• Trying to get a trainkill command to work.
    1 replies, posted
(Garry's Mod Dedicated server made with SteamCMD) So, pretty much what the titles says. I have ulx, and I just got some code from a different post and tried to fix it. But, I get an error (I suck at lua.:ohno:). This is the code I'm trying to use: ------------------------------ Train Kill ------------------------------ function SpawnTrain( Pos, Direction ) local train = ents.Create( "prop_physics" ) train:SetModel("models/props_trainstation/train001.mdl") train:SetAngles( Direction:Angle() ) train:SetPos( Pos ) train:SetCustomCollisionCheck train:Spawn() train:ShouldCollide( Entity train, Entity player) train:Activate() train:EmitSound( "ambient/alarms/train_horn2.wav", 100, 100 ) train:GetPhysicsObject():SetVelocity( Direction * 100000 ) timer.Create( "TrainRemove_"..CurTime(), 5, 1, function() if not IsValid(train) then return end train:Remove() end) end function ulx.trainkill( calling_ply, target_plys ) for _, ply in ipairs( target_plys, calling_ply ) do local Hp = ply:Health() local Dif = Hp - 0 local HpOut = Hp - Dif local HpSur = Hp + Dif ply:SetMoveType( MOVETYPE_WALK ) ply:GodDisable() ply:SetHealth(HpOut) SpawnTrain( ply:GetPos() + ply:GetForward() * 750 + Vector(0,100,0), ply:GetForward() * -1 ) ply:GodDisable() ply:SetMoveType( MOVETYPE_WALK ) timer.Create( "trainKillNot_", 6.5, 1, function( target_plys ) if ply:Alive() then ply:SetHealth(HpSur) else end end ) end ulx.fancyLogAdmin( calling_ply, "#A trainkilled #T", target_plys ) end And this is the bit of code I tried to put in myself. (Again, I just started coding about a week ago. I'm still watching tutorials. I am pretty thick headed.) : train:ShouldCollide( Entity train, Entity player) I know this is horrible, but at least I tried xD. Any suggestions on how to fix this? [highlight](User was banned for this post ("Use [code][/code] tags and see Developer Discussion for help!" - NiandraLades))[/highlight]
So basically Evolve's trainfuck in ULX?
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