Okay so, I bought a script off of coderhire a while back which modified the DNA scanner. It overwrote my old DNA scanner file.
So, I went in the TTT files under my steam name and put that in the server. But it doesn't work and gives me this error.
gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:266: Calling net.Start with unpooled message name [[url]http://goo.gl/qcx0y][/url]
It starts from line 261 and finishes at 275.
[CODE]if SERVER then
-- Sending this all in one umsg limits the max number of samples. 17 player
-- samples and 20 item samples (with 20 matches) has been verified as
-- working in the old DNA sampler.
function SWEP:SendPrints(should_open)
net.Start("TTT_ShowPrints", self.Owner)
net.WriteBit(should_open)
net.WriteUInt(#self.ItemSamples, 8)
for k, v in ipairs(self.ItemSamples) do
net.WriteString(v.cls)
end
net.Send(self.Owner)
end[/CODE]
Or, if you wouldn't mind posting your server DNA scanner file that would be great. I have no knowledge of Lua and help would be greatly appreciated. Thanks!
[QUOTE=fappymcfap;43646735]Okay so, I bought a script off of coderhire a while back which modified the DNA scanner. It overwrote my old DNA scanner file.
So, I went in the TTT files under my steam name and put that in the server. But it doesn't work and gives me this error.
gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:266: Calling net.Start with unpooled message name [[url]http://goo.gl/qcx0y][/url]
It starts from line 261 and finishes at 275.
[CODE]if SERVER then
-- Sending this all in one umsg limits the max number of samples. 17 player
-- samples and 20 item samples (with 20 matches) has been verified as
-- working in the old DNA sampler.
function SWEP:SendPrints(should_open)
net.Start("TTT_ShowPrints", self.Owner)
net.WriteBit(should_open)
net.WriteUInt(#self.ItemSamples, 8)
for k, v in ipairs(self.ItemSamples) do
net.WriteString(v.cls)
end
net.Send(self.Owner)
end[/CODE]
Or, if you wouldn't mind posting your server DNA scanner file that would be great. I have no knowledge of Lua and help would be greatly appreciated. Thanks![/QUOTE]
[URL="https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua"]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua[/URL]
That doesn't work. Could there be any other lua files associated with this one? I'm not sure wether I replaced another one :/
Is your TTT Base up to date? [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_tttbase/shared.lua[/url]
[QUOTE=fappymcfap;43646735]Okay so, I bought a script off of coderhire a while back which modified the DNA scanner. It overwrote my old DNA scanner file.
So, I went in the TTT files under my steam name and put that in the server. But it doesn't work and gives me this error.
gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:266: Calling net.Start with unpooled message name [[url]http://goo.gl/qcx0y][/url]
[/QUOTE]
Add the following line of code at the top of the script:
[CODE]util.AddNetworkString("TTT_ShowPrints")[/CODE]
[QUOTE=YoshieMaster;43653580]Add the following line of code at the top of the script:
[CODE]util.AddNetworkString("TTT_ShowPrints")[/CODE][/QUOTE]
It still doesn't work :s The tttwtester script is the same as the one here: [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/terrortown/entities/weapons/weapon_tttbase/shared.lua[/url]
This is the full error.
[ERROR] gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:279: Calling net.Start with unpooled message name [[url]http://goo.gl/qcx0y][/url]
1. Start - [C]:-1
2. SendScan - gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:279
3. PerformScan - gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:331
4. GatherRagdollSample - gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:161
5. oldprimary - gamemodes/terrortown/entities/weapons/weapon_ttt_wtester/shared.lua:120
6. unknown - addons/damagelog-master/lua/sv_damageinfos.lua:34
Basically I can't open the mouse 2 menu with the DNA Scanner nor does it work when I gather DNA on someone. I'm sorry if this is too much you don't need to help. It would be appreciated though.
So this is the damageinfos.lua file here.
[CODE]
util.AddNetworkString("DL_AskDamageInfos")
util.AddNetworkString("DL_SendDamageInfos")
util.AddNetworkString("DL_AskShootLogs")
util.AddNetworkString("DL_SendShootLogs")
function Damagelog:shootCallback(weapon)
local owner = weapon.Owner
if GetRoundState() == ROUND_ACTIVE then
if self.ShootTables[self.CurrentRound][self.Time] then
local info = { owner:Nick(), weapon:GetClass() }
table.insert(self.ShootTables[self.CurrentRound][self.Time], info)
else
table.insert(self.ShootTables[self.CurrentRound], self.Time, {})
local info = { owner:Nick(), weapon:GetClass() }
table.insert(self.ShootTables[self.CurrentRound][self.Time], info)
end
end
end
function Damagelog:DamagelogInfos()
for k,v in pairs(weapons.GetList()) do
if v.Base == "weapon_tttbase" then
if not v.PrimaryAttack then
v.PrimaryAttack = function(wep)
wep.BaseClass.PrimaryAttack(wep)
if wep.BaseClass.CanPrimaryAttack(wep) and IsValid(wep.Owner) then
self:shootCallback(wep)
end
end
else
local oldprimary = v.PrimaryAttack
v.PrimaryAttack = function(wep)
oldprimary(wep)
Damagelog:shootCallback(wep)
end
end
end
end
end
hook.Add("Initialize", "Initialize_DamagelogInfos", function()
Damagelog:DamagelogInfos()
end)
function Damagelog:SendDamageInfos(ply, t, att, victim, round)
local results = {}
local found = false
for k,v in pairs(self.ShootTables[round] or {}) do
if k >= t - 10 and k <= t then
for s,i in pairs(v) do
if i[1] == victim or i[1] == att then
if results[k] == nil then
table.insert(results, k, {})
end
table.insert(results[k], i)
found = true
end
end
end
end
local beg = t - 10
if found then
net.Start("DL_SendDamageInfos")
net.WriteUInt(0,1)
net.WriteUInt(beg, 32)
net.WriteUInt(t, 32)
net.WriteTable(results)
net.WriteString(victim)
net.WriteString(att)
net.Send(ply)
else
net.Start("DL_SendDamageInfos")
net.WriteUInt(1,1)
net.WriteUInt(beg, 32)
net.WriteUInt(t, 32)
net.WriteString(victim)
net.WriteString(att)
net.Send(ply)
end
end
net.Receive("DL_AskDamageInfos", function(_, ply)
local time = net.ReadUInt(32)
local attacker = net.ReadString()
local victim = net.ReadString()
local round = net.ReadUInt(32)
Damagelog:SendDamageInfos(ply, time, attacker, victim, round)
end)
local orderedPairs = Damagelog.orderedPairs
net.Receive("DL_AskShootLogs", function(_, ply)
if not ply:CanUseDamagelog() then return end
local data = Damagelog.ShootTables[net.ReadUInt(8)]
if not data then return end
data = table.Copy(data)
local count = table.Count(data)
local i = 0
if count <= 0 then
net.Start("DL_SendShootLogs")
net.WriteTable({"empty"})
net.WriteUInt(1, 1)
net.Send(ply)
else
for k,v in orderedPairs(data) do
i = i + 1
net.Start("DL_SendShootLogs")
net.WriteTable(v)
net.WriteUInt(i == count and 1 or 0, 1)
net.Send(ply)
end
end
end)[/CODE]
From line 1 to 113.
Is there something wrong with either one?
bump
Could you please post the contents of your garrysmod/gamemodes/terrortown/gamemode/init.lua file?
[QUOTE=YoshieMaster;43675379]Could you please post the contents of your garrysmod/gamemodes/terrortown/gamemode/init.lua file?[/QUOTE]
[CODE]---- Trouble in Terrorist Town
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
AddCSLuaFile("cl_hud.lua")
AddCSLuaFile("cl_msgstack.lua")
AddCSLuaFile("cl_hudpickup.lua")
AddCSLuaFile("cl_keys.lua")
AddCSLuaFile("cl_wepswitch.lua")
AddCSLuaFile("cl_awards.lua")
AddCSLuaFile("cl_scoring_events.lua")
AddCSLuaFile("cl_scoring.lua")
AddCSLuaFile("cl_popups.lua")
AddCSLuaFile("cl_equip.lua")
AddCSLuaFile("equip_items_shd.lua")
AddCSLuaFile("cl_help.lua")
AddCSLuaFile("cl_scoreboard.lua")
AddCSLuaFile("cl_tips.lua")
AddCSLuaFile("cl_voice.lua")
AddCSLuaFile("scoring_shd.lua")
AddCSLuaFile("util.lua")
AddCSLuaFile("lang_shd.lua")
AddCSLuaFile("corpse_shd.lua")
AddCSLuaFile("player_ext_shd.lua")
AddCSLuaFile("weaponry_shd.lua")
AddCSLuaFile("cl_radio.lua")
AddCSLuaFile("cl_radar.lua")
AddCSLuaFile("cl_tbuttons.lua")
AddCSLuaFile("cl_disguise.lua")
AddCSLuaFile("cl_transfer.lua")
AddCSLuaFile("cl_search.lua")
AddCSLuaFile("cl_targetid.lua")
AddCSLuaFile("vgui/ColoredBox.lua")
AddCSLuaFile("vgui/SimpleIcon.lua")
AddCSLuaFile("vgui/ProgressBar.lua")
AddCSLuaFile("vgui/ScrollLabel.lua")
AddCSLuaFile("vgui/sb_main.lua")
AddCSLuaFile("vgui/sb_row.lua")
AddCSLuaFile("vgui/sb_team.lua")
AddCSLuaFile("vgui/sb_info.lua")
include("shared.lua")
include("karma.lua")
include("entity.lua")
include("scoring_shd.lua")
include("radar.lua")
include("admin.lua")
include("traitor_state.lua")
include("propspec.lua")
include("weaponry.lua")
include("gamemsg.lua")
include("ent_replace.lua")
include("scoring.lua")
include("corpse.lua")
include("player_ext_shd.lua")
include("player_ext.lua")
include("player.lua")
include("tags.lua")
CreateConVar("ttt_roundtime_minutes", "10", FCVAR_NOTIFY)
CreateConVar("ttt_preptime_seconds", "30", FCVAR_NOTIFY)
CreateConVar("ttt_posttime_seconds", "30", FCVAR_NOTIFY)
CreateConVar("ttt_firstpreptime", "60")
local ttt_haste = CreateConVar("ttt_haste", "1", FCVAR_NOTIFY)
CreateConVar("ttt_haste_starting_minutes", "5", FCVAR_NOTIFY)
CreateConVar("ttt_haste_minutes_per_death", "0.5", FCVAR_NOTIFY)
CreateConVar("ttt_spawn_wave_interval", "0")
CreateConVar("ttt_traitor_pct", "0.25")
CreateConVar("ttt_traitor_max", "32")
CreateConVar("ttt_detective_pct", "0.13", FCVAR_NOTIFY)
CreateConVar("ttt_detective_max", "32")
CreateConVar("ttt_detective_min_players", "8")
CreateConVar("ttt_detective_karma_min", "600")
-- Traitor credits
CreateConVar("ttt_credits_starting", "2")
CreateConVar("ttt_credits_award_pct", "0.35")
CreateConVar("ttt_credits_award_size", "1")
CreateConVar("ttt_credits_award_repeat", "1")
CreateConVar("ttt_credits_detectivekill", "1")
CreateConVar("ttt_credits_alonebonus", "1")
-- Detective credits
CreateConVar("ttt_det_credits_starting", "1")
CreateConVar("ttt_det_credits_traitorkill", "0")
CreateConVar("ttt_det_credits_traitordead", "1")
CreateConVar("ttt_announce_deaths", "1", FCVAR_ARCHIVE + FCVAR_NOTIFY)
CreateConVar("ttt_use_weapon_spawn_scripts", "1")
CreateConVar("ttt_always_use_mapcycle", "0")
CreateConVar("ttt_round_limit", "6", FCVAR_ARCHIVE + FCVAR_NOTIFY + FCVAR_REPLICATED)
CreateConVar("ttt_time_limit_minutes", "75", FCVAR_NOTIFY + FCVAR_REPLICATED)
CreateConVar("ttt_idle_limit", "180", FCVAR_NOTIFY)
CreateConVar("ttt_voice_drain", "0", FCVAR_NOTIFY)
CreateConVar("ttt_voice_drain_normal", "0.2", FCVAR_NOTIFY)
CreateConVar("ttt_voice_drain_admin", "0.05", FCVAR_NOTIFY)
CreateConVar("ttt_voice_drain_recharge", "0.05", FCVAR_NOTIFY)
CreateConVar("ttt_namechange_kick", "1", FCVAR_NOTIFY)
CreateConVar("ttt_namechange_bantime", "10")
local ttt_detective = CreateConVar("ttt_sherlock_mode", "1", FCVAR_ARCHIVE + FCVAR_NOTIFY)
local ttt_minply = CreateConVar("ttt_minimum_players", "2", FCVAR_ARCHIVE + FCVAR_NOTIFY)
-- debuggery
local ttt_dbgwin = CreateConVar("ttt_debug_preventwin", "0")
-- Localise stuff we use often. It's like Lua go-faster stripes.
local math = math
local table = table
local umsg = umsg
local player = player
local timer = timer
---- Round mechanics
function GM:Initialize()
MsgN("Trouble In Terrorist Town gamemode initializing...")
ShowVersion()
-- Force friendly fire to be enabled. If it is off, we do not get lag compensation.
RunConsoleCommand("mp_friendlyfire", "1")
-- Default crowbar unlocking settings, may be overridden by config entity
GAMEMODE.crowbar_unlocks = {
[OPEN_DOOR] = true,
[OPEN_ROT] = true,
[OPEN_BUT] = true,
[OPEN_NOTOGGLE]= true
};
-- More map config ent defaults
GAMEMODE.force_plymodel = ""
GAMEMODE.propspec_allow_named = true
GAMEMODE.MapWin = WIN_NONE
GAMEMODE.AwardedCredits = false
GAMEMODE.AwardedCreditsDead = 0
GAMEMODE.round_state = ROUND_WAIT
GAMEMODE.FirstRound = true
GAMEMODE.RoundStartTime = 0
GAMEMODE.DamageLog = {}
GAMEMODE.LastRole = {}
GAMEMODE.playermodel = GetRandomPlayerModel()
GAMEMODE.playercolor = COLOR_WHITE
-- Delay reading of cvars until config has definitely loaded
GAMEMODE.cvar_init = false
SetGlobalFloat("ttt_round_end", -1)
SetGlobalFloat("ttt_haste_end", -1)
-- For the paranoid
math.randomseed(os.time())
WaitForPlayers()
if cvars.Number("sv_alltalk", 0) > 0 then
ErrorNoHalt("TTT WARNING: sv_alltalk is enabled. Dead players will be able to talk to living players. TTT will now attempt to set sv_alltalk 0.\n")
RunConsoleCommand("sv_alltalk", "0")
end
local cstrike = false
for _, g in pairs(engine.GetGames()) do
if g.folder == 'cstrike' then cstrike = true end
end
if not cstrike then
ErrorNoHalt("TTT WARNING: CS:S does not appear to be mounted by GMod. Things may break in strange ways. Server admin? Check the TTT readme for help.\n")
end
GAMEMODE:CheckFileConsistency()
end
function GM:InitPostEntity()
self.Customized = WEPS.HasCustomEquipment()
self:UpdateServerTags()
end
-- Used to do this in Initialize, but server cfg has not always run yet by that
-- point.
function GM:InitCvars()
MsgN("TTT initializing convar settings...")
-- Initialize game state that is synced with client
SetGlobalInt("ttt_rounds_left", GetConVar("ttt_round_limit"):GetInt())
GAMEMODE:SyncGlobals()
KARMA.InitState()
self.cvar_init = true
end
function GM:GetGameDescription() return self.Name end
-- Convar replication is broken in gmod, so we do this.
-- I don't like it any more than you do, dear reader.
function GM:SyncGlobals()
SetGlobalBool("ttt_detective", ttt_detective:GetBool())
SetGlobalBool("ttt_haste", ttt_haste:GetBool())
SetGlobalInt("ttt_time_limit_minutes", GetConVar("ttt_time_limit_minutes"):GetInt())
SetGlobalBool("ttt_highlight_admins", GetConVar("ttt_highlight_admins"):GetBool())
SetGlobalBool("ttt_locational_voice", GetConVar("ttt_locational_voice"):GetBool())
SetGlobalInt("ttt_idle_limit", GetConVar("ttt_idle_limit"):GetInt())
SetGlobalBool("ttt_voice_drain", GetConVar("ttt_voice_drain"):GetBool())
SetGlobalFloat("ttt_voice_drain_normal", GetConVar("ttt_voice_drain_normal"):GetFloat())
SetGlobalFloat("ttt_voice_drain_admin", GetConVar("ttt_voice_drain_admin"):GetFloat())
SetGlobalFloat("ttt_voice_drain_recharge", GetConVar("ttt_voice_drain_recharge"):GetFloat())
end
function SendRoundState(state, ply)
if ply then
umsg.Start("round_state", ply)
else
umsg.Start("round_state")
end
umsg.Char(state)
umsg.End()
end
-- Round state is encapsulated by set/get so that it can easily be changed to
-- eg. a networked var if this proves more convenient
function SetRoundState(state)
GAMEMODE.round_state = state
SCORE:RoundStateChange(state)
SendRoundState(state)
end
function GetRoundState()
return GAMEMODE.round_state
end
local function EnoughPlayers()
local ready = 0
-- only count truly available p
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