• Change Code for gmod 13
    1 replies, posted
Need help changing code for gmod 13. Do you guys see anything wrong with the code. I really need help with this. Code 1: [CODE]AddCSLuaFile( "shared.lua" ) include('shared.lua') SWEP.Weight = 3 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = true function SWEP:ShouldDropOnDie() return false end[/CODE] Code 2: [CODE]SWEP.PrintName = "NPC Mover" SWEP.DrawAmmo = false SWEP.DrawCrosshair = true SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.CSMuzzleFlashes = true SWEP.Slot = 1 SWEP.SlotPos = 2 SWEP.Author = "LaZzA" SWEP.Contact = "bloodnok16@adam.com.au" SWEP.Purpose = "NPC Movement" SWEP.Instructions = "Primary fire: Select NPC's, Secondary fire: Move NPC's" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" local ShootSound = Sound( "Airboat.FireGunRevDown" ) local selected_npcs_movement = {} /*--------------------------------------------------------- Initialize ---------------------------------------------------------*/ function SWEP:Initialize() end /*--------------------------------------------------------- PrimaryAttack ---------------------------------------------------------*/ function SWEP:PrimaryAttack() local trace = self.Owner:GetEyeTrace() self:EmitSound( ShootSound ) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self.Weapon ) util.Effect( "ToolTracer", effectdata ) if SERVER then if (selected_npcs_movement[self:GetOwner()] == nil) then selected_npcs_movement[self:GetOwner()] = {} end if (!trace.Entity:IsValid() || !trace.Entity:IsNPC()) then return true end if (selected_npcs_movement[self:GetOwner()][trace.Entity] == nil) then selected_npcs_movement[self:GetOwner()][trace.Entity] = trace.Entity else selected_npcs_movement[self:GetOwner()][trace.Entity] = nil end end if CLIENT then if (trace.Entity:IsNPC()) then self.Owner:PrintMessage( HUD_PRINTTALK, "Selected NPC") end return true end end /*--------------------------------------------------------- SecondaryAttack ---------------------------------------------------------*/ function SWEP:SecondaryAttack() local trace = self.Owner:GetEyeTrace() self:EmitSound( ShootSound ) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self.Weapon ) util.Effect( "ToolTracer", effectdata ) if SERVER then if (selected_npcs_movement[self:GetOwner()] == nil) then selected_npcs_movement[self:GetOwner()] = {} end if (trace.HitWorld && !trace.HitSky && SERVER) then local action = SCHED_FORCED_GO_RUN for k, v in pairs(selected_npcs_movement[self:GetOwner()]) do if (v != nil && v:IsValid() && v:IsNPC()) then v:SetLastPosition( trace.HitPos ) v:SetSchedule( action ) end end end end return true end /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() end /*--------------------------------------------------------- Think ---------------------------------------------------------*/ function SWEP:Think() end [/CODE] Code 3: [CODE]SWEP.PrintName = "NPC Mover" SWEP.DrawAmmo = false SWEP.DrawCrosshair = true SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.CSMuzzleFlashes = true SWEP.Slot = 1 SWEP.SlotPos = 2 SWEP.Author = "LaZzA" SWEP.Contact = "bloodnok16@adam.com.au" SWEP.Purpose = "NPC Movement" SWEP.Instructions = "Primary fire: Select NPC's, Secondary fire: Move NPC's" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" local ShootSound = Sound( "Airboat.FireGunRevDown" ) local selected_npcs_movement = {} /*--------------------------------------------------------- Initialize ---------------------------------------------------------*/ function SWEP:Initialize() end /*--------------------------------------------------------- PrimaryAttack ---------------------------------------------------------*/ function SWEP:PrimaryAttack() local trace = self.Owner:GetEyeTrace() self:EmitSound( ShootSound ) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self.Weapon ) util.Effect( "ToolTracer", effectdata ) if SERVER then if (selected_npcs_movement[self:GetOwner()] == nil) then selected_npcs_movement[self:GetOwner()] = {} end if (!trace.Entity:IsValid() || !trace.Entity:IsNPC()) then return true end if (selected_npcs_movement[self:GetOwner()][trace.Entity] == nil) then selected_npcs_movement[self:GetOwner()][trace.Entity] = trace.Entity else selected_npcs_movement[self:GetOwner()][trace.Entity] = nil end end if CLIENT then if (trace.Entity:IsNPC()) then self.Owner:PrintMessage( HUD_PRINTTALK, "Selected NPC") end return true end end /*--------------------------------------------------------- SecondaryAttack ---------------------------------------------------------*/ function SWEP:SecondaryAttack() local trace = self.Owner:GetEyeTrace() self:EmitSound( ShootSound ) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self.Weapon ) util.Effect( "ToolTracer", effectdata ) if SERVER then if (selected_npcs_movement[self:GetOwner()] == nil) then selected_npcs_movement[self:GetOwner()] = {} end if (trace.HitWorld && !trace.HitSky && SERVER) then local action = SCHED_FORCED_GO_RUN for k, v in pairs(selected_npcs_movement[self:GetOwner()]) do if (v != nil && v:IsValid() && v:IsNPC()) then v:SetLastPosition( trace.HitPos ) v:SetSchedule( action ) end end end end return true end /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() end /*--------------------------------------------------------- Think ---------------------------------------------------------*/ function SWEP:Think() end [/CODE]
Well no one will do this for you. Here are some tools for you: [URL="https://docs.google.com/document/d/1khSuIYrAMkqXu7wlH5YRJNwz6hOH6Xqi5lqBhE3x6gA/edit"]https://docs.google.com/document/d/1khSuIYrAMkqXu7wlH5YRJNwz6hOH6Xqi5lqBhE3x6gA/edit[/URL] [URL="http://wiki.garrysmod.com/page/Main_Page"]http://wiki.garrysmod.com/page/Main_Page[/URL]
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