[QUOTE=zerf;48525265]PSA: google is a thing!!![/QUOTE]
I kinda thought this smelled fishy [B][URL="https://www.google.com/search?q=PSA&rlz=1C1KMZB_enIL587IL643&oq=PSA&aqs=chrome.0.69i59j69i60l3j69i57j69i59.271j0j7&sourceid=chrome&es_sm=122&ie=UTF-8"][Prostate-Specific Antigen][/URL][URL="http://facepunch.com/showthread.php?t=1475107"] Backdoor Found in "Garry's Fireworks 2 (Final Edition)" workshop addon[/URL][/B]
[QUOTE=Shenesis;48531459]Has this happened to anyone before? I thought my NextBot was provoking it (somehow) but after disabling everything it seems not - this has never happened before and I have no clue why
[t]http://puu.sh/jN2In/9b0356b557.png[/t][/QUOTE]
Commonly called hook + [url]http://wiki.garrysmod.com/page/Player/IsListenServerHost?[/url]
How do I make the player blind then they die? Derma still shows but they don't see anything happening while they are dead.
Can anyone briefly describe what this line means:
[code]
Reached vector pool capacity 25000, new capacity: 50000
[/code]
I may have hit the displacement limit? Is this safe?
[t]https://dl.dropboxusercontent.com/u/17839069/C_339.png[/t]
I mean, it still works, and compiles... But I'm trying to see if this wouldn't cause unexplained problems in the future.
[code]
Reached vector pool capacity 25000, new capacity: 50000[/code]
This is nothing, you can ignore it, its Kilburns Vector() thing.
[QUOTE=PopeFaggotini;48531927]How do I make the player blind then they die? Derma still shows but they don't see anything happening while they are dead.[/QUOTE]
What exactly do you mean, you can use the surface library to draw a black rectangle over the players screen when they die if you want.
[QUOTE=PopeFaggotini;48531927]How do I make the player blind then they die? Derma still shows but they don't see anything happening while they are dead.[/QUOTE]
[code]
hook.Add("HUDPaint", "blockdeathcam", function()
if not LocalPlayer():Alive() then
surface.SetDrawColor(0,0,0,255)
surface.DrawRect(0,0,ScrW(),ScrH())
end
end)[/code]
Is there a way to make it so icons in a [I]ContentContainer[/I] element are not draggable?
[QUOTE=Z0mb1n3;48532174][code]
hook.Add("HUDPaint", "blockdeathcam", function()
if not LocalPlayer():Alive() then
surface.SetDrawColor(0,0,0,255)
surface.DrawRect(0,0,ScrW(),ScrH())
end
end)[/code][/QUOTE]
Going into the pause menu will cause the black square to disappear. Best thing probably is a black panel that's fullscreen, with kb/m input disabled.
[QUOTE=KingofBeast;48532248]Going into the pause menu will cause the black square to disappear. Best thing probably is a black panel that's fullscreen, with kb/m input disabled.[/QUOTE]
I don't care about it disappearing in the pause menu, but now the following image doesn't show when the black screen appears:
[code]
function deathscreen.DrawDeath()
SetDrawColor(Color(255,255,255))
SetMaterial(Material( "dead.png" ))
local x,y = 241,117
DrawTexturedRect( ScrW()/2 - x/2, ScrH()/2 - y/2, x, y )
end
[/code]
Get rid of your newly created hook, and put lines 3 and 4 from Z0mb1n3's post at the top of deathscreen.DrawDeath
[QUOTE=KingofBeast;48532371]Get rid of your newly created hook, and put lines 3 and 4 from Z0mb1n3's post at the top of deathscreen.DrawDeath[/QUOTE]
Thank you very much, it worked. I appreciate it!
Now say I wanted to make it so it would remain black on the escape menu, what would I have to do?
If it's too much don't worry about it, this is enough, but if it's easy I'd appreciate it if you could tell me how. Not too familiar with derma.
Is it normal for an emit sound to have an echo? Note, this is a netlibrary executed server side on an emitter.
[QUOTE=Blakestr;48533198]Is it normal for an emit sound to have an echo? Note, this is a netlibrary executed server side on an emitter.[/QUOTE]
Emitted sounds will be affected by whatever DSP your game sets for you. If it deems you to be in a large open space, or in a large room at least, it's probably going to echo.
[QUOTE=Z0mb1n3;48533435]Emitted sounds will be affected by whatever DSP your game sets for you. If it deems you to be in a large open space, or in a large room at least, it's probably going to echo.[/QUOTE]
I see, good point. Can I override this easily?
Hi guys! I uhh... I have a confession. I hate strings. So I was wondering if somebody could help me out here. I'd like to take a given string:
[CODE]"&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."[/CODE]
And turn it into a table that looks something like this:
[CODE]table = {
1 = {
num = 1,
msg = "Hello guys, "
},
2 = {
num = 2,
msg = "my name is "
},
3 = {
num = 7,
msg = "B10H4Z4RD "
},
4 = {
num = 2,
msg = "and I like strings."
}
}[/CODE]
Alright, so on some occasions upon joining, a player will get an error
[CODE]
[ERROR] gamemodes/terrortown/gamemode/cl_hudpickup.lua:81: attempt to call method 'Alive' (a nil value)
1. unknown - gamemodes/terrortown/gamemode/cl_hudpickup.lua:81
[/CODE]
I'm really not sure what's causing it.
[QUOTE=B10H4Z4RD;48533729]Hi guys! I uhh... I have a confession. I hate strings. So I was wondering if somebody could help me out here. I'd like to take a given string:
[CODE]"&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."[/CODE]
And turn it into a table that looks something like this:
[CODE]table = {
1 = {
num = 1,
msg = "Hello guys, "
},
2 = {
num = 2,
msg = "my name is "
},
3 = {
num = 7,
msg = "B10H4Z4RD "
},
4 = {
num = 2,
msg = "and I like strings."
}
}[/CODE][/QUOTE]
I couldn't get punctuation to transfer over, but this does most of the work.
[lua]local s = "&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."
local t = {}
for num, msg in string.gmatch(s, "&(%d+)([%w|%s]+)") do
print(num, msg)
t[#t + 1] = {num = num, msg = msg}
end[/lua]
[quote]1 Hello guys
2 my name is
7 B10H4Z4RD
2 and I like strings
[/quote]
I'll post again if I get the punctuation down. I'm almost there, it's just sort of fucky.
[editline]24th August 2015[/editline]
Fuck this I quit.
This would work unless you have '&' character anywhere else than in number anchors.
[code]
local s = "&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."
local t = {}
for num, msg in string.gmatch(s, "&(%d+)([^&]+)") do
print(num, msg)
t[#t + 1] = {num = num, msg = msg}
end
[/code]
[QUOTE=PopeFaggotini;48532412]Thank you very much, it worked. I appreciate it!
Now say I wanted to make it so it would remain black on the escape menu, what would I have to do?
If it's too much don't worry about it, this is enough, but if it's easy I'd appreciate it if you could tell me how. Not too familiar with derma.[/QUOTE]
This is where you'll want to use a panel instead of HUDPaint.
Create a panel using vgui, set it to the screen's size, then override its Paint function to do what your HUDPaint hook currently does.
[QUOTE=B10H4Z4RD;48533729]Hi guys! I uhh... I have a confession. I hate strings. So I was wondering if somebody could help me out here. I'd like to take a given string:
[CODE]"&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."[/CODE]
And turn it into a table that looks something like this:
[CODE]table = {
1 = {
num = 1,
msg = "Hello guys, "
},
2 = {
num = 2,
msg = "my name is "
},
3 = {
num = 7,
msg = "B10H4Z4RD "
},
4 = {
num = 2,
msg = "and I like strings."
}
}[/CODE][/QUOTE]
This is untested, but should work how you expect it to.
[lua]
local str = "&1Hello guys, &2my name is &7B10H4Z4RD &2and I like strings."
function string.AmpSplit(str)
local tab = string.Explode("&", str)
for k, v in pairs(tab) do
tab[k] = {
num = tonumber(v[1]),
msg = string.sub(v, 2)
}
end
return tab
end
local splitTable = string.AmpSplit(str)
[/lua]
[QUOTE=Blakestr;48533543]I see, good point. Can I override this easily?[/QUOTE]
You can use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/CSoundPatch/SetDSP]CSoundPatch:SetDSP[/url] if you've created a sound on an entity with CreateSound. If you're using EmitSound, then you can only change the DSP of the player, which in turn changes the way [I]every[/I] sound is heard.
le sneaky edit:
No one really got back to me when I asked last time, so I'll try my luck again...
Is there a preferred method of making elevators in lua? Or at least prevent an object from being buffeted by collisions of any kind?
Is it possible to set vertical spacing between lines in a RichText vgui element?
Edit :
Here is the problem :
halo.Add fuck up the next stencil i'll use.
Looks like i'm not the first to have this problem
[url]http://facepunch.com/showthread.php?t=1404698[/url]
The PlayerSay hook table seems to be empty and new hooks cannot be removed, anyone else experiencing this? Been having it for at least half a year.
[url]https://github.com/FPtje/DarkRP/blob/6f22ea52794e08d50cb045bc1cf77367b2b5ebe5/gamemode/modules/chat/sv_chat.lua#L147[/url]
I think this is the culprit which breaks everything. FPTje whyy
3d2d cam,
[IMG]http://i.imgur.com/RwTJG5c.png[/IMG]
A prop (The green one) will be drawn behind it (It will hide it) but for example its somehow behind the bus. How can I fix this?
Pretty sure it's a problem of render groups, set it to RENDERGROUP_BOTH
I never used http.Fetch before and I'm not really experienced with HTTP. So what I want is this:
I want to have a http.Fetch function Ingame which gets a value every hour. The value should be the amount shown on top of this website: [url]http://finanzen.net/devisen/bitcoin-euro-kurs[/url]
The wiki can't help me really much, anyone who can explain how I could do this?
[QUOTE=Robotboy655;48539417]Pretty sure it's a problem of render groups, set it to RENDERGROUP_BOTH[/QUOTE]
Thanks, it works great.
Besides this:
[vid]http://webm.host/d0271/vid.webm[/vid]
Even though the entity carrying the 3d2d is parented to the vehicle, and welded, it's moving and it's so annoying. I tried to make it even more above the bus but there's already a gap as u can see in the end so its not the case.
Any idea?
-snip-
woops didn't see @[URL="http://facepunch.com/member.php?u=469124"]mijyuoon[/URL]'s post
Is there an easy way to change the inactive/active/pressed colors on a DButton, or write a custom paint function for the text? Overwriting the button.Paint function only overrides the button itself.
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