Hey, I'm trying to get "pointshop" on my server but everytime people connect they are automatically disconnected due to too many lua errors.
Couldn't include file 'includes\modules\datastream.lua' (File not found) (@addons/pointshop/lua/autorun/pointshop.lua (line 1))
[ERROR] addons/pointshop/lua/autorun/pointshop.lua:1: Module not found!
1. require - [C]:-1
2. unknown - addons/pointshop/lua/autorun/pointshop.lua:1
Datastream was removed in favour of the net library.
[QUOTE=Alex_grist;38637954]Datastream was removed in favour of the net library.[/QUOTE]
Yeah i just found this out, I'm not entirely sure how to switch over to net though.
I could need some bright lua brains to look at some peace of code :)
[url]http://www.facepunch.com/showthread.php?t=1229063[/url]
[QUOTE=robz;38638012]Yeah i just found this out, I'm not entirely sure how to switch over to net though.[/QUOTE]
You're using the old version. New version: [url]http://www.facepunch.com/showthread.php?t=1228438[/url]
[QUOTE=_Undefined;38638761]You're using the old version. New version: [url]http://www.facepunch.com/showthread.php?t=1228438[/url][/QUOTE]
Ah so i am, thanks dude. Your probably the guy to ask, do you have a little bit of code for giving players points over time?
[QUOTE=robz;38639293]Ah so i am, thanks dude. Your probably the guy to ask, do you have a little bit of code for giving players points over time?[/QUOTE]
Yup. In that thread.
I'm making a swep from, damn them... Halo Sweps. I keep getting an error with the line [code] local ang = (traceRes.HitPos - frball.startpos):GetNormalized()[/code] ... It's been a long time since I've posted. I tried to debug it with print( "what it is: " <code> ), but that returned new errors.
Future errors are expected, but please help me! 助けて!
[QUOTE=luavirusfree;38642220]I'm making a swep from, damn them... Halo Sweps. I keep getting an error with the line [code] local ang = (traceRes.HitPos - frball.startpos):GetNormalized()[/code] ... It's been a long time since I've posted. I tried to debug it with print( "what it is: " <code> ), but that returned new errors.
Future errors are expected, but please help me! 助けて![/QUOTE]
If you want help with errors then post the errors and all the code that is involved.
Bah... Okay, but there are two files. What I want is a base to a projectile weapon, or a projectile weapon. It's not easy to search this website with my low privileges.
shares.lua :
[code]if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
AddCSLuaFile( "cl_init.lua" )
SWEP.HoldType = "fist"
end
if ( CLIENT ) then
SWEP.Category = "Mario Powers"
SWEP.PrintName = "Fire"
SWEP.Author = "Skyler"
SWEP.Contact = "None yet."
SWEP.Purpose = "FireBalls!"
SWEP.Instructions = "Shoot with primary fire. They bounce, so try not to hurt yourself!"
SWEP.CSMuzzleFlashes = false
SWEP.ViewModelFOV = 70
SWEP.Slot = 1
SWEP.SlotPos = 0
end
SWEP.HoldType = "fist"
--function SWEP:Precache()
-- util.PrecacheSound("weapons/pistol_fire.wav")
-- util.PrecacheSound("weapons/pistol_melee.wav")
-- util.PrecacheSound("weapons/pistol_impact.wav")
-- util.PrecacheSound("weapons/pistol_reload.wav")
-- util.PrecacheSound("weapons/pistol_ready.wav")
-- util.PrecacheModel("models/Weapons/v_m6d.mdl")
-- util.PrecacheModel("models/Weapons/w_m6d.mdl")
--end
--SWEP.data = {}
--SWEP.data.newclip = false
SWEP.Spawnable = false
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/Weapons/v_hands.mdl"
SWEP.WorldModel = "models/Weapons/w_grenade.mdl"
SWEP.ViewModelFlip = false
SWEP.Drawammo = false
SWEP.DrawCrosshair = false
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound( "npc/vort/vort_attack_shoot2.wav" )
SWEP.Primary.Recoil = 0.2
SWEP.Primary.Damage = 0
SWEP.Primary.NumShots = 0
SWEP.Primary.Cone = 0.0
SWEP.Primary.ClipSize = 4
SWEP.Primary.Delay = 0.4
SWEP.Primary.DefaultClip = 4
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = 3
SWEP.Secondary.DefaultClip = 3
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
function SWEP:Initialize()
if (SERVER) then
self:SetWeaponHoldType(self.HoldType)
end
end
function SWEP:SecondaryAttack()
-- self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) then return end
self.Weapon:EmitSound(self.Primary.Sound)
-- self:ShootBullet( 0, self.Primary.NumShots, self.Primary.Cone )
self:TakePrimaryAmmo( 1 )
--self.Owner:ViewPunch( Angle( -0.50, 0, 0 ) )
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
local shotpos = self.Owner:GetShootPos()
local frball = {}
-- frball.startpos = PlayerPos + PlayerAng:GetNormalized()*16
local traceRes = self.Owner:GetEyeTrace()
print( "Trace Res: "..traceRes.HitPos )
print( "Fireball Start: "..frball.startpos )
print( "Outcome: "..(traceRes.HitPos - frball.startpos):GetNormalized() )
local ang = (traceRes.HitPos - frball.startpos):GetNormalized()
local fball = ents.Create("mariofire")
if (ValidEntity(fball)) then
fball:SetPos(shotpos)
fball.Owner = self.Owner
end
frball:SetPos( shotpos )
end
function SWEP:ShootBullet( damage, num_bullets, aimcone )
local bullet = {}
bullet.Num = num_bullets
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector( aimcone, aimcone, 0 )
bullet.Tracer = 5
bullet.Force = 0
bullet.Damage = 19
bullet.AmmoType = self.Primary.Ammo
self.Owner:FireBullets( bullet )
self:ShootEffects()
-- Obsolete. Do NOT use for fireballs.
end
function SWEP:ShootEffects()
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
-- self.Owner:MuzzleFlash()
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
function SWEP:Reload()
--if self.Owner:GetActiveWeapon():Clip1() == 0 then return end
if self.Owner:GetActiveWeapon():Clip1() < 3 then return end
if self.Reloading then return end
if self.Weapon:Clip1() < 3 then
-- bZoomed = false
if (SERVER) then
self.Owner:SetFOV( 0, 0.35 )
self.Owner:DrawViewModel(true)
end
self:SetClip1( 3 )
-- self.data.oldclip = self.Weapon:Clip1()
-- self.Weapon:EmitSound(Sound("weapons/pistol_reload.wav"))
-- self.Weapon:DefaultReload(ACT_VM_RELOAD)
-- self.data.newclip = 1
end
end[/code]
Tell me if you need client, I didn't change it.
[QUOTE=luavirusfree;38642275]It's not easy to search this website with my low privileges.[/QUOTE]
I disagree, you can use [URL="https://www.google.ca/#hl=en&tbo=d&sclient=psy-ab&q=+site:facepunch.com+search+shit&oq=+site:facepunch.com+search+shit&gs_l=serp.12...2404.3735.0.5083.11.11.0.0.0.1.226.1046.8j2j1.11.0.les%3B..0.0...1c.1.BHiGKtaSgJY&pbx=1&bav=on.2,or.r_gc.r_pw.r_qf.&fp=35e5ed9417e1ece2&bpcl=39314241&biw=1600&bih=733"]this[/URL].
Yeah, that's what I do... It's HORRIBLE at finding sweps.
だから、どのくらい私は助けを待つべきでしょうか?
So, how long should I wait for help?
...Still waiting.
Where do i put custom sounds for weapons for a TTT Swep, been at this for more than an hour cant find where to put it PLEASE HELP!!!!!!!
terrortown/content/sounds/somefolder
[editline]29th November 2012[/editline]
Anyone know how to make clientside first person animations? like how you run with your gun for customizable weaponry and such. I'm really curious to learn how.
[QUOTE=luavirusfree;38642220]I'm making a swep from, damn them... Halo Sweps. I keep getting an error with the line [code] local ang = (traceRes.HitPos - frball.startpos):GetNormalized()[/code] ... It's been a long time since I've posted. I tried to debug it with print( "what it is: " <code> ), but that returned new errors.
Future errors are expected, but please help me! 助けて![/QUOTE]
On a guess, you should probably be using :GetNormal() instead of :GetNormalized().
Does anyone know where i can find a hud that shows me the health of an npc im looking at, or something like that? I had one for gmod 12 but for some inexplicable reason it has broken.
^I've seen that before. Search for it, or make it! ... But I do recall there being a problem with npc:GetHealth() ... It's been too long.
Okay, well now I need to remove the Print lines... Then I'll check for more errors.
[ERROR] lua/weapons/mario_fireballs/shared.lua:94: bad argument #2 to '__sub' (Vector expected, got nil)
[QUOTE=luavirusfree;38642545]So, how long should I wait for help?
...Still waiting.[/QUOTE]
You never told us what errors you're getting.
That's the error... Still. [code][ERROR] lua/weapons/mario_fireballs/shared.lua:94: bad argument #2 to '__sub' (Vector expected, got nil)[/code]
I removed ized. It now says normal.
As the error says frball.startpos is not a vector and is in fact nil. This is because you commented out the line where it is defined.
Lol... time to test. It's meant to be shotpos.
[editline]30th November 2012[/editline]
And nowm ,,, [code][ERROR] lua/weapons/mario_fireballs/shared.lua:96: attempt to call global 'ValidEntity' (a nil value)
1. unknown - lua/weapons/mario_fireballs/shared.lua:96
Failed to load sound "npcortort_explode2.wav", file probably missing from disk/repository[/code]
[editline]30th November 2012[/editline]
I may have fixed that... I need to check the sound, but many haven't been playing.
Replace ValidEntity with IsValid.
No, the sound is correct. How do I fix that? (Threat link, perhaps?)
How i can get the life time of the entity
I have an entity that is a football, I want to make it so that when I hit the ball with a crowbar it will move. I think the only way to do this and how it's done in CSS football maps is to use phys_pushscale _.. I can't get this to work on my entity for some reason it just doesn't shift, I can walk into it and it'll move and stuff.
Any ideas?
How can I make an entity not collide with players, yet still call ENT.StartTouch when a player goes through it?
[QUOTE=.\\Shadow};38646769]How can I make an entity not collide with players, yet still call ENT.StartTouch when a player goes through it?[/QUOTE]
setting the collision groups into debris
[LUA]ent:SetCollisionGroup(COLLISION_GROUP_DEBRIS)[/LUA]
Does anyone know how to make the new Drive library do a vehicle that doesn't noclip through everything?
is there any CalculateForceOffset documentation anywhere? or does anyone know how to use it?
[QUOTE=gonzalolog;38646991]setting the collision groups into debris[/QUOTE]
Doesn't work, COLLISION_GROUP_WEAPON also does not work.
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