• Pointshop code not working
    13 replies, posted
[CODE]ITEM.Name = "25+ Health" ITEM.Enabled = true ITEM.Description = "Gives you 25 more health." ITEM.Price = 1000 ITEM.Model = "models/props_combine/health_charger001.mdl" ITEM.SingleUse = false ITEM.Functions = { OnGive = function(ply, item) item.Hooks.PlayerSpawn(ply, item) end, OnTake = function(ply, item) if ply:Health() > 100 then ply:SetHealth(ply:Health() - 100) end end } ITEM.Hooks = { PlayerSpawn = function(ply, item) ply:SetHealth(ply:Health() + 100) end }[/CODE] Its not even working D:
Help me ?
This is useless, what's the issue? I can't find the issue if you don't tell me what's wrong, and don't tell me "it just doesn't work" because that won't help me at all.
[QUOTE=Reyjr43;44014449]This is useless, what's the issue? I can't find the issue if you don't tell me what's wrong, and don't tell me "it just doesn't work" because that won't help me at all.[/QUOTE] it doesnt give them +25 health im running TTT gamemode 2
That's some butchered code right there. Try this: [code]ITEM.Name = 'Health Boost' ITEM.Price = 1 ITEM.Material = 'something' ITEM.NoPreview = true function ITEM:OnEquip(ply) ply:SetHealth(ply:Health() + 25) end function ITEM:OnHolster(ply) ply:SetHealth(ply:Health() - 25) end[/code]
[QUOTE=code_gs;44024894]That's some butchered code right there. Try this: [code]ITEM.Name = 'Health Boost' ITEM.Price = 1 ITEM.Material = 'something' ITEM.NoPreview = true function ITEM:OnEquip(ply) ply:SetHealth(150) end function ITEM:OnHolster(ply) ply:SetHealth(100) end[/code][/QUOTE] That's a good way to let players exploit that item.
[QUOTE=brandonj4;44025161]That's a good way to let players exploit that item.[/QUOTE] How so, your letting them purchase a single use item that sets your health to 150... I don't see that being a problem.
[QUOTE=Richtofen;44025237]How so, your letting them purchase a single use item that sets your health to 150... I don't see that being a problem.[/QUOTE] There is no single use variable in his item. If they have 1 hp and they holster the item, they have 100 hp again.
[QUOTE=brandonj4;44025161]That's a good way to let players exploit that item.[/QUOTE] You're right; fixed the code.
[QUOTE=code_gs;44025394]You're right; fixed the code.[/QUOTE] Missing "()" on "ply:Health" I wouldn't do it that way but that's just a simple version but not a completely exploit free item. A player could equip the item and if he goes down to 75 hp at one point, and he holsters, heals up again, then equips.
[QUOTE=brandonj4;44025437]Missing "()" on "ply:Health" I wouldn't do it that way but that's just a simple version but not a completely exploit free item. A player could equip the item and if he goes down to 75 hp at one point, and he holsters, heals up again, then equips.[/QUOTE] Thanks; I really need to stop doing these on my phone. And it totally depends on the gamemode.
I need it to make it every round they have it..
[QUOTE=log404;44033023]I need it to make it every round they have it..[/QUOTE] Use the TTTBeginRound hook to give the health at the beginning of the round then.
[CODE]ITEM.Name = '125 HP' ITEM.Price = 250000 ITEM.Material = 'something' ITEM.NoPreview = true ITEM.SingleUse = false function ITEM:OnEquip(ply, modifications) hook.Add("TTTBeginRound", "SetHP", function() ply:SetHealth(ply:Health() + 25) hook.Remove("TTTBeginRound", "SetHP") end) end function ITEM:OnHolster(ply) hook.Remove("TTTBeginRound", "SetHP") end function ITEM:OnSell(ply) hook.Remove("TTTBeginRound", "SetHP") end[/CODE]
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