ) ply:SetHealth(ply:GetMaxHealth()) ply:StripWeapons() ply:StripAmmo() ply:SetWalkSpeed(260) ply:SetRunSpeed(300) ply:AllowFlashlight(true) ply:SetArmor(0) ply:SetupHands() ply:SetJumpPower(190) local col = team.GetColor( ply:Team() ) ply:SetPlayerColor( Vector( col.r/255, col.g/255, col.b/255 ) ) local spawns = ents.FindByClass( ply:Team() == TEAM_RUNNER and "info_player_counterterrorist" or "info_player_terrorist" ) if #spawns > 0 then local pos = table.Random( spawns ):GetPos() ply:SetPos( pos ) timer.Simple( 1, function() if (IsValid(ply) and ply:Alive() and pos) then ply:SetPos( pos ) end end ) end ply:SetNoCollideWithTeammates( true ) ply:SetAvoidPlayers( push:GetInt() == 1 and true or false ) local mdl = hook.Call( "ChangePlayerModel", GAMEMODE, ply ) or false ply:SetModel( mdl or table.Random( rModels ) ) end function GM:PlayerSetHandsModel( ply, ent ) local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() ) local info = player_manager.TranslatePlayerHands( simplemodel ) if ( info ) then ent:SetModel( info.model ) ent:SetSkin( info.skin ) ent:SetBodyGroups( info.body ) end end function GM:NotifyAll( str ) --PrintMessage( HUD_PRINTCENTER, str ) --PrintMessage( HUD_PRINTCONSOLE, "Deathrun: "..str ) self:Deathrun_Func( nil, "Notify", str ) end function meta:Notify( str ) GAMEMODE:Deathrun_Func( self, "Notify", str ) end function Notify( str ) return GAMEMODE:NotifyAll( str ) end function GM:Deathrun_Func( ply, str, ... ) if not (str) then MsgN( "Invalid Deathrun_Func" ) return end net.Start( "Deathrun_Func" ) net.WriteString( str ) net.WriteTable( {...} ) if IsValid(ply) then net.Send( ply ) else net.Broadcast() end end local WMeta = FindMetaTable( "Weapon" ) local oldTake = WMeta.TakePrimaryAmmo function WMeta:TakePrimaryAmmo( num ) if uammo:GetInt() == 1 then return end return oldTake( self, num ) end function meta:AltDropWeapon( wep ) local class = wep:GetClass() local ammo = wep.Clip1 and wep:Clip1() or 0 if self:HasWeapon( class ) then self:StripWeapon( class ) local ent = ents.Create( class ) if not IsValid(ent) then return end ent:SetPos( self:GetPos() + Vector( 0, 0, 50 ) ) ent:SetAngles( self:GetAngles() ) ent.JCanPickup = { player = self, time = CurTime() + 2 } ent:Spawn() if ent.SetClip1 then ent:SetClip1( ammo ) end local phys = ent:GetPhysicsObject() if IsValid(phys) then phys:Wake() phys:SetVelocity( self:GetVelocity() + self:GetAimVector()*300 ) end self:SelectWeapon( "weapon_crowbar" ) end end local callbacks = {} local callbackv = {} local function ConVarCallback( name, func ) -- cvars.AddChangeCallback doesn't seem to want to work; no idea why. callbacks[name] = func end function GM:ConVarThink() for k, v in pairs( callbacks ) do local s = GetConVarString( k ) if not callbackv[k] then callbackv[k] = s continue else local ov = callbackv[k] if ov != s then v( k, ov, s ) callbackv[k] = s end end end end local random = math.random function GM:Tick() for k, v in pairs( player.GetAll() ) do if v:Alive() and v:WaterLevel() >= 3 then if not v._DrownTime then v._DrownTime = RealTime() + 10 continue elseif v._DrownTime <= RealTime() then local dmg = DamageInfo() dmg:SetDamageType(DMG_DROWN) dmg:SetDamage( 15 ) dmg:SetAttacker(game.GetWorld()) dmg:SetInflictor(game.GetWorld()) dmg:SetDamageForce( Vector( random(-5,5), random(-2,3), random(-10,9) ) ) v:TakeDamageInfo(dmg) v._DrownTime = RealTime() + 3 end else v._DrownTime = nil end end end function GM:EntityTakeDamage( vict, dmginfo ) local atk = dmginfo:GetAttacker() if IsValid(atk) and atk:IsPlayer() and vict:IsPlayer() and vict:Team() == atk:Team() then dmginfo:ScaleDamage(0) end end function GM:CanPlayerSuicide( ply ) if not ply:Alive() then return false end if ply:Team() == TEAM_DEATH and suicide:GetInt() == 0 then return false end if self:GetRound() == ROUND_PREPARING then return false end return self.BaseClass:CanPlayerSuicide( ply ) end function GM:PlayerCanPickupWeapon( ply, wep ) if not ply:Alive() then return false end local Active = ply:GetActiveWeapon() if IsValid(Active) then Active = Active:GetClass() if Active == "weapon_physgun" then return false end if Active == "weapon_placer" then return false end end if ply:HasWeapon( wep:GetClass() ) then return false end if ply:Team() == TEAM_DEATH then if wep:GetClass() != "weapon_crowbar" and pickup:GetInt() == 0 then return false end end local pickup = wep.JCanPickup if pickup and pickup.player and pickup.player == ply then if pickup.time and pickup.time >= CurTime() then return false else wep.JCanPickup = nil end elseif pickup then wep.JCanPickup = nil end if wep.Primary and wep.Primary.Ammo and wep.Primary.Ammo != "none" then ply:GiveAmmo( 1000000, wep.Primary.Ammo, true ) end return true end function GM:PlayerCanHearPlayersVoice( listen, talker ) return true end concommand.Add( "_dr_req_drop", function( ply ) if not ply:Alive() then return end local wep = ply:GetActiveWeapon() if not IsValid(wep) then return end if wep:GetClass() == "weapon_crowbar" then return end ply:AltDropWeapon( wep ) end ) function GM:ShowHelp( ply ) self:Deathrun_Func( ply, "F1" ) end local connecting = {} hook.Add( "player_connect", "Add Connecting Players", function(d) connecting[d.networkid] = d.name GAMEMODE:Deathrun_Func( nil, "Connecting_Player", d.name, d.networkid ) end ) hook.Add( "player_disconnect", "Remove Connecting Player", function( d ) connecting[d.networkid] = nil GAMEMODE:Deathrun_Func( nil, "Remove_CPlayer", d.networkid ) end ) hook.Add( "PlayerInitialSpawn", "Remove Connecting Player", function( ply ) local id = ply:SteamID() connecti
What you might want to do is change this [lua] ply:SetModel( mdl or table.Random( rModels ) ) [/lua] to this [lua] ply:SetModel( table.Random( rModels ) ) [/lua]
[QUOTE=typedef state;50766545]What you might want to do is change this [lua] ply:SetModel( mdl or table.Random( rModels ) ) [/lua] to this [lua] ply:SetModel( table.Random( rModels ) ) [/lua][/QUOTE] still the model is black and it not gives weapons and its not starting the round maybe the problem not in the init file
If there are no errors in the server console, then there is nothing we can do for you. Nobody is going to fix your code for you for free. Learn Lua and diagnose the problem yourself, or hire a coder to do it for you. There is simply not enough information for us to be of any help.
[QUOTE=typedef state;50766610]If there are no errors in the server console, then there is nothing we can do for you. Nobody is going to fix your code for you for free. Learn Lua and diagnose the problem yourself, or hire a coder to do it for you. There is simply not enough information for us to be of any help.[/QUOTE] there is some errors i see on the console in red : KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/models/korka007/marrybody.vmt VertexLitGeneric, KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/models/korka007/marryface.vmt VertexLitGeneric, CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/creeper CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/pig CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/zombie CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/pigzombie2 CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/pigzombie CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/cake CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/transparent_blocks CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/spider CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/ghast CMaterial::PrecacheVars: error loading vmt file for models/mcmodelpack/mobs/ghast-fire Error! Variable "$blendtintbybasealpha" is multiply defined in material "models/player/wolf/fur"! Error! Variable "$blendtintcoloroverbase" is multiply defined in material "models/player/wolf/fur"! Error: Material "blackrockshooter/iris_r" : proxy "FleshInterior" unable to initialize! Error: Material "blackrockshooter/iris_l" : proxy "FleshInterior" unable to initialize!
Are the models missing (huge red ERROR placeholders) or are they black/missing textures? If it's the latter, then the issue is with the models/materials themselves. Can't say anything about the weapons, though.
[QUOTE=typedef state;50766620]Are the models missing (huge red ERROR placeholders) or are they black/missing textures? If it's the latter, then the issue is with the models/materials themselves. Can't say anything about the weapons, though.[/QUOTE] yes the models are black and its not starting rounds maybe becasue of that the models are black and its start with no weapons i think if i fix the rounds problem everything should work well
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