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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