• this worked two weeks ago but now it doesn't
    0 replies, posted
this worked two weeks ago but now it doesn't, it just does nothing with no errors, anyone see anything I missed? [lua] AddCSLuaFile( "autorun/killother.lua" ) local function findByName( identifier, ignore_immunity, ply ) local result local user = string.lower( identifier ) -- We want to make this a case insensitive search local players = player.GetAll() for _, player in ipairs( players ) do if CLIENT or player:IsConnected() then local temp = string.find( string.lower( player:Nick() ), user, 1, true ) -- No special characters. if temp then -- We have a match if result then return nil, "Found multiple targets! Please choose a better string for the target." end result = player end end end if result then return result end return false, "No target found!" end local function zap(start,endp) local targ = ents.Create("info_target"); targ:SetKeyValue("targetname", tostring(targ)); targ:SetPos(start); targ:Spawn() targ:Fire("Kill","1",0.5) local targ2 = ents.Create("info_target"); targ2:SetKeyValue("targetname", "nnnrrg" .. tostring(targ2:EntIndex())); targ2:SetPos(endp); targ2:Spawn() targ2:Fire("Kill","1",0.5) local beam = ents.Create( "env_beam" ) beam:SetKeyValue( "life", "0" ) beam:SetKeyValue( "BoltWidth", "50" ) beam:SetKeyValue( "NoiseAmplitude", "10" ) beam:SetKeyValue( "damage", "0" ) beam:SetKeyValue( "TouchType", "4" ) beam:SetKeyValue( "Spawnflags", "1" ) beam:SetKeyValue( "texture", "sprites/bluelaser1.spr" ) beam:SetKeyValue( "LightningStart", tostring(targ) ) beam:SetKeyValue( "LightningEnd", "nnnrrg" .. tostring(targ2:EntIndex()) ) beam:SetPos(start)--player:EyePos() + player:GetAimVector()*5) beam:Spawn() beam:Activate() beam:Fire("Kill","1",0.2) beam:EmitSound("jk3/thunder_close"..math.random(1,2)..".mp3") local beam2 = ents.Create("env_laser") beam2:SetKeyValue( "life", "0" ) beam2:SetKeyValue( "width", "30" ) beam2:SetKeyValue( "NoiseAmplitude", "15" ) beam2:SetKeyValue( "damage", "0" ) beam2:SetKeyValue( "TouchType", "4" ) beam2:SetKeyValue( "Spawnflags", "1" ) beam2:SetKeyValue( "texture", "sprites/bluelaser1.spr" ) beam2:SetKeyValue( "TextureScroll", 4) beam2:SetKeyValue("renderamt", "255") beam2:SetKeyValue("rendercolor", "255 255 255") beam2:SetKeyValue( "LaserTarget", "nnnrrg" .. tostring(targ2:EntIndex()) ) beam2:SetPos(start)--player:EyePos() + player:GetAimVector()*5) beam2:Spawn() beam2:Activate() beam2:Fire("TurnOn","", 0) beam2:Fire("Kill","1",0.3) end function killother(player,command,args) if !SERVER then return end if !ValidEntity(player) then return end if args[1] != nil then tply = findByName(args[1]) print(tply) if ValidEntity(tply) and tply:IsPlayer() then local tracedata = {} tracedata.start = tply:GetPos() tracedata.endpos = tply:GetPos() + Vector(0,0,9001) tracedata.filter = tply tracedata.mask = MASK_NPCSOLID_BRUSHONLY local tr = util.TraceLine(tracedata) --util.QuickTrace(tply:EyePos() + Vector(0,0,40),Vector(0,0,1),{tply}) zap(tply:GetPos()+Vector(0,0,1),tr.HitPos) if tply:Alive() then tply:SetLocalVelocity(Vector(0,0,400)) end tply:EmitSound("jk3/thunder_close"..math.random(1,2)..".mp3",500,100) tply:SetKeyValue("targetname","nnnn" .. tostring(tply:EntIndex())) local beam2 = ents.Create("env_laser") beam2:SetKeyValue( "life", "0" ) beam2:SetKeyValue( "width", "30" ) beam2:SetKeyValue( "NoiseAmplitude", "5" ) beam2:SetKeyValue( "damage", "0" ) beam2:SetKeyValue( "TouchType", "4" ) beam2:SetKeyValue( "Spawnflags", "33" ) beam2:SetKeyValue( "texture", "sprites/bluelaser1.spr" ) beam2:SetKeyValue( "TextureScroll", 4) beam2:SetKeyValue("renderamt", "100") beam2:SetKeyValue("rendercolor", "255 255 255") beam2:SetKeyValue( "LaserTarget", "nnnn" .. tostring(tply:EntIndex())) beam2:SetPos(tr.HitPos)--player:EyePos() + player:GetAimVector()*5) beam2:Spawn() beam2:Activate() beam2:Fire("TurnOn","", 0) beam2:Fire("Kill","1",0.3) local effectdata = EffectData() effectdata:SetStart( tply:GetPos()+Vector(0,0,1) ) // not sure if we need a start and origin (endpoint) for this effect, but whatever effectdata:SetOrigin( tply:GetPos()+Vector(0,0,1)) effectdata:SetScale( 1 ) util.Effect( "cball_explode", effectdata ) util.Effect( "ImpactGunship", effectdata ) timer.Simple(0.2, function() if ValidEntity(tply) and tply:Alive() then tply:Kill() end end) return end end local tr = player:GetEyeTrace() zap(player:EyePos() + player:GetAimVector()*5,tr.HitPos) local effectdata = EffectData() effectdata:SetStart( tr.HitPos ) // not sure if we need a start and origin (endpoint) for this effect, but whatever effectdata:SetOrigin( tr.HitPos ) effectdata:SetScale( 1 ) util.Effect( "cball_explode", effectdata ) util.Effect( "ImpactGunship", effectdata ) player:EmitSound("jk3/thunder_close"..math.random(1,2)..".mp3",500,100) if ValidEntity(tr.Entity) and tr.Entity:IsPlayer() or tr.Entity:IsNPC() then zap(player:GetPos()+Vector(0,0,1),tr.HitPos) tr.Entity:SetLocalVelocity(Vector(0,0,300)) timer.Simple(0.2, function() if ValidEntity(tr.Entity) then if tr.Entity:IsNPC() then tr.Entity:SetLocalVelocity(Vector(0,0,500)) tr.Entity:Fire("SelfDestruct",1,0.01) tr.Entity:Fire("InteractivePowerDown",1,0) tr.Entity:TakeDamage(40000000,tr.Entity,tr.Entity) else tr.Entity:Kill() end end end) end end function getAutoCompleteOptions(commandName,args) return player.GetAll() end concommand.Add("killother",killother,getAutoCompleteOptions) [/lua] also since when does facepunch have a security script
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