• What do you need help with V4
    639 replies, posted
[QUOTE=TheTeekz;35374300]It uses giveplayeritem, as far as we can tell. I could probably find the code again and post it, if it would help? We're currently running the GoFish mod.[/QUOTE] Yeah, the code would help us.
[lua] function giveplayeritem(ply,cmd,args) local amount = tonumber(args[2]) if ply:GetNetworkedInt("cash") >= amount then ply:Give(args[1]) ply:SetNetworkedInt("cash", ply:GetNetworkedInt("cash") - amount) umsg.Start("MoneyChanged",ply) umsg.Short(ply:GetNetworkedInt("cash")) umsg.End() else ply:PrintMessage( HUD_PRINTTALK, "You Do Not Have Enough Money") end end concommand.Add("giveplayeritem", giveplayeritem) [/lua] I believe that's the section of the code that deals with purchasing from the shop.
[lua]local amount = tonumber(args[2])[/lua] With this code the client can control the price. You should use a shared/serverside table for the prices and get the price for the item from that table. Give me a few minutes and I will give you an example... [editline].[/editline] Here's a really basic example. It should give you an idea about what I'm talking. [lua] local ShopTable = {} ShopTable["weapon_357"] = 100 -- Price = 100 <insert currency here> local function GivePlayerItem(ply, cmd, args) local item = args[1] local price = ShopTable[item] if not item or not price then return end -- check if this item is a valid item -- your code here end concommand.Add("YourCommand", GivePlayerItem) [/lua]
ok, does anyone know where the download is for the custom Trouble in Terrorist Town -Traitor turret is. it looks like a normal combine turret but it has health and only shoots non-traitors. I really want to use it to learn from, and mod it, i've seen other servers with it and i can't find it anywhere. Anyone know where it is? thanks guys!
[QUOTE=pennerlord;35374751]With this code the client can control the price. You should use a shared/serverside table for the prices and get the price for the item from that table.[/QUOTE] Thanks for the example. :smile: I feel that I should note that the shop code I posted above was from the initialization script (init.lua) of the gamemode we're using, and the items/prices in the shop are already set in a different script in the same directory, (shared.lua). Could we reference these somehow, instead of creating a new table?
[QUOTE=TheTeekz;35375217]Thanks for the example. :smile: I feel that I should note that the shop code I posted above was from the initialization script (init.lua) of the gamemode we're using, and the items/prices in the shop are already set in a different script in the same directory, (shared.lua). Could we reference these somehow, instead of creating a new table?[/QUOTE] Sure, you can, as long as the table is global.
-snip- i'll just go make a topic in the questions section for more direct help
[QUOTE=pennerlord;35375752]Sure, you can, as long as the table is global.[/QUOTE] Great, thanks for the assistance. :)
[QUOTE=Drakehawke;35373216]Are you trying to add some sounds as single words and some as multiple words? If so, you can either fiddle around with checking type(sound.Text) or just change your single word ones so they are enclosed in {} eg SoundPlayer.AddSound( { "hi" }, "directory" )[/QUOTE] I did enclose all the words, and never used type() - Mind explaining how it works?
[QUOTE=Persious;35377166]I did enclose all the words, and never used type() - Mind explaining how it works?[/QUOTE] type( 123 ) == "number" type( "abc" ) == "string" type( Vector() ) == "vector" type( LocalPlayer() ) == "player" type( Entity( 0 ) ) == "entity" etc However if you enclosed the words in parenthesis correctly it should work, mind telling us which line the error occurred on?
i've fixed up most of the problems i had detailed the only issues now are there's no muzzle flash and the weapon doesn't fire a projectile [code] -- Effect settings SWEP.PrintName = "Wunderwaffe DG-2" -- SWEP.Slot = 0 -- SWEP.SlotPos = 11 -- SWEP.DrawAmmo = true -- SWEP.DrawCrosshair = true -- SWEP.ViewModel = "models/weapons/v_wunderwaffe.mdl" -- SWEP.WorldModel = "models/weapons/c_models/c_wunderwaffe/c_wunderwaffe_hl2.mdl" -- SWEP.ReloadSound = "wunderwaffe_reload.wav" -- SWEP.PickupSound = "richtofen_pickupa.wav" [/code] [code] -- Other settings SWEP.HoldType = "shotgun" SWEP.Weight = 5 -- SWEP.AutoSwitchTo = true -- SWEP.AutoSwitchFrom = false -- SWEP.Spawnable = true -- SWEP.AdminSpawnable = true -- --SWEP.AutoReload = false -- [/code] [code] -- Primary fire settings SWEP.Primary.Sound = "wunderwaffe_fire.wav" -- SWEP.Primary.Damage = 50 -- SWEP.Primary.NumShots = 1 -- SWEP.Primary.Recoil = .5 -- SWEP.Primary.Cone = 0 -- SWEP.Primary.Delay = 1.5 -- SWEP.Primary.ClipSize = 3 -- SWEP.Primary.DefaultClip = 3 -- SWEP.Primary.Tracer = 1 -- SWEP.Primary.Force = 1 -- SWEP.Primary.TakeAmmoPerBullet = true -- SWEP.Primary.Automatic = false -- SWEP.Primary.Ammo = "ar2" -- [/code] so uh, any help?
[QUOTE=Drakehawke;35377387]type( 123 ) == "number" type( "abc" ) == "string" type( Vector() ) == "vector" type( LocalPlayer() ) == "player" type( Entity( 0 ) ) == "entity" etc However if you enclosed the words in parenthesis correctly it should work, mind telling us which line the error occurred on?[/QUOTE] There simply is no error, but it doesn't emit the sound. I have no clue what's causing it.
[QUOTE=Persious;35383981]There simply is no error[/QUOTE] [quote=Persious]Hook 'SoundPlayer.ChatFunction' Failed: bad argument #1 to 'pairs' (table expected, got nil)[/quote] :S
i ironed out a lot of the problems with my weapon. now my only question is, is it possible to make it have a radius explosion or zap type thing where a bullet hits?
[QUOTE=LilRobot;35384079]i ironed out a lot of the problems with my weapon. now my only question is, is it possible to make it have a radius explosion or zap type thing where a bullet hits?[/QUOTE] Yes, there is a way. For example: [lua] local tr = self.Owner:GetEyeTrace() local effectdata = EffectData() effectdata:SetOrigin(tr.HitPos) effectdata:SetStart(self.Owner:GetShootPos()) effectdata:SetAttachment(1) effectdata:SetEntity(self) util.Effect("ToolTracer", effectdata) [/lua]
thanks for that, but what i meant was kind of like an explosion where the bullet hits as in, an explosion that kills things, preferably dissolves them.
[QUOTE=LilRobot;35385313]thanks for that, but what i meant was kind of like an explosion where the bullet hits as in, an explosion that kills things, preferably dissolves them.[/QUOTE] A real explosion or just the explosion effect?
[QUOTE=pennerlord;35385874]A real explosion or just the explosion effect?[/QUOTE] a real one, the effect i can make myself.
You'd want to do something like: [code] for k, v in pairs( ents.FindInSphere( hitpos, radius ) ) do info = DamageInfo( ) info:SetDamageType( DMG_BLAST | DMG_DISSOLVE ) info:SetDamage( 15 ) info:SetAttacker( pl ) info:SetInflictor( pl:GetActiveWeapon( ) ) info:SetDamagePos( hitpos ) info:SetDamageForce( ( v:GetPos( ) - hitpos ):GetNormal( ) * force ) v:TakeDamageInfo( info ) end [/code]
Another way: [lua] local explosion = ents.Create("env_explosion") explosion:SetPos(pos) explosion:SetKeyValue("iMagnitude", 100) -- damage explosion:SetKeyValue("iRadiusOverride", 250) -- radius explosion:Spawn() explosion:Fire("explode", "", 0) [/lua]
That doesn't dissolve stuff.
as for an explosion effect, i'm taking a wild guess that this modifier should work it [lua] local effectsplode = EffectData() effectsplode:SetOrigin(tr.HitPos) effectsplode:SetStart(tr.HitPos()) effectsplode:SetEntity(self) util.Effect("UNKNOWN", effectdata) [/lua] "UNKNOWN" is there because i'm not sure of the explosion effects. do they use particle systems? the only thing i really need right now though is a fix for my holdtype i'm pretty sure i entered it in right.. [lua] SWEP.HoldType = "SMG"; [/lua]
Can't get any derma elements to scroll along with my scrollbar.
[QUOTE=Johnny Guitar;35391053]Can't get any derma elements to scroll along with my scrollbar.[/QUOTE] Post code?
I need an LUA script that will make names different colors. I'd like each level of admin etc to have their name in a separate color. This is for the sandbox game mode.
Whats up with silkicons in the gmod13 update [IMG]http://cloud.steampowered.com/ugc/595840894529618366/D6A978BC34009C4CEC2565476901052B1DD74BFF/[/IMG]
[QUOTE=Rory;35392588]I need an LUA script that will make names different colors. I'd like each level of admin etc to have their name in a separate color. This is for the sandbox game mode.[/QUOTE] This isn't a request thread, go the to the requests section.
[QUOTE=LilRobot;35387605]as for an explosion effect, i'm taking a wild guess that this modifier should work it [lua] local effectsplode = EffectData() effectsplode:SetOrigin(tr.HitPos) effectsplode:SetStart(tr.HitPos()) effectsplode:SetEntity(self) util.Effect("UNKNOWN", effectdata) [/lua] "UNKNOWN" is there because i'm not sure of the explosion effects. do they use particle systems[/QUOTE] [lua]util.Effect("Explosion", effectdata)[/lua]
[QUOTE=Johnny Guitar;35395043]Whats up with silkicons in the gmod13 update [IMG]http://cloud.steampowered.com/ugc/595840894529618366/D6A978BC34009C4CEC2565476901052B1DD74BFF/[/IMG][/QUOTE] They got renamed to .png ones.
[QUOTE=Gran PC;35395778]They got renamed to .png ones.[/QUOTE] This is what I am using [QUOTE]PropertySheet:AddSheet( "Intro", SheetItemIntro, "gui/silkicons/heart.png", false, false, "Information about the store!" )[/QUOTE] Should this not be correct?
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