Any ideas why this wont spawn at all?
[CODE]-- RRPX Money Printer reworked for DarkRP by philxyz
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.SeizeReward = 950
local PrintMore
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()
phys:Wake()
self.sparking = false
self.damage = 100
self.IsMoneyPrinter = true
timer.Simple(math.random(100, 350), function() PrintMore(self) end)
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)
GAMEMODE:Notify(self:Getowning_ent(), 1, 4, "Your money printer has exploded!")
end
function ENT:BurstIntoFlames()
GAMEMODE:Notify(self:Getowning_ent(), 0, 4, "Your money printer is overheating!")
self.burningup = true
local burntime = math.random(8, 18)
self:Ignite(burntime, 0)
timer.Simple(burntime, function() self:Fireball() end)
end
function ENT:Fireball()
if not self:IsOnFire() then self.burningup = false 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:IsWeapon() and v:GetClass() ~= "predicted_viewmodel" and not v.IsMoneyPrinter then
v:Ignite(math.random(5, 22), 0)
elseif v:IsPlayer() then
local distance = v:GetPos():Distance(self:GetPos())
v:TakeDamage(distance / dist * 100, self, self)
end
end
self:Remove()
end
PrintMore = function(ent)
if not IsValid(ent) then return end
ent.sparking = true
timer.Simple(3, function()
if not IsValid(ent) then return end
ent:CreateMoneybag()
end)
end
function ENT:CreateMoneybag()
if not IsValid(self) or self:IsOnFire() then return end
local MoneyPos = self:GetPos()
if math.random(1, 22) == 3 then self:BurstIntoFlames() end
local amount = 400 end
DarkRPCreateMoneyBag(Vector(MoneyPos.x + 15, MoneyPos.y, MoneyPos.z + 15), amount)
self.sparking = false
timer.Simple(math.random(100, 350), function() PrintMore(self) end)
end
function ENT:Think()
if self:WaterLevel() > 0 then
self:Destruct()
self:Remove()
return
end
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
[/CODE]
If you're talking about not being able to spawn through Q menu - you don't have a spawn function.
Paste the error maybe....
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