• How to set a PILL as a DarkRP JOB?
    7 replies, posted
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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