• How to make Glowing Player Halos for Murdermode?
    1 replies, posted
I want to make murderer can see player glowing outline through walls when murderer get maybe 10 or 12 loots maybe. Effects like this. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=235603435&searchtext=l4d+glow[/url] sv_loot.lua here is a murderer crossbow code. [CODE] local function giveCrossbow(ply) --&#49437;&#44417;&#51452;&#45716;&#44144; --&#51060;&#48120; &#49437;&#44417; &#44032;&#51648;&#44256;&#51080;&#45716;&#45448;&#51068;&#46412;&#51032; &#53076;&#46300; if ply:HasWeapon("weapon_crossbow") then --ply:GiveAmmo(1, "XBowBolt", true) --&#49437;&#44417; &#53444;&#50557; 1&#48156; &#45908; else ply:Give("weapon_crossbow") ply:RemoveAmmo(4, "XBowBolt") --&#53444;&#50557; 5&#44060; &#44592;&#48376;&#51473; 4&#44060; &#48839;&#44256; 1&#44060;&#47564; &#45224;&#44608; --ply:SelectWeapon("weapon_crossbow") --&#53356;&#47196;&#49828;&#48372;&#50864; &#50619;&#51012;&#46412;&#50528; &#44536; &#47924;&#44592;&#47484; &#46308;&#44256;&#51080;&#51012;&#44736;&#51648; &#50500;&#45772;&#51648; end end [/CODE] [CODE] if ply:GetMurderer() then if ply.LootCollected == 7 then giveCrossbow(ply) PrintMessage(HUD_PRINTTALK, "<WARNNING!> &#49332;&#51064;&#51088;&#44032; Crossbow&#47484; &#50619;&#50632;&#49845;&#45768;&#45796;!!" ) for k,v in pairs(player.GetAll()) do v:EmitSound("ambient/alarms/alarm_citizen_loop1.mp3") end end --if ply.LootCollected % 15 == 0 then -- giveCrossbow(ply) --end if ply.LootCollected == 10 then PLAYER GLOW HALOS &#8592; but i don't know what function need for, of which addons are work to murderer. end end [/CODE] I think glow effects will work write script like that. Any addons for glowing player halos for murderer? or any scripts..? I don't know lua much. So I was searched on facepunch and found many scripts, but i can't understand and use it. Any one help me?
Use the [URL="http://wiki.garrysmod.com/page/halo/Add"]halo.Add[/URL] function. Careful, apparently it's a "Frame Killer", but when I used it, I was fine. E: Linked
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