• TTT Dead ringer not dropping corpse, disguised while invisible not working either
    1 replies, posted
Hello! I have a small issue with this TTT weapon. The dead ringer will not drop a fake corpse when the traitor is shot (But he will still go invisible), and the name is not disguised while invisible (also known as Faking death) I also thought I added the code to disguise the invisible player's name correctly, but I somehow didn't. so I don't know what I did wrong or missed, can anyone help? [code] //////////////////// //Dead Ringer Swep// ///////Update/////// ////by NECROSSIN//// //////////////////// ///TTT Convert by/// ///////PORTER/////// //////////////////// --Updated: 24 January 2010 --Converted : 01 May 2014 ---------------------------- --////////////////////////-- local REDUCEDAMAGE = 1 --////////////////////////-- ---------------------------- --was -- this SWEP uses models, textures and sounds from TF2, so be sure that you have it if you dont want to see an ERROR instead of swep model and etc... --now -- included models, textures and sounds from TF2, so u don't need to install TeamFortress2... resource.AddFile( "materials/vgui/ttt/weapon_dead_ringer.vmt" ) resource.AddFile( "materials/vgui/ttt/weapon_dead_ringer.vtf" ) resource.AddFile( "sound/ttt/recharged.wav" ) resource.AddFile( "sound/ttt/spy_uncloak_feigndeath.wav" ) resource.AddFile( "models/ttt/v_models/v_watch_pocket_spy.mdl" ) resource.AddFile( "models/ttt/v_models/v_watch_pocket_spy.sw.vtx" ) resource.AddFile( "models/ttt/c_models/c_pocket_watch.mdl" ) resource.AddFile( "models/ttt/c_models/c_pocket_watch.sw.vtx" ) resource.AddFile( "materials/vgui/ttt/misc_ammo_area_red.vmt" ) resource.AddFile( "materials/vgui/ttt/gradient_red.vtf" ) resource.AddFile( "materials/vgui/ttt/misc_ammo_area_mask.vtf" ) resource.AddFile( "materials/models/ttt/c_pocket_watch/c_pocket_watch.vtf" ) resource.AddFile( "materials/models/ttt/c_pocket_watch/c_pocket_watch.vmt" ) resource.AddFile( "materials/models/player/pyro/pyro_lightwarp.vtf" ) resource.AddFile( "materials/models/player/spy/spy_exponent.vtf" ) resource.AddFile( "materials/models/player/spy/spy_hands_blue.vmt" ) resource.AddFile( "materials/models/player/spy/spy_hands_blue.vtf" ) resource.AddFile( "materials/models/player/spy/spy_hands_normal.vtf" ) resource.AddFile( "materials/models/player/spy/spy_hands_red.vmt" ) resource.AddFile( "materials/models/player/spy/spy_hands_red.vtf" ) resource.AddFile( "materials/models/weapons/c_items/c_pocket_watch.vmt" ) resource.AddFile( "materials/models/weapons/c_items/c_pocket_watch.vtf" ) resource.AddFile( "materials/models/weapons/c_items/c_pocket_watch_lightwarp" ) resource.AddFile( "materials/models/weapons/c_items/c_pocket_watch_phongwarp.vtf" ) -------------------------------------------------------------------------- if (SERVER) then AddCSLuaFile( "shared.lua" ) SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.HoldType = "normal" end -------------------------------------------------------------------------- if ( CLIENT ) then SWEP.PrintName = "Dead Ringer" SWEP.Slot = 6 SWEP.EquipMenuData = { type = "item_weapon", desc = "Fake your death!" }; SWEP.Icon = "vgui/ttt/weapon_dead_ringer" SWEP.Author = "NECROSSIN (fixed by Niandra Lades / Converted by Porter)" SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.CSMuzzleFlashes = false SWEP.WepSelectIcon = surface.GetTextureID("models/ttt/c_pocket_watch/c_pocket_watch.vtf") -- texture from TF2 SWEP.IconLetter = "G" surface.CreateFont( "DRfont", { font = "coolvertica", size = 13, weight = 500, blursize = 0, scanlines = 0, antialias = true, underline = false, } ) function drawdr() --here goes the new HUD if LocalPlayer():GetNWBool("Status") == 1 or LocalPlayer():GetNWBool("Status") == 3 or LocalPlayer():GetNWBool("Status") == 4 and LocalPlayer():Alive() then local background = surface.GetTextureID("vgui/ttt/misc_ammo_area_red") local w,h = surface.GetTextureSize(surface.GetTextureID("vgui/ttt/misc_ammo_area_red")) surface.SetTexture(background) surface.SetDrawColor(255,255,255,255) surface.DrawTexturedRect(13, ScrH() - h - 200, w*5, h*5 ) local energy = math.max(LocalPlayer():GetNWInt("drcharge"), 0) draw.RoundedBox(2,44, ScrH() - h - 168, (energy / 8) * 77, 15, Color(255,222,255,255)) surface.SetDrawColor(255,255,255,255) surface.DrawOutlinedRect(44, ScrH() - h - 168, 77, 15) draw.DrawText("CLOAK", "DRfont",65, ScrH() - h - 150, Color(255,255,255,255)) end end hook.Add("HUDPaint", "drawdr", drawdr) local function DRReady(um) surface.PlaySound( "ttt/recharged.wav" ) end usermessage.Hook("DRReady", DRReady) end ------------------------------------------------------------------- SWEP.Category = "Spy" SWEP.Spawnable = false SWEP.AdminSpawnable = true SWEP.Purpose = "Fake your death!" SWEP.Instructions = "Primary - turn on.\nSecondary - turn off or drop cloak." SWEP.ViewModel = "models/ttt/v_models/v_watch_pocket_spy.mdl" SWEP.WorldModel = "" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Category = "Dead Ringer" SWEP.Kind = WEAPON_EQUIP SWEP.CanBuy = {ROLE_TRAITOR} SWEP.WeaponID = AMMO_DEADRING SWEP.LimitedStock = true SWEP.Base = "weapon_tttbase" SWEP.AllowDrop = false SWEP.NoSights = true SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Ammo = "" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Ammo = "none" ------------------------------------------ NPCs = { -- if you have custom NPC-enemies, you can add them here "npc_zombie", "npc_fastzombie", "npc_zombie_torso", "npc_poisonzombie", "npc_antlion", "npc_antlionguard", "npc_hunter", "npc_antlion_worker", "npc_headcrab_black", "npc_headcrab", "npc_headcrab_fast", "npc_combine_s", "npc_zombine", "npc_fastzombie_torso", "npc_rollermine", "npc_turret_floor", "npc_cscanner", "npc_clawscanner", "npc_manhack", "npc_tripmine", "npc_barnacle", "npc_strider", "npc_metropolice", } ----------------------------------------------------------------------- -- disable dead rnger on spawn if SERVER then function dringerspawn( p ) if p:GetNWBool("Dead") == true then p:SetNWBool( "Status", 0) p:GetViewModel():SetMaterial("") p:SetMaterial("") p:SetColor(255,255,255,255) end p:SetNWBool( "Status", 0) p:SetNWBool( "Dead", false) p:SetNWBool( "CanAttack", true) p:SetNWInt("drcharge", 8 ) end hook.Add( "PlayerSpawn", "DRingerspawn", dringerspawn ); end ----------------------------------- function SWEP:Initialize() self:SetWeaponHoldType("normal") end ----------------------------------- function SWEP:Deploy() if SERVER then self.Owner:DrawWorldModel(false) self.Owner:DrawWorldModel(false) local ent = ents.Create("deadringer") ent:SetOwner(self.Owner) ent:SetParent(self.Owner) ent:SetPos(self.Owner:GetPos()) ent:SetColor(self.Owner:GetColor()) ent:SetMaterial(self.Owner:GetMaterial()) ent:Spawn() end self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) if !self.Owner:GetNWBool("Status") == 3 or !self.Owner:GetNWBool("Status") == 4 or !self.Owner:GetNWBool("Status") == 1 then self.Owner:SetNWBool( "Status", 2) end return true end ----------------------------------- function SWEP:Think() end function SWEP:Holster() local worldmodel = ents.FindInSphere(self.Owner:GetPos(),0.6) for k, v in pairs(worldmodel) do if v:GetClass() == "deadringer" and v:GetOwner() == self.Owner then v:Remove() end end return true end ----------------------------------- --------View Model material-------- ----------------------------------- if CLIENT then function drvm() if LocalPlayer():GetNWBool("Dead") == true and LocalPlayer():Alive() then LocalPlayer():GetViewModel():SetMaterial( "models/props_c17/fisheyelens") elseif LocalPlayer():GetNWBool("Dead") == false and LocalPlayer():Alive() then LocalPlayer():GetViewModel():SetMaterial("models/weapons/v_crowbar.mdl"
Does no one know what's wrong? I've been tearing my hair out on what it could be... [editline]5th August 2016[/editline] Okay I fixed it! I feel really stupid... I had to change [code] ply:SetNWBool("disguised", true) and ply:SetNWBool("disguised", false) [/code] to [code] self:SetNWBool("disguised", true) and self:SetNWBool("disguised", true) [/code] That fixed both problems.
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