• How do I make my player re-appear if he changes weapon?
    8 replies, posted
Hello, I am creating an invisiblity Cloak SWEP. So far all it does is sets the player invisible and secondary makes it re-appear. But I would like to make it so if the player changes weapon it would make the player re-appear to stop any exploits. SWEP.PrintName = "Invisibility Cloak SWEP" SWEP.Author = "Ryanm2711" SWEP.Instructions = "Press Left Click to go invisible. Right click to get out." SWEP.Spawnable                 = true SWEP.AdminOnly                 = true SWEP.Category                 = "HogwartsRP" SWEP.Primary.ClipSize        = -1 SWEP.Primary.DefaultClip    = -1 SWEP.Primary.Automatic        = false SWEP.Primary.Ammo            = "none" SWEP.Secondary.ClipSize        = -1 SWEP.Secondary.DefaultClip    = -1 SWEP.Secondary.Automatic    = false SWEP.Secondary.Ammo            = "none" SWEP.Weight                    = 0 SWEP.AutoSwitchTo            = true SWEP.AutoSwitchFrom            = false SWEP.Slot                    = 1 SWEP.SlotPos                = 2 SWEP.DrawAmmo                = false SWEP.DrawCrosshair            = false function SWEP:Deploy()     self.Owner:DrawViewModel(false); end function SWEP:DrawWorldModel() return false; end function SWEP:PrimaryAttack()     self:SetNextPrimaryFire( CurTime() + 5 )     self.Owner:SetRenderMode(RENDERMODE_TRANSALPHA)     self.Owner:SetColor( Color(0, 0, 0, 0 ) ) end function SWEP:SecondaryAttack()     self.Owner:SetRenderMode( RENDERMODE_TRANSALPHA )     self.Owner:SetColor(Color(255,255,255,255)) end
probably something like this function SWEP:Holster( wep ) self.Owner:SetRenderMode(RENDERMODE_TRANSALPHA) self.Owner:SetColor( Color(0, 0, 0, 0 ) ) end But this is just going from the wiki entry. But take a good look at the wiki entry, since you're probably more familiar with lua than I.
would probably just be a quick edit self.Owner:SetColor( Color(255, 255, 255, 255 ) ) since the secondary is what makes them re-appear
ah fudge, i knew i copied the wrong section of code 😋
Thanks, it worked.
The first snippet with SWEP:Holster was actually good, except it didn't return true. If you don't return true, it won't allow the weapon to be changed. function SWEP:Holster( wep ) self.Owner:SetRenderMode(RENDERMODE_TRANSALPHA) self.Owner:SetColor( Color(255, 255, 255, 255) ) return true -- you need to return true to allow holstering end Try this, it should work.
I did try return true. That did not work, so I used the other method that works fine.
That's strange. I copied the exact code submitted, added my snippet and it worked flawlessly.
Oh well, at least I got it working in the end.
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