How do I disable the crosshair only whenever I zoom in a SWEP?
Ok, my problem probably doesn't warrant a new thread. But I've gotten so frustrated with this, because none of the ways I have approached this, has worked at all.
[url]http://steamcommunity.com/app/4000/discussions/1/684839199269796639[/url]
I can not, for the life of me, remove the error signs. I can't interact with them via the remover, I can't remove them via console, and it is a nightmare. There is no way that I'll redo my dupe for the fifth time.
There is just no way to interact with the error sign, at all. If it was a prop, a physical replacement prop for what is missing, this post would not exist and I would have used the remover tool on it already.
This is what it has looked like before:
[url]http://images.akamai.steamusercontent.com/ugc/849219407437758095/746B337991E6A1F35C7310C76E7297A2AACD912A[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=187624734[/url]
And this is what it looks like now that props have been removed from the workshop:
[url]http://images.akamai.steamusercontent.com/ugc/723119804865948783/0AF67C8FF9D49DC098181791A9A85368286515B9[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=190845935[/url]
What can I do? Honestly, I need these Error signs gone! How? Somebody smarter than me, please help me, please. *frustrated*
EDIT: Why is everything being thrown in a long line when I post? I've set up paragraphs in between sentences, and it's just not registering them...
[QUOTE=Klappstuhl;48222795]Ok, my problem probably doesn't warrant a new thread. But I've gotten so frustrated with this, because none of the ways I have approached this, has worked at all.
[url]http://steamcommunity.com/app/4000/discussions/1/684839199269796639[/url]
I can not, for the life of me, remove the error signs. I can't interact with them via the remover, I can't remove them via console, and it is a nightmare. There is no way that I'll redo my dupe for the fifth time.
There is just no way to interact with the error sign, at all. If it was a prop, a physical replacement prop for what is missing, this post would not exist and I would have used the remover tool on it already.
This is what it has looked like before:
[url]http://images.akamai.steamusercontent.com/ugc/849219407437758095/746B337991E6A1F35C7310C76E7297A2AACD912A[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=187624734[/url]
And this is what it looks like now that props have been removed from the workshop:
[url]http://images.akamai.steamusercontent.com/ugc/723119804865948783/0AF67C8FF9D49DC098181791A9A85368286515B9[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=190845935[/url]
What can I do? Honestly, I need these Error signs gone! How? Somebody smarter than me, please help me, please. *frustrated*
EDIT: Why is everything being thrown in a long line when I post? I've set up paragraphs in between sentences, and it's just not registering them...[/QUOTE]
I'm not totally sure if this'll work, but if Entity:GetModel() actually returns the error model for those props, then you could subscribe to [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=107905654&searchtext=luapad"]Luapad[/URL] and use a script like this:
[code]for _, ent in pairs (ents.GetAll()) do
if ent:GetModel() == "models/error.mdl" then
ent:Remove()
end
end[/code]
If that doesn't work, then you could try it with the actual model paths of the missing models, which should be showing up in the console, right?
Quick question, how do i check if someone is in the air? is there some function or anything to check if the player is floating?
[QUOTE=Scarface3353;48224337]Quick question, how do i check if someone is in the air? is there some function or anything to check if the player is floating?[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/OnGround]Entity:OnGround[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/IsOnGround]Entity:IsOnGround[/url]
Ok so i have a small problem thats really bugging me
[CODE]hook.Add("EntityTakeDamage","ExplodeStuff",function(ent)
util.BlastDamage(ent,ent,ent:GetPos(),150,150)
ent:Remove()
end)[/CODE]
it keeps telling me that GetPos() is a nil value whenever i damage something, and i don't understand why
DComboBox is only recognizing my value input. Both the weapon and printname variables exist, and the script is otherwise fully functional. Here's a snippet of my code.
[CODE] for _, v in pairs( weapons.GetList() ) do
if v.Kind == WEAPON_HEAVY and (!table.HasValue(invisibleweapons, v.ClassName)) then
local weapon = v.ClassName
local printname = v.PrintName
if weapon == primaryClass then
lprimarydropbox:AddChoice(weapon, weapon, true)
else
lprimarydropbox:AddChoice(printname , weapon, false)
end
end
end[/CODE]
So for some reason I'm having trouble loading tmysql4. I have the dll in lua/bin, I have libmysql.dll in the same folder as hl2.exe, and I have the c++ redistributibles, but I'm still getting the error "couldn't load module". Any ideas?
require("tmysql4") not "tmysql"
[QUOTE=zerf;48230535]require("tmysql4") not "tmysql"[/QUOTE]
That's what I've been doing.
Does anyone know a way I can make players fly properly? I tried using SetMoveType(MOVETYPE_FLY) but this makes the player incredibly hard to navigate a friend suggested I use SetMoveType(MOVETYPE_CUSTOM) but there are no examples anywhere that I can find that would allow a player to noclip fly without clipping through the world and props
-snip-
Is it possible to trigger a manual auto-refresh? or in other words reload an entity so that all the ENT.Whatever stuff gets called again?
[editline]18th July 2015[/editline]
nevermind I decided to unfuck my logic instead :v:
if I put DScrollPanel:AddItem( Panel pnl ) in a for loop it will only add the last element of the for loop
into my DScrollPanel? can anyone give an example?
Hey, i'm starting to learn lua but i'm having a lot of problems tu understand it. My question is is there a way to create an entity A, and when someone use it, it activate an another entity B.
[QUOTE=alex223;48236833]Hey, i'm starting to learn lua but i'm having a lot of problems tu understand it. My question is is there a way to create an entity A, and when someone use it, it activate an another entity B.[/QUOTE]
What do you mean by "activate another entity"? If you mean spawning one, then you can use [url]http://wiki.garrysmod.com/page/ents/Create[/url] inside entity A's [url]http://wiki.garrysmod.com/page/ENT/Use[/url] hook.
[QUOTE=zerf;48237591]What do you mean by "activate another entity"? If you mean spawning one, then you can use [url]http://wiki.garrysmod.com/page/ents/Create[/url] inside entity A's [url]http://wiki.garrysmod.com/page/ENT/Use[/url] hook.[/QUOTE]
I mean i want to create an Entity A with a vgui menu and when someone press this button the entity B start making something.
Hey, so this example is on the gmod and launches you far into the air - what sort of vector should I use to launch a player left or right? I messed around and thought I'd be able to get it with trial and error but can only seem to go forwards/backwards
[code]
function GM:KeyPress( ply, key )
if ( key == IN_JUMP ) then
ply:SetVelocity( ply:GetVelocity() + Vector( 0, 0, 1000 ) )
end
end
[/code]
[QUOTE=NiandraLades;48239322]Hey, so this example is on the gmod and launches you far into the air - what sort of vector should I use to launch a player left or right? I messed around and thought I'd be able to get it with trial and error but can only seem to go forwards/backwards
[code]
function GM:KeyPress( ply, key )
if ( key == IN_JUMP ) then
ply:SetVelocity( ply:GetVelocity() + Vector( 0, 0, 1000 ) )
end
end
[/code][/QUOTE]
Pushes the player to the right.
[lua]ply:SetVelocity(ply:GetVelocity() + (ply:GetRight() * 1000))[/lua]
Pushes the player to the left.
[lua]ply:SetVelocity(ply:GetVelocity() + (ply:GetRight() * -1000))[/lua]
That's relative to the position of their body's angles and not their view angles, I think. Not sure how to get it to work with their view angles.
[QUOTE=NiandraLades;48239322]Hey, so this example is on the gmod and launches you far into the air - what sort of vector should I use to launch a player left or right? I messed around and thought I'd be able to get it with trial and error but can only seem to go forwards/backwards
[code]
function GM:KeyPress( ply, key )
if ( key == IN_JUMP ) then
ply:SetVelocity( ply:GetVelocity() + Vector( 0, 0, 1000 ) )
end
end
[/code][/QUOTE]
[code]ply:SetVelocity( ply:GetVelocity() + ( ply:GetRight()*1000 ) )[/code]
Make 1000 a negative value to go left.
[QUOTE=James xX;48229089]So for some reason I'm having trouble loading tmysql4. I have the dll in lua/bin, I have libmysql.dll in the same folder as hl2.exe, and I have the c++ redistributibles, but I'm still getting the error "couldn't load module". Any ideas?[/QUOTE]
I had this issue and fixed it by making sure lib mysql. dll was the 32bit version
Jesus fucking Chrst I'm fed up with trying to test this shit so
does getting the userID from :UserID() let you retrieve the same player when running player.GetByID()? I'd test this but GLua is being a complete fucktard telling me :SteamID() doesn't exist.
[sp]Fuck you, GLua.[/sp]
[QUOTE=FireArrow133;48245671]Jesus fucking Chrst I'm fed up with trying to test this shit so
does getting the userID from :UserID() let you retrieve the same player when running player.GetByID()? I'd test this but GLua is being a complete fucktard telling me :SteamID() doesn't exist.
[sp]Fuck you, GLua.[/sp][/QUOTE]
No. You need the connection ID.
[QUOTE=AK to Spray;48245786]No. You need the connection ID.[/QUOTE]
So how would I go about retrieving the player object from a UserID?
Quick question, how do I check whether a player is visible or not?
I want to draw their name but not if they're through a wall.
[CODE]for k, v in pairs (player.GetAll()) do
local pos = (v:GetPos() + Vector(0, 0, 80)):ToScreen()
if v:IsSuperAdmin() then
draw.DrawText("[Super Admin] " .. v:Name(), "Trebuchet18", pos.x, pos.y, Color(249, 43, 43), 1)
elseif v:IsAdmin() then
draw.DrawText("[Admin] " .. v:Name(), "Trebuchet18", pos.x, pos.y, Color(240, 0, 255), 1)
else
draw.DrawText(v:Name(), "Trebuchet18", pos.x, pos.y, Color(10, 143, 171), 1)
end
end[/CODE]
[QUOTE=liqob;48245818]Quick question, how do I check whether a player is visible or not?
I want to draw their name but not if they're through a wall.
[CODE]for k, v in pairs (player.GetAll()) do
local pos = (v:GetPos() + Vector(0, 0, 80)):ToScreen()
if v:IsSuperAdmin() then
draw.DrawText("[Super Admin] " .. v:Name(), "Trebuchet18", pos.x, pos.y, Color(249, 43, 43), 1)
elseif v:IsAdmin() then
draw.DrawText("[Admin] " .. v:Name(), "Trebuchet18", pos.x, pos.y, Color(240, 0, 255), 1)
else
draw.DrawText(v:Name(), "Trebuchet18", pos.x, pos.y, Color(10, 143, 171), 1)
end
end[/CODE][/QUOTE]
Boolean check pos.visible before drawing text
Disregard might need an actual thread
[QUOTE=FireArrow133;48245830]Boolean check pos.visible before drawing text[/QUOTE]
That doesn't work, it's extremely buggy.
It's like completely random and flickering.
[QUOTE=liqob;48245868]That doesn't work, it's extremely buggy.
It's like completely random and flickering.[/QUOTE]
Are you using cam.3d2d for this or? if so have cam.IgnoreZ( false )
I'm not. Should I try that? Send me modified code.
Sorry, you need to Log In to post a reply to this thread.