• Help, simple questions
    13 replies, posted
So, I am trying to integrate PointMod([url]http://www.facepunch.com/showthread.php?933261-PointMod-Earn-points-and-buy-items-with-them[/url]!) to a DarkRP server, and am trying to make a money printer kind of entity which will periodically give you points if you have one, I know i can use the ply:GivePoints() function in PointMod to accomplish this, but it didn't work.. so far I got this: [lua] -- Respect Generator reworked for DarkRP by gomedunAddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel("models/props_c17/consolebox01a.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end self.sparking = false self.damage = 100 self.IsRespectGenerator = true timer.Simple(30, self.CreateMoneybag, self) end function ENT:OnTakeDamage(dmg) if self.burningup then return end self.damage = (self.damage or 100) - dmg:GetDamage() if self.damage <= 0 then local rnd = math.random(1, 10) if rnd < 3 then self:BurstIntoFlames() else self:Destruct() self:Remove() end end end function ENT:Destruct() local vPoint = self:GetPos() local effectdata = EffectData() effectdata:SetStart(vPoint) effectdata:SetOrigin(vPoint) effectdata:SetScale(1) util.Effect("Explosion", effectdata) Notify(self.dt.owning_ent, 1, 4, "Your respect generator has exploded!") end function ENT:BurstIntoFlames() Notify(self.dt.owning_ent, 1, 4, "Your respect generator is overheating!") self.burningup = true local burntime = math.random(8, 18) self:Ignite(burntime, 0) timer.Simple(burntime, self.Fireball, self) end function ENT:Fireball() if not self:IsOnFire() then return end local dist = math.random(20, 280) -- Explosion radius self:Destruct() for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do if not v:IsPlayer() and not v.IsMoneyPrinter then v:Ignite(math.random(5, 22), 0) end end self:Remove() end local function PrintMore(ent) if ValidEntity(ent) then ent.sparking = true timer.Simple(3, ent.CreateMoneybag, ent) end end function ENT:GenRespect() if not ValidEntity(self) then return end if self:IsOnFire() then return end local MoneyPos = self:GetPos() if math.random(1, 22) == 3 then self:BurstIntoFlames() end local PointsToGive = GetConVarNumber("rgenamount") timer.Create( "GivePoints", 300, 0, function() for k, v in ipairs( player.GetAll() ) do v:GivePoints( PointsToGive ) end end ) self.sparking = false end function ENT:Think() if not self.sparking then return end local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) effectdata:SetMagnitude(1) effectdata:SetScale(1) effectdata:SetRadius(2) util.Effect("Sparks", effectdata) end [/lua] as my init, can somebody help me? (the rgenamount has been added)
what didnt work, any errors? (post errors if there are any)
well it doesn't give me points
-snip-
bump
go into your console, and post the errors
Fail you guys are blind lol [lua] -- Respect Generator reworked for DarkRP by gomedun AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") local PointsToGive = 20 function ENT:Initialize() self:SetModel("models/props_c17/consolebox01a.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end self.sparking = false self.damage = 100 timer.Simple(30, self.GenRespect, self) end function ENT:OnTakeDamage(dmg) if self.burningup then return end self.damage = (self.damage or 100) - dmg:GetDamage() if self.damage <= 0 then local rnd = math.random(1, 10) if rnd < 3 then self:BurstIntoFlames() else self:Destruct() self:Remove() end end end function ENT:Destruct() local vPoint = self:GetPos() local effectdata = EffectData() effectdata:SetStart(vPoint) effectdata:SetOrigin(vPoint) effectdata:SetScale(1) util.Effect("Explosion", effectdata) Notify(self.dt.owning_ent, 1, 4, "Your respect generator has exploded!") end function ENT:BurstIntoFlames() Notify(self.dt.owning_ent, 1, 4, "Your respect generator is overheating!") self.burningup = true local burntime = math.random(8, 18) self:Ignite(burntime, 0) timer.Simple(burntime, self.Fireball, self) end function ENT:Fireball() if not self:IsOnFire() then return end local dist = math.random(20, 280) -- Explosion radius self:Destruct() for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do if not v:IsPlayer() then v:Ignite(math.random(5, 22), 0) end end self:Remove() end local function PrintMore(ent) if ValidEntity(ent) then ent.sparking = true timer.Simple(3, ent.GenRespect, ent) end end function ENT:GenRespect() if not ValidEntity(self) then return end if self:IsOnFire() then return end if math.random(1, 22) == 3 then self:BurstIntoFlames() end ply:GivePoints( PointsToGive ) self.sparking = false end function ENT:Think() if not self.sparking then return end local effectdata = EffectData() effectdata:SetOrigin(self:GetPos()) effectdata:SetMagnitude(1) effectdata:SetScale(1) effectdata:SetRadius(2) util.Effect("Sparks", effectdata) end [/lua] P.s I can tell you i did something like that but it's not ply:GivePoints (You did v -_- [means give all players]) i did points bag and points printer something awesome ^_^
[QUOTE=gomedun;25491973]stuff[/QUOTE] It doesn't have to go in to the entities, put this in gamemode/init.lua [lua] CreateClientConVar("rgenamount", 30, false, false) local PointsToGive = GetConVarNumber("rgenamount") timer.Create("GivePoints", 30, 0, function() for _,ent in pairs(ents.GetAll()) do for _,v in pairs(player.GetAll()) do if ent:GetClass() == "ent_generator" then v:GivePoints( PointsToGive ) end end end end) [/lua]
cubar, more help? this checks for the generator enitty right? what should the ent_generator code be?
It's needs to be the entity's name in entities/entities
ok. [editline]22nd October 2010[/editline] It works, but everyone gets points rather then just the owner.. [editline]22nd October 2010[/editline] bump
Try with and [lua]if ent:GetClass() == "ent_generator" and v:GetOwner() then [/lua]
now it won't give no points at all
Scrap that then just do [lua]timer.Create("GivePoints", 30, 0, function() ..code.. self.Owner:GivePoints( PointsToGive ) end [/lua] In the entity
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