Hello wonderful people of Facepunch, today I am wondering about how to use Parakeet's Pill Pack, to create jobs!
Example:
Giraffe Job, and when you choose it, you will act as if u have aten the Giraffe pill. Do you know what I am talking about?
Eh, if you do, please help me out.
I don't know much about this shitty looking little kids' addon after having skimmed over it's page for like 20 seconds, but did you seriously just call the HL2 strider a giraffe?
(Oh and btw, don't come to facepunch for help with this kind of stuff)
[highlight](User was banned for this post ("don't be rude/unhelpful" - NiandraLades))[/highlight]
[QUOTE=schleiderftw;49966301]I don't know much about this shitty looking little kids' addon after having skimmed over it's page for like 20 seconds, but did you seriously just call the HL2 strider a giraffe?
(Oh and btw, don't come to facepunch for help with this kind of stuff)[/QUOTE]
Just stop... If you know nothing about what someone is talking about, just leave it alone. The "Giraffe" is a pill you can take in the addon and it makes your neck really long.
And that's why there's a damned Developer Discussion.
[QUOTE=Percipience;49966777]Just stop... If you know nothing about what someone is talking about, just leave it alone. The "Giraffe" is a pill you can take in the addon and it makes your neck really long.
And that's why there's a damned Developer Discussion.[/QUOTE]
well then lol
Since, no one is helping I'll give you a tip, I haven't tested this so
The pills entity works by
[code]ply:EmitSound("weapons/bugbait/bugbait_squeeze1.wav")
pk_pills.apply(ply,self:GetPillForm())
self:Remove()[/code]
So we should be able to add a pill to a job by adding
[code]PlayerSpawn = pk_pills.apply(ply,self:GetPillForm()) [/code]
That'll lead you in the direction to get the pills working
The Giraffe Pill
[code]pk_pills.register("giraffe",{
printName="Giraffe",
side="harmless",
type="ply",
model="models/mossman.mdl",
default_rp_cost=800,
camera={
offset=Vector(0,0,220),
dist=400
},
hull=Vector(50,50,230),
duckBy=150,
modelScale=2,
anims={
default={
idle="man_gun",
walk="walk_holding_package_all",
run="run_aiming_p_all",
crouch="coverlow_l",
crouch_walk="crouchrunall1",
glide="sit_chair",
jump="cower"
}
},
boneMorphs = {
["ValveBiped.Bip01_Head1"]={pos=Vector(50,25,0),scale=Vector(2,2,2)}
},
moveSpeed={
walk=300,
run=900
},
movePoseMode="yaw",
jumpPower=400,
health=600,
})[/code]
To remove a pill from a player, run
[code]pk_pills.restore(ply,true)[/code]
On PlayerDeath
so you would have
[code] PlayerDeath = pk_pills.restore(ply,true)[/code]
So we are making a giraffe pill job we would have
[code] self:GetPillForm() == giraffe [/code]
Now we can add to the job
[code]PlayerSpawn = function(ply) pk_pills.apply(ply,giraffe) end,
PlayerDeath = function(ply) pk_pills.restore(ply,true) end,[/code]
Creating the final output
[code]TEAM_GIRAFFE = DarkRP.createJob("Giraffe", {
color = Color(102, 97, 97, 255), -- RGBA
model = "models/mossman.mdl", -- can select anything (leaving blank will pick last model used)
description = [[You are a giraffe, you silly little werido.]],
weapons = { }, -- Weapons arent really used by pills anyway
command = "Giraffe",
max = 5,
salary = GAMEMODE.Config.normalsalary,
admin = 0,
vote = false,
hasLicense = false,
PlayerSpawn = function(ply) pk_pills.apply(ply,giraffe,1) end, -- adding 1 makes the pill last until death
PlayerDeath = function(ply) pk_pills.restore(ply,true) end, -- just making sure the pill is removed.
candemote = false,
category = "Weridos",
})[/code]
[QUOTE=schleiderftw;49966301]shitty looking little kids' addon[/QUOTE]
:godzing:
[QUOTE=Blinkenn;49972670]
Words
[/QUOTE]
This is mostly correct, but you're going to want to put "giraffe" in quotes (Like it is in this sentence).
[QUOTE=Blinkenn;49972670]Since, no one is helping I'll give you a tip, I haven't tested this so
The pills entity works by
[code]ply:EmitSound("weapons/bugbait/bugbait_squeeze1.wav")
pk_pills.apply(ply,self:GetPillForm())
self:Remove()[/code]
So we should be able to add a pill to a job by adding
[code]PlayerSpawn = pk_pills.apply(ply,self:GetPillForm()) [/code]
That'll lead you in the direction to get the pills working
The Giraffe Pill
[code]pk_pills.register("giraffe",{
printName="Giraffe",
side="harmless",
type="ply",
model="models/mossman.mdl",
default_rp_cost=800,
camera={
offset=Vector(0,0,220),
dist=400
},
hull=Vector(50,50,230),
duckBy=150,
modelScale=2,
anims={
default={
idle="man_gun",
walk="walk_holding_package_all",
run="run_aiming_p_all",
crouch="coverlow_l",
crouch_walk="crouchrunall1",
glide="sit_chair",
jump="cower"
}
},
boneMorphs = {
["ValveBiped.Bip01_Head1"]={pos=Vector(50,25,0),scale=Vector(2,2,2)}
},
moveSpeed={
walk=300,
run=900
},
movePoseMode="yaw",
jumpPower=400,
health=600,
})[/code]
To remove a pill from a player, run
[code]pk_pills.restore(ply,true)[/code]
On PlayerDeath
so you would have
[code] PlayerDeath = pk_pills.restore(ply,true)[/code]
So we are making a giraffe pill job we would have
[code] self:GetPillForm() == giraffe [/code]
Now we can add to the job
[code]PlayerSpawn = function(ply) pk_pills.apply(ply,giraffe) end,
PlayerDeath = function(ply) pk_pills.restore(ply,true) end,[/code]
Creating the final output
[code]TEAM_GIRAFFE = DarkRP.createJob("Giraffe", {
color = Color(102, 97, 97, 255), -- RGBA
model = "models/mossman.mdl", -- can select anything (leaving blank will pick last model used)
description = [[You are a giraffe, you silly little werido.]],
weapons = { }, -- Weapons arent really used by pills anyway
command = "Giraffe",
max = 5,
salary = GAMEMODE.Config.normalsalary,
admin = 0,
vote = false,
hasLicense = false,
PlayerSpawn = function(ply) pk_pills.apply(ply,giraffe,1) end, -- adding 1 makes the pill last until death
PlayerDeath = function(ply) pk_pills.restore(ply,true) end, -- just making sure the pill is removed.
candemote = false,
category = "Weridos",
})[/code][/QUOTE]
wow ill try thanks
[QUOTE=Wispysaur;49987655]wow ill try thanks[/QUOTE]
Don't forget @MadParakeet's comment afterwards. Just to reduce chances of error. :ohno:
EDIT: I think he already did, I didn't notice my bad.
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