[code]attempt to index local 'ply' (a nil value)[/code]
I never get these, could someone help me get this working?
LINE 19 and 20:
[lua]
ply:GetTable().maxspawn = ply:GetTable().maxspawn + 1
ply:GetTable().Spawnpoint = self.Entity
[/lua]
and ply are a local variable:
[code]
local ply = self.Owner
[/code]
Help, please... :)
Can we have all the function please?
self.Owner isn't valid. Also, you don't need to do ply:GetTable(). ply.maxspawn = ply.maxspawn + 1 would work.
(self.Entity is the same as self, by the way.)
self.Owner should be valid as long as he sets the owner during the purchase function, assuming you're using basewars.
[QUOTE=Lerpaderp;39569251]self.Owner should be valid as long as he sets the owner during the purchase function, assuming you're using basewars.[/QUOTE]
Nope, I am doing a spawnpoint in my darkrp.. lawl
[editline]16th February 2013[/editline]
[QUOTE=Didileking;39568097]Can we have all the function please?[/QUOTE]
[lua]
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include('shared.lua')
function ENT:Initialize()
self.Entity:SetModel( "models/props_trainstation/trainstation_clock001.mdl")
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.Entity:SetAngles(Angle(-90, 0, 0))
local ply = self.Owner
local phys = self.Entity:GetPhysicsObject()
phys:EnableMotion(false)
if(phys:IsValid()) then phys:Wake() end
self.Entity:SetNWInt("damage",100)
local spawnpointp = true
ply:GetTable().maxspawn = ply:GetTable().maxspawn + 1
ply:GetTable().Spawnpoint = self.Entity
end
function ENT:Think( )
if (IsValid(self.Owner)!=true) then
self.Entity:Remove()
end
end
function ENT:OnRemove( )
local ply = self.Owner
if IsValid(ply) then
ply:GetTable().maxspawn = ply:GetTable().maxspawn - 1
end
end
[/lua]
[QUOTE=addemod;39608436]Nope, I am doing a spawnpoint in my darkrp.. lawl
[editline]16th February 2013[/editline]
[lua]
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include('shared.lua')
function ENT:Initialize()
self.Entity:SetModel( "models/props_trainstation/trainstation_clock001.mdl")
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
self.Entity:SetAngles(Angle(-90, 0, 0))
local ply = self.Owner
local phys = self.Entity:GetPhysicsObject()
phys:EnableMotion(false)
if(phys:IsValid()) then phys:Wake() end
self.Entity:SetNWInt("damage",100)
local spawnpointp = true
ply:GetTable().maxspawn = ply:GetTable().maxspawn + 1
ply:GetTable().Spawnpoint = self.Entity
end
function ENT:Think( )
if (IsValid(self.Owner)!=true) then
self.Entity:Remove()
end
end
function ENT:OnRemove( )
local ply = self.Owner
if IsValid(ply) then
ply:GetTable().maxspawn = ply:GetTable().maxspawn - 1
end
end
[/lua][/QUOTE]
Are you setting the owner in the purchase or however the player is getting the spawnpoint?
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