• Problems That Don't Need Their Own Thread v3.0
    5,003 replies, posted
[QUOTE]Text above me[/QUOTE]Are you sure that ulx weather work?
yes, it's from SimpleWeather
[CODE]RunConsoleCommand("ulx","weather",table.Random(whatever))[/CODE]
i've resorted to this for now [code]hook.Add("TTTPrepareRound", "weather", function() if SERVER then chance = math.random(0,100) weathertime = math.random(0,24) weathertimestring = "!settime "..weathertime RunConsoleCommand( "say", weathertimestring) if chance < 600 then tableweather = { ("!weather rain"), ("!weather fog"), ("!weather blizzard"), ("!weather snow"), ("!weather storm")} weatherchoice = table.Random(tableweather) RunConsoleCommand("say", weatherchoice) RunConsoleCommand("say", "weather test") else RunConsoleCommand("say", "!weather none) end end end) [/code]
That is a horrible solution.
shit even that doesnt work console types this [code]Console: "!settime 19" Console: "!weather storm" Console: "weather test" [/code]
Try game.ConsoleCommand("ulx settime x\n")
i know its a horrible solution that's why I said (for now), although it doesnt work [editline]7th October 2015[/editline] alright, thanks [editline]7th October 2015[/editline] [QUOTE=stev_;48847771]Try game.ConsoleCommand("ulx settime x\n")[/QUOTE] thanks, works great! [code]hook.Add("TTTPrepareRound", "weather", function() if SERVER then chance = math.random(0,100) weathertime = math.random(0,24) game.ConsoleCommand("ulx settime "..weathertime.."\n") if chance < 600 then tableweather = { ("weather rain"), ("weather fog"), ("weather blizzard"), ("weather snow"), ("weather storm")} weatherchoice = table.Random(tableweather) game.ConsoleCommand("ulx "..weatherchoice.."\n") else game.ConsoleCommand("ulx weather none\n") end end end)[/code] edit: which piece of code is better to use? the above? or the below? [code]hook.Add("TTTPrepareRound", "weather", function() if SERVER then game.ConsoleCommand("ulx settime "..math.random(0,24).."\n") if math.random(0,100) > 60 then tableweather = { ("weather rain"), ("weather fog"), ("weather snow"), ("weather storm"), ("weather blizzard")} weatherchoice = table.Random(tableweather) game.ConsoleCommand("ulx "..weatherchoice.."\n") else game.ConsoleCommand("ulx weather none\n") end end end)[/code]
Quick question :) How can i disable, wiremods User from interacting with my ent/printer.
[QUOTE=skullorz;48840128]Check if self.Owner is the LocalPlayer() clientside and, if it is, do your function. I think it errors because other players don't have view models on the client.[/QUOTE] [code] if (self.Owner = LocalPlayer()) then LocalPlayer():GetViewModel():SetMaterial("") end[/code] this does not work
I'm getting this error, does anybody know what could cause this? [CODE] Aborting HTTP request because pResponse->BSetBodyData() failed (RecvHTTPResponseData) [/CODE] Here's my code: It seems to be running fine with this error, but I want to know, why this error is there: [CODE] function BB_IsValidUsername(name) local name=tostring(name) http.Post( "https://127.0.0.1/registration.php?do=checkUsername", { username = name }, function(responseText, contentLength, responseHeaders, statusCode) --onSuccess local statusTable = util.JSONToTable(responseText)[1] local status = statusTable[name] or "" net.Start("BB_IsValidUsername") net.WriteString(tostring(status)) net.Broadcast() end, function(errorMessage) --onFailure end ) end [/CODE]
[QUOTE=Cheese_3;48847902]Quick question :) How can i disable, wiremods User from interacting with my ent/printer.[/QUOTE] You can't, at least not without editing the wire_user code. Just do distance checks in your entities Use function.
How would I add a delay to this so the menu doesn't tend to reopen when you try to close it? I noticed the wiki says that stuff like input.WasKeyPressed is only used for move hooks and this is giving me a little trouble I know it's something with CurTime(), but I'm not sure what the structure of it is [code] hook.Add("Think", "menukey", function() if input.IsKeyDown(key) and not open then OpenMenu() open = true elseif input.IsKeyDown(key) and open then CloseMenu() open = false end end) [/code]
[QUOTE=343N;48848207][code] if (self.Owner = LocalPlayer()) then LocalPlayer():GetViewModel():SetMaterial("") end[/code] this does not work[/QUOTE] maybe check your errors first? there is only one equal sign... when comparing variables, use two equal signs [editline]7th October 2015[/editline] [QUOTE=NiandraLades;48850926]How would I add a delay to this so the menu doesn't tend to reopen when you try to close it? I noticed the wiki says that stuff like input.WasKeyPressed is only used for move hooks and this is giving me a little trouble I know it's something with CurTime(), but I'm not sure what the structure of it is [code] hook.Add("Think", "menukey", function() if input.IsKeyDown(key) and not open then OpenMenu() open = true elseif input.IsKeyDown(key) and open then CloseMenu() open = false end end) [/code][/QUOTE] What are you using this for? You could use a better hook like [URL="http://wiki.garrysmod.com/page/GM/KeyPress"]KeyPress[/URL].
Does anybody know how to change the overhead obstacle heigh? [url]https://developer.valvesoftware.com/wiki/Dimensions[/url]
[QUOTE=geferon;48853671]Does anybody know how to change the overhead obstacle heigh? [url]https://developer.valvesoftware.com/wiki/Dimensions[/url][/QUOTE] By changing player's hull height.
[QUOTE=NiandraLades;48850926]How would I add a delay to this so the menu doesn't tend to reopen when you try to close it? I noticed the wiki says that stuff like input.WasKeyPressed is only used for move hooks and this is giving me a little trouble I know it's something with CurTime(), but I'm not sure what the structure of it is [code] hook.Add("Think", "menukey", function() if input.IsKeyDown(key) and not open then OpenMenu() open = true elseif input.IsKeyDown(key) and open then CloseMenu() open = false end end) [/code][/QUOTE] Something like this. [lua] local nextOpen = 0 hook.Add("Think", "menukey", function() if input.IsKeyDown(key) and not open and nextOpen < CurTime() then OpenMenu() open = true nextOpen = CurTime() + 1 elseif input.IsKeyDown(key) and open then CloseMenu() open = false end end) [/lua]
[QUOTE=Robotboy655;48853776]By changing player's hull height.[/QUOTE] How?
[QUOTE=geferon;48853869]How?[/QUOTE] [URL="http://wiki.garrysmod.com/page/Player/SetHull"]Player/SetHull[/URL]
[QUOTE=roastchicken;48853954][URL="http://wiki.garrysmod.com/page/Player/SetHull"]Player/SetHull[/URL][/QUOTE] Fuck, didnt see it. Thanks
[QUOTE=geferon;48853869]How?[/QUOTE] I am late, but still for awareness: [img]http://i.imgur.com/ytRoD8P.gif[/img]
I have prediction issues with sethull, like spongy collisions, even if I change the hull on client and server.
I'm currently trying to setup a system where if the mouse cursor is enabled and it goes to a certain point at the edge of the screen then move the view in the direction the pointer is, so far I have this but I can't exactly figure out how to get it to work Trying here to make it move your screen to the left when the mouse cursor is near the edge [code] function GM:CreateMove(cmd) local x, y = gui.MousePos() if x < 6 then local oldang = cmd:GetViewAngles() local newang = (y - EyePos()):Angle() oldang.pitch = math.ApproachAngle(oldang.pitch, newang.pitch, FrameTime() * math.max(45, math.abs(math.AngleDifference(oldang.pitch, newang.pitch)) ^ 1.3)) oldang.yaw = math.ApproachAngle(oldang.yaw, newang.yaw, FrameTime() * math.max(45, math.abs(math.AngleDifference(oldang.yaw, newang.yaw)) ^ 1.3)) cmd:SetViewAngles(oldang) end end [/code]
[QUOTE=Robotboy655;48853976]I am late, but still for awareness: [img]http://i.imgur.com/ytRoD8P.gif[/img][/QUOTE] Its beacouse im on the phone and i wanted to see if thats the right way or something. Yes, i know i can still open it on the phone, but im way to lazy
[IMG]http://i.imgur.com/mI38h4D.png[/IMG]
I don't know why, this hides my panel fine but it won't bring in it back up... [CODE]function togglepanel () if PanelTable.base:IsVisible() then PanelTable.base:SetVisible(false) else PanelTable.base:SetVisible(true) end end[/CODE]
Am I like, not allowed to have a windows server as my FastDL server, and then the game server run on Linux? Because the files download properly to my client, they're in the root directory of garrysmod inside a folder it creates named 'download', but the files are never read. Thus, missing sounds and textures.
Is there a way to change the crowbar in TTT but only when the player has equipped a specific pointshop item? Would it be possible to do something like this: [CODE] hook.Add("PlayerSpawn","bla", function(ply) ply:StripWeapon("Weapon_zm_improvised") ply:Give("newweaponclass") end ) [/CODE] This code will only ran when the player has the specific item equipped of course.
[QUOTE=P4sca1;48856817]Is there a way to change the crowbar in TTT but only when the player has equipped a specific pointshop item? Would it be possible to do something like this: [CODE] hook.Add("PlayerSpawn","bla", function(ply) ply:StripWeapon("Weapon_zm_crowbar") ply:Give("newweaponclass") end ) [/CODE] This code will only ran when the player has the specific item equipped of course.[/QUOTE] Use the ITEM:OnEquip function to strip the crowbar and give the desired weapon
[QUOTE=JasonMan34;48856902]Use the ITEM:OnEquip function to strip the crowbar and give the desired weapon[/QUOTE] Then the player would need to holster and equip the item every time to replace the crowbar right? I want to do it automatically. Here's what I have so far(not working) (using pointshop 2 btw): [CODE] function ITEM:GiveWeapon( ) self:GetOwner( ):Give( self.weaponClass ) end function ITEM:ReplaceCrowbar() self:GetOwner():StripWeapon("weapon_zm_improvised") self:GetOwner():Give( self.weaponClass ) end function ITEM:PlayerSpawn( ply ) if ply == self:GetOwner( ) then print(self.loadoutType) if self.loadoutType == "Crowbar" then timer.Simple(1, function() self:ReplaceCrowbar() end ) else self:GiveWeapon( ) end end end Pointshop2.AddItemHook( "PlayerSpawn", ITEM ) [/CODE]
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