• Multiple questions mostly involving the location of a command autoexec file inside of a gamemode
    4 replies, posted
First of all, thanks for the unban. Now then I got a bunch of questions. 1. Is there some kind of universal ammo type? If so how do I make the player spawn with 4 clips of whatever weapon he has on his hands? (I know its possible) 2. Is there any kind of autoexec.cfg file for the game mode? I want to enforce mp_falldamage 1 on any server that runs the game mode im working on. 3. How do I force corpses to stay a bit longer after a player has respawned? (Not forever but like 15 seconds more) 4. How do I force players to wait 5 seconds before respawning? And a more complex question, how do I make that upon player death a corpse will drop a random entity? [code] function GM:PlayerDeath( ply ) local deathdrop= { "cw2scopething", "cw2ammothing", "cw2scopething", "cw2supressorthing", "cw2scopething", "cw2scopething", "cw2bipodlol"} local randomdeathdrop= table.Random(deathdrop) getpos (ply) spawnonlocation:Give(deathdrop) end [/code] [B]That was fake code, I know its shit, Im new to lua and I want to learn thats just how I imaginate it working.[/B]
1. [code]Player:GiveAmmo(10, game.GetAmmoName(Player:GetActiveWeapon():GetPrimaryAmmoType()))[/code] 2. You can run RunConsoleCommand("mp_falldamage", "1") in your gamemode code. [code]local tDropItems = { "cw2scopething", "cw2ammothing", "cw2scopething", "cw2supressorthing", "cw2scopething", "cw2scopething", "cw2bipodlol" } local iItemCount = #tDropItems function GM:PlayerDeath(pPlayer) local pEntity = ents.Create(tDropItems[math.random(1, iItemCount)]) if (pEntity:IsValid()) then pEntity:SetPos(pPlayer:GetPos()) pEntity:SetAngles(AngleRand()) pEntity:Spawn() end end[/code]
3. [URL="https://facepunch.com/showthread.php?t=1241046"]This thread[/URL] should at least solve part of your answer. 4. This should get you started: [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/PlayerDeathThink]GM:PlayerDeathThink[/url]
[QUOTE=code_gs;52559738]1. [code]Player:GiveAmmo(10, game.GetAmmoName(Player:GetActiveWeapon():GetPrimaryAmmoType()))[/code] 2. You can run RunConsoleCommand("mp_falldamage", "1") in your gamemode code. [code]local tDropItems = { "cw2scopething", "cw2ammothing", "cw2scopething", "cw2supressorthing", "cw2scopething", "cw2scopething", "cw2bipodlol" } local iItemCount = #tDropItems function GM:PlayerDeath(pPlayer) local pEntity = ents.Create(tDropItems[math.random(1, iItemCount)]) if (pEntity:IsValid()) then pEntity:SetPos(pPlayer:GetPos()) pEntity:SetAngles(AngleRand()) pEntity:Spawn() end end[/code][/QUOTE] [code]local playerPrimaryWeapon = ply:GetWeapon(randomPrimary) local primaryWeaponAmmoType = playerPrimaryWeapon:GetPrimaryAmmoType() local primaryWeaponClipSize = playerPrimaryWeapon:GetMaxClip1() ply:GiveAmmo(primaryWeaponClipSize * 3, primaryWeaponAmmoType, true)[/code] I fixed that issue thanks to YM_Industries this should add clips instead of a specific amount of bullets. Tho thanks for the example on the command code, I was stuck wondering why it didn't work, I forgot to add "" to the code lol. Also thanks for the code for dropping the items, it works like a charm, I only have 2 issues with it, but im going to try to resolve them myself. The issues are that the entities dont dissapear, so it starts lagging after a bit. It also seems like doi_disable_all_attachments_on_spawn is not working properly.
You can create a timer inside of the hook to remove the entity if it's still around
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