[QUOTE=_Undefined;32471149]Your player model doesn't have the attachment the hat is trying to use. Use a different player model.[/QUOTE]
Or use a different bone and offset it a bit to look like it is on "their bone"(assuming the head).
[QUOTE=werewolf0020;32355700]This is long way dead and broken i suggest moving into Golden Forge instead[/QUOTE]
Would you happen to know where abouts I could find Golden Forge? If so, please link me. Or for anyone in that case. If you could give me a link to it, it would be greatly appreciated.
Thanks.
You really dont search dont you? [url]http://www.facepunch.com/threads/1119621[/url]
[QUOTE=werewolf0020;32487816]You really dont search dont you? [url]http://www.facepunch.com/threads/1119621[/url][/QUOTE]
Thanks haha.
Although, now that I have downloaded it, all the folders and files appear, and then when I goto extract the zip file, there is errors, and the documents will not extract.
Another qeuestion.
How do i prevent for idlers? I'm using it for TTT gamemode but i don't know how to make it doesn't takes point when player is AFK.
Go ask in the Golden Forge thread, moron.
Please Let me know why this thing is not working...
[lua]
ITEM.Name = "Combine HeadGear"
ITEM.Enabled = true
ITEM.Description = "Gives you a Combine HeadGear."
ITEM.Cost = 7000
ITEM.Model = "models/Nova/w_headgear.mdl"
ITEM.Bone = "ValveBiped.Bip01_Head1"
ITEM.Functions = {
OnGive = function(ply, item)
ply:PS_AddHat(item)
end,
OnTake = function(ply, item)
ply:PS_RemoveHat(item)
end,
ModifyHat = function(ent, pos, ang)
ent:SetModelScale(Vector(1, 1, 1))
pos = pos + (ang:Forward() * 1) + (ang:Up() * 1) + (ang:Right() * 1.4)
ang:RotateAroundAxis(ang:Right(), 105.331)
ang:RotateAroundAxis(ang:Forward(), 90.924)
ang:RotateAroundAxis(ang:Up(), -168.756)
return ent, pos, ang
end
}
[/lua]
Suffered from this shit and spent load of time..
[img]http://imageflock.com/img/1317617120.jpg[/img]
[img]http://imageflock.com/img/1317617125.jpg[/img]
Hello everyone, I own a garrysmod community called Over World and on our deathrun we need two things (easy hooks, but i tried learning lua and i and so stupid). We need a hook for players giving points to other players, and one for wining points when you win the round! If these topics have already been answered please just link me! Thank You for your time!
I told you how to do it the simple way already, Use a for statement on roundend, Check if a player is alive, then give them a amount of points
[QUOTE=Netsurfers;32611532]I told you how to do it the simple way already, Use a for statement on roundend, Check if a player is alive, then give them a amount of points[/QUOTE]
I dont know how to code that though, im asking for a code or a link to a code!
Disappointed in you, How do you expect to learn when code is just handed to you
[lua]function GM:OnRoundEnd( num )
for k,v in pairs( player.GetAll() ) do
if v:Alive() then
v:PS_GivePoints(10, "You won the round")
end
end
end[/lua]
[QUOTE=Netsurfers;32611731]Disappointed in you, How do you expect to learn when code is just handed to you[/QUOTE]
Well, Thank You, I really tried learning for about a month i just get stuff mixed up and i dont understand code, sorry but thank you.
---------------------------------------------------------------------------
I still need a give money command for evolve!
If you can't figure out how to make the command to give money that is built in available for regular admins, you should not be asking.
[QUOTE=Amokov;32612339]If you can't figure out how to make the command to give money that is built in available for regular admins, you should not be asking.[/QUOTE]
Ha, well i figured out the pointshop one but i cant make it a chat command!
He doesnt want a spawn money from nowhere command, He wants a command for a player to give money to one another
[QUOTE=cyw960517;32602202]Please Let me know why this thing is not working...
[lua]
ITEM.Name = "Combine HeadGear"
ITEM.Enabled = true
ITEM.Description = "Gives you a Combine HeadGear."
ITEM.Cost = 7000
ITEM.Model = "models/Nova/w_headgear.mdl"
ITEM.Bone = "ValveBiped.Bip01_Head1"
ITEM.Functions = {
OnGive = function(ply, item)
ply:PS_AddHat(item)
end,
OnTake = function(ply, item)
ply:PS_RemoveHat(item)
end,
ModifyHat = function(ent, pos, ang)
ent:SetModelScale(Vector(1, 1, 1))
pos = pos + (ang:Forward() * 1) + (ang:Up() * 1) + (ang:Right() * 1.4)
ang:RotateAroundAxis(ang:Right(), 105.331)
ang:RotateAroundAxis(ang:Forward(), 90.924)
ang:RotateAroundAxis(ang:Up(), -168.756)
return ent, pos, ang
end
}
[/lua]
Suffered from this shit and spent load of time..
[img]http://imageflock.com/img/1317617120.jpg[/img]
[img]http://imageflock.com/img/1317617125.jpg[/img][/QUOTE]
Help.....?
I don't believe that bone rotates independently.
This thread should have been locked since the day the project died...
[QUOTE=Amokov;32628596]I don't believe that bone rotates independently.[/QUOTE]
Then.. What exactly Should i do for using it?
Hey I have a skin for pointshop. How would I make it only color the players model and not hat?
Heres the code:
[CODE]ITEM.Name = "Skin - Hologram"
ITEM.Enabled = true
ITEM.Description = "Be a hologram!"
ITEM.Cost = 600
ITEM.Model = "models/weapons/w_toolgun.mdl"
ITEM.Functions = {
OnGive = function(ply, item)
item.Hooks.PlayerSpawn(ply, item)
end,
OnTake = function(ply, item)
ply:SetMaterial("")
ply:SetColor(255, 255, 255, 255)
end
}
ITEM.Hooks = {
PlayerSpawn = function(ply, item)
local r,g,b,a = ply:GetColor();
ply:SetColor(r, g, b, 170)
ply:SetMaterial("models/props_combine/masterinterface01c")
end
}[/CODE]
I don't see why that would color any hats or anything the player is wearing, with them being clientside.
[QUOTE=_Undefined;32740640]I don't see why that would color any hats or anything the player is wearing, with them being clientside.[/QUOTE]
I think it might have something to do with the fact that the Item.Attachment is attaching it to the model and so i was woundering if anyone knows a way around that? Any other suggestions are fine, like maybe a pl.Model:SetMaterial(path)? Help!
I'm working on V2 of this with a better design and more features (like equipping and trail colours that you people keep moaning about!).
[editline]17th October 2011[/editline]
Don't count on it being released soon though.
[QUOTE=_Undefined;32824891]I'm working on V2 of this with a better design and more features (like equipping and trail colours that you people keep moaning about!).
[editline]17th October 2011[/editline]
Don't count on it being released soon though.[/QUOTE]
Were just delighted that you're keeping the project going, please, take as much time as you need ;)
How do I make it so that if you press E on an NPC it shows the shop instead of pressing a key like F4?
thanks
Flutter
There's an example NPC for gm_flatgrass in the config file in the SVN.
Undefined I know you wont have V2 out soon but im so exited, and I support this project 100%! Keep it going!
where is the data (the data that says someone has whatever amount of money or owns a certain item) stored and how do i delete either items for a certain person or all of the data together
edit:
never mind i found it!
Hi ! :D
Im running a TTT server on Gmod, and i would like to know,
if there is a way to give player points when he kills a Trator, and tke points if he kills an innocent..
ty :D
mshorki
[QUOTE=mshorki;33655612]Hi ! :D
Im running a TTT server on Gmod, and i would like to know,
if there is a way to give player points when he kills a Trator, and tke points if he kills an innocent..
ty :D
mshorki[/QUOTE]
[Lua]
hook.Add( "TTTBeginRound", "RoundStartPoints", function()
for _,ply in ipairs( player.GetAll() ) do
ply:PS_GivePoints( 7, "Round start" )
evolve:Notify( ply, evolve.colors.red, "You were awarded 7 points at the start of the round" )
end
end )
hook.Add( "PlayerDeath", "PointsForKill", function( victim, weapon, killer)
if( ValidEntity( killer ) and ValidEntity( victim ) ) then
if( killer:IsPlayer() and victim:IsPlayer() ) then
if( killer:IsTraitor() and not victim:IsTraitor() ) then
killer:PS_GivePoints( 10, victim:Nick().." was killed by "..killer:Nick() )
evolve:Notify( killer, evolve.colors.red, "You were awarded 10 points for killing an innocent" )
elseif( victim:IsTraitor() and not killer:IsTraitor() ) then
killer:PS_GivePoints( 10, victim:Nick().."[TRAITOR] was killed by "..killer:Nick().."[Inno.]" )
evolve:Notify( killer, evolve.colors.red, "You were awarded 10 points for killing a traitor" )
elseif( victim:IsTraitor() and killer:IsTraitor() ) then
killer:PS_TakePoints( 50, victim:Nick().."[TRAITOR] was team killed by "..killer:Nick().."[TRAITOR]" )
evolve:Notify( killer, evolve.colors.red, "You had 50 points taken from you for killing a fellow Traitor" )
else
evolve:Notify( killer, evolve.colors.red, "You killed an innocent!" )
end
end
end
[/lua]
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