• What do you need help with? V3
    6,419 replies, posted
[QUOTE=killfrog47;38965923]Need some help on finding something. I am looking for a list of what things do. For example: sql.Begin i need a list of these--->sql.<---- and what they do. Thanks =) Im having a hell of a time looking for one. I already found this one [url]http://wiki.garrysmod.com/page/Libraries[/url] i just need one with more of them.[/QUOTE] [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index27a7.html[/url]
[QUOTE=killfrog47;38965923]Need some help on finding something. I am looking for a list of what things do. For example: sql.Begin i need a list of these--->sql.<---- and what they do. Thanks =) Im having a hell of a time looking for one. I already found this one [url]http://wiki.garrysmod.com/page/Libraries[/url] i just need one with more of them.[/QUOTE] Well, if you are going to use Sqlite then you basicaly do everything using sql.Query.
[QUOTE=CaptainFab;38965386]I want to make it so they can still type in team chat.[/QUOTE] if ISALIVE and not teamonly then print("You cant talk to other people! YOU'RE DED!!") return end
[QUOTE=CaptainFab;38965210]How could I make it check if the player is dead before applying the Name Tag?[/QUOTE] things like this can really be found on the wiki, [url]http://wiki.garrysmod.com/index.php?title=Special%3ASearch&search=Player+Alive&go=Go[/url] or even on the GMod 12 GLua Search, [url=http://glua.me/search/?keywords=Player+Alive][img]http://glua.me/search.png[/img] [b]Player Alive[/b][/url]
Quick question: I'm unsure of how the new ban system in gmod works. Does it care about binary modules? Can you get banned for using sigscans in a binary module?
I got a problem with gmod 12 npcs they are standing in a awkward position, how to fix that?
Does anyone happen to know how to set a custom skin for TTT? I've tried modifying the gamemode's code, but it still sets it back to the default CS:S Skins
[QUOTE=Silverlan;38968143]Quick question: I'm unsure of how the new ban system in gmod works. Does it care about binary modules? Can you get banned for using sigscans in a binary module?[/QUOTE] I've seen garry say they can get you banned if you upload them to workshop, But not G-Mod itself.
If anyone could supply some help [url=http://facepunch.com/showthread.php?t=1225429&p=38957056&viewfull=1#post38957056]about this[/url], I'd be grateful.
[QUOTE=dj_night;38970775]If anyone could supply some help [url=http://facepunch.com/showthread.php?t=1225429&p=38957056&viewfull=1#post38957056]about this[/url], I'd be grateful.[/QUOTE] it's being run serverside
[QUOTE=Banana Lord.;38970928]it's being run serverside[/QUOTE] Yes I realized that but if you keep reading my posts in that thread you'll see I already tried all my knowledge can grasp on and nothing worked. And as you can see in that thread, my code and a friend of mine's are basically identical and on the same file, still his works and mine doesn't. It's weird, I even tried to change my function name but with no success. The rest of the code is identical to his.
I really need help with [URL="http://facepunch.com/showthread.php?t=1235031&p=38970491&viewfull=1#post38970491"]this[/URL], would be grateful if someone could take a look.
[QUOTE=dj_night;38971770]Yes I realized that but if you keep reading my posts in that thread you'll see I already tried all my knowledge can grasp on and nothing worked. And as you can see in that thread, my code and a friend of mine's are basically identical and on the same file, still his works and mine doesn't. It's weird, I even tried to change my function name but with no success. The rest of the code is identical to his.[/QUOTE] so don't run the code if it's being run serverside
[QUOTE=Banana Lord.;38972417]so don't run the code if it's being run serverside[/QUOTE] Don't get what you mean with that. Also I tried changing my friend's function name from "testone" to "setteam" and it stopped working. When changed back to "testone" it works perfectly again. What the hell is going on here? can't I freely choose my function's name?
[IMG]http://i.imgur.com/ob1aL.jpg[/IMG] Why is gmod doing this? Sometimes it just randomly decides to reload certain material directories, at random, and it hangs up when doing so. Is there some console var I screwed up? Could there be some global Lua directive forcing this? HALP
[QUOTE=dj_night;38972497]Don't get what you mean with that. Also I tried changing my friend's function name from "testone" to "setteam" and it stopped working. When changed back to "testone" it works perfectly again. What the hell is going on here? can't I freely choose my function's name?[/QUOTE] lua_openscript opens the script serverside, lua_openscript_cl opens it clientside. You'll need to run [b]sv_allowcslua 1[/b] to run lua_openscript_cl though
[QUOTE=Jackarunda;38972502][IMG]http://i.imgur.com/ob1aL.jpg[/IMG] Why is gmod doing this? Sometimes it just randomly decides to reload certain material directories, at random, and it hangs up when doing so. Is there some console var I screwed up? Could there be some global Lua directive forcing this? HALP[/QUOTE] You could try "sv_autorefresh 0". It stops auto script reloading so it might not work on materials, but I've always found it to be unstable and causes crashes when left on.
[QUOTE=thomasfn;38972769]You could try "sv_autorefresh 0". It stops auto script reloading so it might not work on materials, but I've always found it to be unstable and causes crashes when left on.[/QUOTE] Thanks. I was in love with the autorefresh when testing SWEPs (in gm12 i had lua_reloadents bound to a key, and this is much much faster). But if it's gonna cause lagsplosions for no reason, it's gonna have to be off :(
[QUOTE=Banana Lord.;38972545]lua_openscript opens the script serverside, lua_openscript_cl opens it clientside. You'll need to run [b]sv_allowcslua 1[/b] to run lua_openscript_cl though[/QUOTE] I discovered that I can change the actual function name but not the concommand. Now, either I'm a retard or everyone is missing my point here. I'll try to make this short. - If I put the function and the concommand.Add in shared.lua it works as long as the concommand name is "testone". (Example: concommand.Add( "testone", testvgui) - If I put the function in cl_init.lua (where it's supposed to be) it gives me the "Unknown command: testone" error, even though the concommand.Add is still in shared.lua. - [i]AddCSLuaFile( "cl_init.lua" )[/i] and [i]AddCSLuaFile( "shared.lua" )[/i] [b]ARE[/b] in my init.lua. - If I add [i]include ( "cl_init.lua" )[/i] to my shared.lua, my game crashes (I guess that's a common rule?) I don't mind using "testone" as the console command, but what will happen when I need to have another Derma Panel with other stuff in it? [editline]26th December 2012[/editline] I'm calling the function in init.lua. Is that the freaking reason why it's running server-side? If that's not it, then from my point of view this error is like "fuck logic". I've been messing around with it the whole day, I'm going insane with this error. Also, if that's the reason it's running server-side how do I proceed with running it client-side?
I need help making colored chat tags flashy. What I mean is I need a code that would make the colored chat tags fade to grey then fade back to the color they originally where. Please help.
[QUOTE=TheDeadlyHaze;38974034]I need help making colored chat tags flashy. What I mean is I need a code that would make the colored chat tags fade to grey then fade back to the color they originally where. Please help.[/QUOTE] You can't do this with the default chatbox
[QUOTE=dj_night;38972903]I discovered that I can change the actual function name but not the concommand. Now, either I'm a retard or everyone is missing my point here. I'll try to make this short. - If I put the function and the concommand.Add in shared.lua it works as long as the concommand name is "testone". (Example: concommand.Add( "testone", testvgui) - If I put the function in cl_init.lua (where it's supposed to be) it gives me the "Unknown command: testone" error, even though the concommand.Add is still in shared.lua. - [i]AddCSLuaFile( "cl_init.lua" )[/i] and [i]AddCSLuaFile( "shared.lua" )[/i] [b]ARE[/b] in my init.lua. - If I add [i]include ( "cl_init.lua" )[/i] to my shared.lua, my game crashes (I guess that's a common rule?) I don't mind using "testone" as the console command, but what will happen when I need to have another Derma Panel with other stuff in it? [editline]26th December 2012[/editline] I'm calling the function in init.lua. Is that the freaking reason why it's running server-side? If that's not it, then from my point of view this error is like "fuck logic". I've been messing around with it the whole day, I'm going insane with this error. Also, if that's the reason it's running server-side how do I proceed with running it client-side?[/QUOTE] I have found the answer to my prayers. Seems like I can't go around calling clientside functions in serverside code. So I used usermessage.Hook which was on the Gmod wiki all the freaking time. Thanks for all who tried to help.
[QUOTE=Willox;38974053]You can't do this with the default chatbox[/QUOTE] Do you know what chat box it would work with? If you do, please post the link
So recently I got a model picker on my server and I got fast DL from Xenon. So anyway I did this code to force the user to download the things needed to view the custom model but for some reason this happens in game. [IMG]http://i.imgur.com/eCYTM.jpg[/IMG] This is the code for the download script. [CODE]resource.AddFile("models/player/zoey.dx80.vtx") resource.AddFile("models/player/zoey.dx90.vtx") resource.AddFile("models/player/zoey.mdl") resource.AddFile("models/player/zoey.phy") resource.AddFile("models/player/zoey.sw.vtx") resource.AddFile("models/player/zoey.vvd") resource.AddFile("materials/models/sexy_zoey/zoey.vmt") resource.AddFile("materials/models/sexy_zoey/zoey.vtf") resource.AddFile("materials/models/sexy_zoey/zoey_hair.vmt") resource.AddFile("materials/models/sexy_zoey/zoey_hair.vtf") resource.AddFile("materials/models/sexy_zoey/zoey_n.vtf")[/CODE] This is in /lua/autorun/server
Is there any way to return a vector of the origin of a Brush entity? I'm trying to create a regular Anim entity at the position of each brush entity, via this snippet: [CODE]function CreateTreepadProgresses() for k, v in pairs(ents.FindByClass("trigger_treepad")) do --the brush entity local ent = ents.Create("sent_treepad") --the anim entity ent:SetPos(v:GetPos()) ent:SetNWInt("padnumber", v:GetNWInt("padnumber")) ent:SetNWInt("fathertree", v:GetNWInt("fathertree")) ent:Spawn() print("sent made at "..ent:GetPos().x.." | "..ent:GetPos().y.." | "..ent:GetPos().z) --debug code end end hook.Add("InitPostEntity", "tps", CreateTreepadProgresses)[/CODE] which spits out the following: [IMG]http://i.imgur.com/xMmEB.png[/IMG] It's creating the anim entity for each brush entity, but not changing its position at all. I'm guessing GetPos() returns 0,0,0 for Brush entities? If so, what's a good substitute?
My swep has a ClipSize of 500, but in multiplayer, the max it goes is 244. What am i doing wrong?
[QUOTE=Matsilagi;38979786]My swep has a ClipSize of 500, but in multiplayer, the max it goes is 244. What am i doing wrong?[/QUOTE] the source engine tells you it's 244 because that's as much as the server can send at any time. the real clipsize is 500, but it will say 244 until you use that 244, then it will say you have another 244, then finally 12.
[QUOTE=Matsilagi;38979786]My swep has a ClipSize of 500, but in multiplayer, the max it goes is 244. What am i doing wrong?[/QUOTE] Because 255 is the maximum 8-bit value. Kinda like how Red Green and Blue only go up to 255.
Oh yeah, thanks for the info both of you!
[QUOTE=Matsilagi;38980048]Oh yeah, thanks for the info both of you![/QUOTE] If you want to get the numbers working correctly, You'll have to use a custom HUD.
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