[QUOTE=man with hat;48472848]Still having trouble with this. Does anybody have a solution?[/QUOTE]
Set up FastDL or use ServerDL (sv_allowdownload 1)
[QUOTE=Author.;48473080]Set up FastDL or use ServerDL (sv_allowdownload 1)[/QUOTE]
sv_allowdownload is disabled in GMod after all the file downloading exploits, and I shouldn't have to use FastDL. I don't have any webhosting, nor do I want webhosting. I'm making an addon and I can't distribute an addon if the files aren't downloading properly.
[QUOTE=man with hat;48473182]sv_allowdownload is disabled in GMod after all the file downloading exploits, and I shouldn't have to use FastDL. I don't have any webhosting, nor do I want webhosting. I'm making an addon and I can't distribute an addon if the files aren't downloading properly.[/QUOTE]
Someone want to tell him?
[QUOTE=Blasteh;48473203]Someone want to tell him?[/QUOTE]
[quote]sv_allowdownload
"sv_allowdownload" = "0" ( def. "1" )
- Allow clients to download files
sv_allowdownload 1
sv_allowdownload
"sv_allowdownload" = "0" ( def. "1" )
- Allow clients to download files[/quote]
Is this just me? I have no addons.
[QUOTE=man with hat;48473227]Is this just me? I have no addons.[/QUOTE]
It's just you, yes.
[QUOTE=Author.;48473287]It's just you, yes.[/QUOTE]
Woops. Found the culprit just now. It's the gamemode...
[B]EDIT:[/B] Yep.
how to upload addons to the workshop?
[QUOTE=Scarface3353;48473398]how to upload addons to the workshop?[/QUOTE]
[url]https://www.youtube.com/watch?v=lhLtvCH0pHU[/url]
Should help you ^^
[QUOTE=Scarface3353;48473398]how to upload addons to the workshop?[/QUOTE][URL="http://wiki.garrysmod.com/page/Workshop_Addon_Creation"]
[url]http://wiki.garrysmod.com/page/Workshop_Addon_Creation[/url] [/URL]
This page has everything you need, unfortunately you have to do a lot through command line - but it's much simpler than it looks (helps keep dummies from posting terrible addons on the workshop)
[editline]17th August 2015[/editline]
[QUOTE=Kogitsune;48472767]It's gross, but you can do something like this:
[code]sound.PlayFile( path, "noblock", function( chan, err, msg )
if err ~= 0 then
ErrorNoHalt( string.format( "Error '%d' playing file %q, %s\n", err, path, msg or "" ) )
else
chan:SetTime( SoundDuration( path ) - desired_start )
end
end )[/code]
You could also do this ( but it would affect every time it is played, not just when you play it ):
[code]hook.Add( "EntityEmitSound", "asdf", function( data )
if data.SoundName == path then
data.SoundTime = CurTime( ) - ( SoundDuration( path ) - desired_start )
return true
end
end )[/code][/QUOTE]
Thanks, you actually don't realise just how helpful you've been :D I'll try both ways, now that you've posted the appriopriate functions i should be able to figure out a good way of doing it
I'm having trouble with detecting what an entity is on with a trace. The trace itself is working fine but the MatType of the trace always returns 67 (MAT_CONCRETE) even if it's wood or another material?
I'm just using GetEyeTrace client side.
edit: just tried HitTexture instead of MatType and it's returning TOOLS/TOOLSNODRAW whaa
I know this isn't really the place for it but there's no help to be found elsewhere really.
I opened up the debug panel [Shift+F1] and since then, this cut off 'Display HUD' won't leave the corner of my screen. Ever. Restarting gmod, messing with the debug panel, etc does not get rid of it.
[t]http://i.imgur.com/EcXA1So.jpg[/t]
Does anyone know what render.SetWriteDepthToDestAlpha does?
There is any option to disable respawn if someone catch you with his physics gun like you will respawn in the regular spawn point and not in the catch location.
I mean when someone catch other player with physgun he will respawn regular and not in the catch position.
[QUOTE=Hoffa1337;48470454]how do I get the old CS:S handgrenade first person attack animation going? Tried various ACT_ * with grenade in their name but I can't seem to find the right one.[/QUOTE]
Open the model you're playing with in notepad(++) and go to the bottom right-ish. You'll see a bunch of stuff including ACT_ stuff, being the animations it uses.
Edit: Forgot to refresh the page and responded to an old post, my bad lol
[QUOTE=YourStalker;48477225]Open the model you're playing with in notepad(++) and go to the bottom right-ish. You'll see a bunch of stuff including ACT_ stuff, being the animations it uses.
Edit: Forgot to refresh the page and responded to an old post, my bad lol[/QUOTE]
Did not know that, thanks :)
[QUOTE=tyguy;48472844]Dude I wouldn't be surprised if my server lagged with that many addons. Try removing a few you don't need to unclog some fps.[/QUOTE]
About 50% are just models of cars or maps. I don't think they use so much performance. The rest are addons, that quite every darkrp server has. ulx, wiremod, vcmod, arcbank etc.
[editline]17th August 2015[/editline]
GM.Config.respawntime is not working for me.
I'm running DarKRP Version 2.6.1.
Anybody knows a solution?
I can't find it on the wiki, but is there a way to see what "Paint" can override in each type of derma panel? Or at least how to do what I want, which is to change the color/font of a basic frame's title
I tried this but it had no effect:
[CODE] local frame = vgui.Create( "DFrame" )
//frame:SetSize( 750, 500 )
frame:SetSize( ScrW() * 0.9, ScrH() * 0.85 )
//frame:SetPos( 250, 100)
frame:SetPos( ScrW() * .05, ScrH() * .05 )
frame:MakePopup()
frame:SetTitle("Welcome to Sburb!")
frame:SetDraggable( false )
frame:SetVisible( true )
frame:ShowCloseButton( false )
frame.Paint = function( self, w, h )
draw.RoundedBox( 0, 0, 0, w, h, Color( 77, 77, 77, 200 ) )
surface.SetTextColor( Color( 46, 215, 58, 255 ) )
end
[/CODE]
[QUOTE=Becomeimp;48483402]I can't find it on the wiki, but is there a way to see what "Paint" can override in each type of derma panel? Or at least how to do what I want, which is to change the color/font of a basic frame's title
[/QUOTE]
I think that this should answer your questions
[url]https://github.com/garrynewman/garrysmod/blob/ead2b4d7f05681e577935fef657d4a4d962091e6/garrysmod/lua/vgui/dframe.lua[/url]
[QUOTE=Mrkrabz;48475277]I'm having trouble with detecting what an entity is on with a trace. The trace itself is working fine but the MatType of the trace always returns 67 (MAT_CONCRETE) even if it's wood or another material?
I'm just using GetEyeTrace client side.
edit: just tried HitTexture instead of MatType and it's returning TOOLS/TOOLSNODRAW whaa[/QUOTE]
Turns out the map was obfuscated with IID_BSP which made all textures a nodraw. Kind of a pain so ended up using traces to check the roof height.
how do i strip all weapons on spawn?
i tried StripWeapons() on spawn, didnt do anything at all.
[LUA]
hook.Add("PlayerSpawn", "pOnSpawn", function(ply)
ply:StripWeapons()
ply:Give("fas2_sks")
ply:Give("fas2_deagle")
end)
[/LUA]
I get the weapons of course, but it doesnt strip my weapons
[QUOTE=DaRkWoRlD1337;48484997]how do i strip all weapons on spawn?
i tried StripWeapons() on spawn, didnt do anything at all.
[LUA]
hook.Add("PlayerSpawn", "pOnSpawn", function(ply)
ply:StripWeapons()
ply:Give("fas2_sks")
ply:Give("fas2_deagle")
end)
[/LUA]
I get the weapons of course, but it doesnt strip my weapons[/QUOTE]
Any errors? Works fine for me on TTT
no errors. when i do it like
[LUA]
hook.Add("PlayerSpawn", "pOnSpawn", function(ply)
ply:Give("fas2_sks")
ply:Give("fas2_deagle")
ply:StripWeapons()
end)
[/LUA]
of course it just gives me default weapons.
Gamemode is Sandbox.
[QUOTE=DaRkWoRlD1337;48484997]how do i strip all weapons on spawn?
i tried StripWeapons() on spawn, didnt do anything at all.
[LUA]
hook.Add("PlayerSpawn", "pOnSpawn", function(ply)
ply:StripWeapons()
ply:Give("fas2_sks")
ply:Give("fas2_deagle")
end)
[/LUA]
I get the weapons of course, but it doesnt strip my weapons[/QUOTE]
Try "PlayerLoadout" hook instead of "PlayerSpawn".
[LUA]
hook.Add("PlayerLodaout", "pOnSpawn", function(ply)
ply:Give("fas2_sks")
ply:Give("fas2_deagle")
end)
[/LUA]
like that? didnt help at all
[editline]18th August 2015[/editline]
Oh my bad, i typed it wrong. it gives me weapons i want but i tdoesnt strip my weapons.
[editline]18th August 2015[/editline]
Nevermind i fixed it, if anyone needs it :
[LUA]
hook.Add("PlayerSpawn", "pOnSpawn", function(ply)
timer.Simple(0.1, function()
ply:StripWeapons()
ply:Give("fas2_sks")
ply:Give("fas2_deagle") end )
end)
[/LUA]
how can i disable Q menu though?
for example if a == 1 then disable q menu, else dont.
[QUOTE=DaRkWoRlD1337;48485677]how can i disable Q menu though?
for example if a == 1 then disable q menu, else dont.[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/SANDBOX/SpawnMenuOpen]SANDBOX/SpawnMenuOpen[/url]
[QUOTE=DaRkWoRlD1337;48485677]how can i disable Q menu though?
for example if a == 1 then disable q menu, else dont.[/QUOTE]
[CODE]hook.Add("SpawnMenuOpen", "YourHookName", function()
return false
end)[/CODE]
EDIT: I'm so fucking late :downs:
i tried that before, just noticed its clientside :O thanks anyway
What am I doing wrong :(
[t]http://i.imgur.com/TYx3pW5.png[/t]
goodName is later used in
[lua]["quick_imwith"] = { "I%20am%20with%20"..goodName }[/lua]
Which is in a table.
[QUOTE=YourStalker;48490484]What am I doing wrong :(
[t]http://i.imgur.com/TYx3pW5.png[/t]
goodName is later used in
[lua]["quick_imwith"] = { "I%20am%20with%20"..goodName }[/lua]
Which is in a table.[/QUOTE]
apparently 'target' is a string?
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