• What do you need help with? V3
    6,419 replies, posted
[QUOTE=Trumple;38694674]Thanks for the info. I looked it up a little, however I couldn't get anything to show up.... [lua] cam.Start3D2D( Vector(0, 0, 0), Angle(0, 0, 0), 1 ) draw.SimpleText( "Hello!", "SBTextHead", 0, 0, Color(0,0,0), TEXT_ALIGN_LEFT, TEXT_ALIGN_LEFT) cam.End3D2D() [/lua] That didn't show up anywhere, am I doing something wrong? Cheers [editline]4th December 2012[/editline] [B]Called in a HUDPaint hook, and the hook is working correctly[/B][/QUOTE] That's your problem. If you want to use it in HUDPaint, you will also need cam.Start3D/cam.End3D to create the 3D space.
You probably want to just draw a quad in one of the world rendering hooks (PostDrawTranslucentEntities?). Don't know why you would want to futz around with 2D stuff. [lua] local tr = util.TraceLine(tracestuff) render.SetMaterial(matCircle) render.DrawQuadEasy(tr.HitPos + tr.HitNormal, tr.HitNormal, 32, 32, color_white, 0) [/lua]
[QUOTE=BlackAwps;38697115]That's your problem. If you want to use it in HUDPaint, you will also need cam.Start3D/cam.End3D to create the 3D space.[/QUOTE] Ah ok, thanks! I'll give it a go later
I don't know if this is a lua problem or source engine but: I am making a env_headcrabcanister entity and it works. But when it lands, sometimes it causes the server to crash. Does anyone know why ? I tried googling it but didn't find anything useful. (Call me Jeffrey if you find it in 2 seconds.)
Is it possible to hook a collision check to a "no-collide with everything" entity? Like when another entity tries to touch the no-collide entity. I tried the ShouldCollide hook but it didnt seem to work at all with anything
How would you write server side lua to block a client from running a console command?
[QUOTE=centran;38700761]How would you write server side lua to block a client from running a console command?[/QUOTE] What do you want to block?
--nvm, figured it out --
Could anyone please tell me how to force unscope a SWEP about 0.2 seconds after it is fired? Would be most appreciated. Searching the wiki etc is finding zero results.
[QUOTE=Darkwater124;38700868]What do you want to block?[/QUOTE] Well the actual command didn't really matter for my question but since you ask, I want to block players from using the act commands.
[QUOTE='[GM] Gaw;38701441']Could anyone please tell me how to force unscope a SWEP about 0.2 seconds after it is fired? Would be most appreciated. Searching the wiki etc is finding zero results.[/QUOTE] show your code
[QUOTE=amkoc;38701696]show your code[/QUOTE] For the scope? [code]function SWEP:SecondaryAttack() if not self.IronSightsPos then return end if self.Weapon:GetNextSecondaryFire() > CurTime() then return end bIronsights = not self:GetIronsights() self:SetIronsights( bIronsights ) if SERVER then self:SetZoom(bIronsights) else self:EmitSound(self.Secondary.Sound) end self.Weapon:SetNextSecondaryFire( CurTime() + 0.3) self.Weapon:SetNextPrimaryFire( CurTime() + 0.75) end[/code]
[IMG]http://puu.sh/1x5xe[/IMG] [lua] print(pos:WithinAABox(start,stop)) [/lua] Yet it returns false, I can't get my head around this stuff. It probably has something to do about the rotation of the box. Here's the vectors: start = 464.608063 116.650543 291.452698 stop = 187.604889 -85.528511 106.157623 pos = 294.689453 -32.781403 88.056396
[QUOTE=ollie;38701928][IMG]http://puu.sh/1x5xe[/IMG] [lua] print(pos:WithinAABox(start,stop)) [/lua] Yet it returns false, I can't get my head around this stuff. It probably has something to do about the rotation of the box. Here's the vectors: start = 464.608063 116.650543 291.452698 stop = 187.604889 -85.528511 106.157623 pos = 294.689453 -32.781403 88.056396[/QUOTE] Your position's Z value is too low. It's outside the box.
[QUOTE=ollie;38701928][IMG]http://puu.sh/1x5xe[/IMG] [lua] print(pos:WithinAABox(start,stop)) [/lua] Yet it returns false, I can't get my head around this stuff. It probably has something to do about the rotation of the box. Here's the vectors: start = 464.608063 116.650543 291.452698 stop = 187.604889 -85.528511 106.157623 pos = 294.689453 -32.781403 88.056396[/QUOTE] Have you tried swapping the order of the Start and Stop arguments in the function? If so try this: [lua] function WithinAABB( Start, Stop, Point ) local x = ( Point.x > Stop.x and Point.x < Start.x ) or ( Point.x < Stop.x and Point.x > Start.x ) local y = ( Point.y > Stop.y and Point.y < Start.y ) or ( Point.y < Stop.y and Point.y > Start.y ) local z = ( Point.z > Stop.z and Point.z < Start.z ) or ( Point.z < Stop.z and Point.z > Start.z ) return ( x and y and z ) end [/lua] haven't tested it so consider it pseudo-code, but My best guess is the that the arguments could need to be in a different order. Edit: Ninja, I didn't bother checking your values.
Hmm, I tried switching them to start,stop and it printed correctly. But I have 2 different positions I'm checking and the other one's layout is following: [IMG]http://puu.sh/1x6bs[/IMG] So now it works for the other but not for that one. Not even [lua] print((pos:WithinAABox(start,stop) or pos:WithinAABox(stop,start))) [/lua] worked. I'll try your code now. EDIT: Your code works, thank you so much!
Quick question; Is there a way to assign a function to be called when a ConVar (created by CreateConVar()) was changed?
[QUOTE=ief014;38705391]Quick question; Is there a way to assign a function to be called when a ConVar (created by CreateConVar()) was changed?[/QUOTE] [B][URL="http://wiki.garrysmod.com/page/Libraries/cvars/AddChangeCallback"]Cvars.AddChangeCallback [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG][/URL][/B]
Damn, how did I miss that :v: Thanks
Hey guys what'd be the best way to fade in a derma panel?
[QUOTE=C0MMUNIZT;38706477]Hey guys what'd be the best way to fade in a derma panel?[/QUOTE] [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexb753.html[/url]
[QUOTE=centran;38700761]How would you write server side lua to block a client from running a console command?[/QUOTE] So I thought this might be as simple as adding a concommand with the same name to override the command but it is looking to be more difficult the more I try to research this. I thought that some of the white/black list style anti-cheat/hack blocked certain commands by overriding them and that I could the same. However, I think that is only for commands the user has created and you can't do that for built in commands. Anyone have any ideas about this?
Okay, so I just found out about [URL="http://wiki.garrysmod.com/page/Player_Classes"]the new Player Classes[/URL] and I'm trying to implement them into my gamemode, but it isn't working and I know next to nothing about lua so I can't figure out how to make it work without any documentation. Essentially, I have a derma menu with buttons, and each button is supposed to change your class; the derma function is in client, and the class change is in server. There isn't any documentation that explains how to make it work and I have no examples to use or look at. Here is the relevant client code: [CODE]-- Medic bdBluClass7 = vgui.Create( "DButton" ) bdBluClass7:SetText( "Medic - M416" ) bdBluClass7.DoClick = function() surface.PlaySound( "jessev92/bf2/menu/kitSelect.wav" ) RunConsoleCommand("bd_mode_medic416") -- Run command frame:Close() end CategoryList:AddItem( bdBluClass7 ) [/CODE] Here is the relevant server code: [code]function class_Medic() MsgN("Test1") -- This prints player_manager.SetPlayerClass( ply, "soldier_medic" ) - This gives no error end concommand.Add("bd_mode_medic416", class_Medic)[/code] No errors are given. The custom class name is 'soldier_medic'. Edit: any errors I do get are the same every time: [code]lua/includes/modules/player_manager.lua:148: attempt to index local 'ply' (a nil value)[/code]
[QUOTE=pedrus24;38675642]Can someone tell me if it is possible to create a controllable NPC? And I mean as good as the player, with smooth and precise aiming and movement. I need to know that before I go further into my gamemode. I plan to make the player control some NPCs and make them use custom weapons.[/QUOTE] Anyone?
[QUOTE=pedrus24;38711623]Anyone?[/QUOTE] console: bot bot_mimic 1
[QUOTE=TNOMCat;38700655]Is it possible to hook a collision check to a "no-collide with everything" entity? Like when another entity tries to touch the no-collide entity. I tried the ShouldCollide hook but it didnt seem to work at all with anything[/QUOTE] ?
How do I hide the message it says when I change server cvar? Example: sbox_godmode 1 Server cvar value changed: sbox_godmode -> 1
I need to reproduce SetModelScale(). I can't figure out a new offset for my model scale. I think it's because the Matrix():Scale(vec) function [b]just scales[/b], and SetModelScale() did actualy [b]set[/b] the scale. This was the former code. [lua] self.leftwing:SetModelScale(Vector(1,0.5,1)*self.Size*self.WingSize) self.rightwing:SetModelScale(Vector(1,0.5,1)*self.Size*self.WingSize) self.bleftwing:SetModelScale(Vector()*(self.Size/3*self.WingSize)) self.brightwing:SetModelScale(Vector()*(self.Size/3*self.WingSize)) [/lua] This is the current code. (fucked up the model scale) [lua] local vec = Vector(1,0.5,1)*self.Size*self.WingSize local vec2 = Vector()*(self.Size/3*self.WingSize) local mat = Matrix() mat:Scale(vec) self.leftwing:EnableMatrix("RenderMultiply", mat) self.rightwing:EnableMatrix("RenderMultiply", mat) mat:Scale(vec2) self.bleftwing:EnableMatrix("RenderMultiply", mat) self.brightwing:EnableMatrix("RenderMultiply", mat)[/lua] So basicaly I have to make a function which actualy sets the scale, basicaly like the old function. Help please!
SV_CreatePacketEntities: GetEntServerClass failed for ent 551 What does that mean?
I'm having a problem. I set some models' render origin and angles via the SetRenderOrigin|Angles. It works great. The models are drawing at a specified player's head pos and angles. The problem is that when this player turns at a specified angle, the model stops drawing until he turns at some other specified angle. Ideas?
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