[QUOTE=Persious;34994722]Serverside.[/QUOTE]
I think he means literally where, what file?
[QUOTE=Banana Lord.;34994689]override _R.Player.Nick
[/QUOTE]
What do you mean? Where do I place that line and how do I use it? I don't understand what it is on its own.
In my sv_initialize, where everything else works fine, like printing all sv_ files.
[QUOTE=Duskling;34994518]How do I change a players name?
Sort of like ply:Name() = "derpface"
But when I tried that it didn't work. Is there a special way to do that?[/QUOTE]
A friendly advise; [url=http://www.lua.org/pil/]learn basic lua syntax[/url], then come back. It makes it easier for everyone.
[QUOTE=Persious;34994931]In my sv_initialize, where everything else works fine, like printing all sv_ files.[/QUOTE]
What's the path to the file from the GMod base folder?
gamemodes/LastStand_Rev2/entities/entities/
I just changed the _Entity to the right location so my code looks like th
[lua]
_Entity = "gamemodes/" .. LastStand.FolderName .. "/entities/entities/*"
print( "\n" )
for k, v in pairs( file.FindDir( _Entity ), true ) do
if ( v ) then
print( "-> ENTITY: " .. v .. " loaded" )
else
print( "-> Could not load " .. v )
end
end
[/lua]
I use file.FindInLua in my gamemode
The problem is that I only want to find the folders in my entities directory.
[QUOTE=Persious;34996264]The problem is that I only want to find the folders in my entities directory.[/QUOTE]
oh I see, one sec
[editline]4th March 2012[/editline]
[img]http://www.bananatree.im/i/GkIc6WZSAfE.png[/img]
works for me?
[editline]4th March 2012[/editline]
is LastStand.FolderName set at this point? try print(#file.FindDir("gamemodes/"..LastStand.FolderName.."/entities/entities/*"))
Returns 0
[QUOTE=Persious;34996560]Returns 0[/QUOTE]
are you sure the path is correct then?
This is the full file:
[lua]
print( "\n" )
print( "============================================" )
print( "================INITALIZING=================" )
print( "============================================" )
print( "\n" )
_Server = LastStand.FolderName .. "/gamemode/base/server/*.lua"
_Client = LastStand.FolderName .. "/gamemode/base/client/*.lua"
_Shared = LastStand.FolderName .. "/gamemode/base/shared/*.lua"
_Entity = "gamemodes/" .. LastStand.FolderName .. "/entities/entities/*"
if !string.find( game.GetMap(), "ls_") then
map = "-> MAP: '" .. game.GetMap() .. "' is not supported for this gamemode!"
else
map = "-> MAP: '" .. game.GetMap() .. "' is supported for this gamemode!"
end
print(map)
print( "\n" )
for k, v in pairs( file.FindDir( _Entity ), true ) do
if ( v ) then
print( "-> ENTITY: " .. v .. " loaded" )
else
print( "-> Could not load " .. v )
end
end
print( "\n" )
for k, v in pairs( file.FindInLua( _Server ) ) do
if ( v ) then
include( "server/" .. v )
print( "-> SERVER: " .. v .. " loaded" )
else
print( "-> Could not load " .. v )
end
end
print( "\n" )
for k, v in pairs( file.FindInLua( _Client ) ) do
if ( v ) then
AddCSLuaFile( "client/" .. v )
print( "-> CLIENT: " .. v .. " loaded" )
else
print( "-> Could not load " .. v )
end
end
print( "\n" )
for k, v in pairs( file.FindInLua( _Shared ) ) do
if ( v ) then
include( "shared/" .. v )
AddCSLuaFile( "shared/" .. v )
print( "-> SHARED: " .. v .. " loaded" )
else
print( "-> Could not load " .. v )
end
end
print( "\n" )
print( "============================================" )
print( "=================INITALIZED=================" )
print( "============================================" )
print( "\n" )
[/lua]
[editline]4th March 2012[/editline]
Wait a sec, I think I got it.
[editline]4th March 2012[/editline]
Nah, didn't work.
[editline]4th March 2012[/editline]
Found the problem, as I added the ", true" outside of the file.FindDir :P
silly
I know, I know :P
Trying to set a player model at the start of the game, but it doesnt seem to work. It only works if I call JoinCitizen with a console command.
[CODE]
function GM:PlayerInitialSpawn ( ply )
JoinCitizen( ply )
end
[/CODE]
[CODE]function JoinCitizen( ply )
ply:KillSilent()
ply:SetTeam( TEAM_CITIZEN )
ply:PrintMessage( HUD_PRINTTALK, ply:Nick() .. " is now a Citizen!" )
playerModel( ply )
end[/CODE]
[CODE]function playerModel ( ply )
local model = ply:GetModel()
if ( model != PlayerModels[ply:Team()] ) then
ply:SetModel( PlayerModels[ply:Team()] )
print ( PlayerModels[ply:Team()] )
end
end
[/CODE]
Not sure why this is.. Could anybody please help me out?
I need someone to help me figure out how to set the turrets direction to the direction the owner is looking, I still need it to stand on the ground though so it doesnt fall over.
Help would be appreciated!
[lua]
local SpawnPos = tr.HitPos + tr.HitNormal*2
if util.PointContents(SpawnPos) & CONTENTS_SOLID > 0 then return false end
local ang = tr.HitNormal:Angle()
ang.y = ang.y + Angle(0,LocalPlayer():EyeAngles().y,0)//Wrong
local ply = self.Owner
local ent = ents.Create("npc_turret_floor")
ent:SetPos(SpawnPos)
ent:SetAngles(ang)
ent:SetOwner(ply)
[/lua]
My attempt at changing heads on a model:
[img]http://puu.sh/juEY[/img]
My code:
[lua]local function ChangeHead(ent)
if ent:IsPlayer() then
local ply = ent
function ply.BuildBonePositions()
local bone = ply:LookupBone("ValveBiped.Bip01_Head1")
local vm = ply:GetBoneMatrix(bone)
vm:Scale(Vector(0.01, 0.01, 0.01))
ply:SetBoneMatrix(bone, vm)
end
local new = ClientsideModel("models/player/urban.mdl")
new:SetParent(ply)
new:AddEffects(EF_BONEMERGE | EF_NOSHADOW)
function new.BuildBonePositions()
for i = 1, new:GetBoneCount() do
if i != 6 then
if new:GetBoneName(i) != "__INVALIDBONE__" then
local vm = new:GetBoneMatrix(i)
vm:Scale(Vector(0.01, 0.01, 0.01))
new:SetBoneMatrix(i, vm)
end
end
end
end
end
end
hook.Add("OnEntityCreated", "ChangeHead", ChangeHead)[/lua]
Can someone help me please?
You can't expect that to work on all the models.
[QUOTE=Duskling;34997021]Trying to set a player model at the start of the game, but it doesnt seem to work. It only works if I call JoinCitizen with a console command.
[CODE]
function GM:PlayerInitialSpawn ( ply )
JoinCitizen( ply )
end
[/CODE]
[CODE]function JoinCitizen( ply )
ply:KillSilent()
ply:SetTeam( TEAM_CITIZEN )
ply:PrintMessage( HUD_PRINTTALK, ply:Nick() .. " is now a Citizen!" )
playerModel( ply )
end[/CODE]
[CODE]function playerModel ( ply )
local model = ply:GetModel()
if ( model != PlayerModels[ply:Team()] ) then
ply:SetModel( PlayerModels[ply:Team()] )
print ( PlayerModels[ply:Team()] )
end
end
[/CODE]
Not sure why this is.. Could anybody please help me out?[/QUOTE]
Is this for DarkRP? If it is you shouldn't have to set it on spawn since the default is CITIZEN.
[QUOTE=Arkadi;34999231]
[thumb]http://puu.sh/juEY[/thumb]
[/QUOTE]
bahaha he has underwear now.
I'm making a Pose Parameter stool for the beta but the control panel part isn't working and I can't figure out why. I make it using the faceposer as a base and didn't change anything that should keep it from working.
Here is my code:
[url]http://pastebin.com/sgmcFMXE[/url]
On line 159 there is a debug print like that gets called but nothing still gets added to the control panel.
Can anyone see if I'm doing anything wrong?
[editline]4th March 2012[/editline]
This is my fist stool so I probably have made quite a few mistakes..
Also, I coded this in the beta
[QUOTE=Arkadi;34999231]My attempt at changing heads on a model:
[img]http://puu.sh/juEY[/img]
My code:
[lua]local function ChangeHead(ent)
if ent:IsPlayer() then
local ply = ent
function ply.BuildBonePositions()
local bone = ply:LookupBone("ValveBiped.Bip01_Head1")
local vm = ply:GetBoneMatrix(bone)
vm:Scale(Vector(0.01, 0.01, 0.01))
ply:SetBoneMatrix(bone, vm)
end
local new = ClientsideModel("models/player/urban.mdl")
new:SetParent(ply)
new:AddEffects(EF_BONEMERGE | EF_NOSHADOW)
function new.BuildBonePositions()
for i = 1, new:GetBoneCount() do
if i != 6 then
if new:GetBoneName(i) != "__INVALIDBONE__" then
local vm = new:GetBoneMatrix(i)
vm:Scale(Vector(0.01, 0.01, 0.01))
new:SetBoneMatrix(i, vm)
end
end
end
end
end
end
hook.Add("OnEntityCreated", "ChangeHead", ChangeHead)[/lua]
Can someone help me please?[/QUOTE]
[lua]local function ChangeHead(ent)
if ent:IsPlayer() then
local ply = ent
function ply:BuildBonePositions()
local bone = self:LookupBone("ValveBiped.Bip01_Head1")
local vm = self:GetBoneMatrix(bone)
vm:Scale(Vector(0.01, 0.01, 0.01))
self:SetBoneMatrix(bone, vm)
end
local new = ClientsideModel("models/player/urban.mdl")
new:SetParent(ply)
new:AddEffects(EF_BONEMERGE | EF_NOSHADOW)
function new:BuildBonePositions()
for i = 0, self:GetBoneCount()-1 do
if self:GetBoneName(i) == "ValveBiped.Bip01_Head1" then
local vm = self:GetBoneMatrix(i)
vm:Scale(Vector(100, 100, 100)) -- 1/0.01
self:SetBoneMatrix(i, vm)
elseif self:GetBoneName(i) != "__INVALIDBONE__" then
local vm = self:GetBoneMatrix(i)
vm:Scale(Vector(0.01, 0.01, 0.01))
self:SetBoneMatrix(i, vm)
end
end
end
end
end
hook.Add("OnEntityCreated", "ChangeHead", ChangeHead)[/lua]
Does a STool has self.Owner function? I'm trying to test it with this code:
[lua]function TOOL:RightClick(tr)
MsgN("self.Owner - "..tostring(self.Owner))
end[/lua]
And it returns
[code]self.Owner - [NULL Entity][/code]
GMod 13 btw
[QUOTE=aurum481;35005278]Does a STool has self.Owner function? I'm trying to test it with this code:
[lua]function TOOL:RightClick(tr)
MsgN("self.Owner - "..tostring(self.Owner))
end[/lua]
And it returns
[code]self.Owner - [NULL Entity][/code]
GMod 13 btw[/QUOTE]
[lua]self:GetOwner()[/lua]
You know what? I tried loading up that code in multiplayer and it returns
[code]self.Owner - Player [1][Rimbas4.lt][/code]
Is that a bug in singleplayer?
Gonna try your suggestion now.
Weird...
[lua]function TOOL:RightClick(tr)
MsgN("self.Owner - "..tostring(self.Owner).." ; self:GetOwner() - "..tostring(self:GetOwner()) )
end[/lua]
[code]self.Owner - [NULL Entity] ; self:GetOwner() - Player [1][Rimbas4.lt] [[SERVERSIDE]]
self.Owner - Player [1][Rimbas4.lt] ; self:GetOwner() - Player [1][Rimbas4.lt] [[CLIENTSIDE]][/code]
self.Owner serverside returns null entity. Okay, resolved my problem.
Hi, is there anyway to make the players current weapon's icon appear on his hud?
By icon i mean the image displayed for the weapon on the weapon selection.
[QUOTE=aurum481;35005349]You know what? I tried loading up that code in multiplayer and it returns
[code]self.Owner - Player [1][Rimbas4.lt][/code]
Is that a bug in singleplayer?
Gonna try your suggestion now.
Weird...
[lua]function TOOL:RightClick(tr)
MsgN("self.Owner - "..tostring(self.Owner).." ; self:GetOwner() - "..tostring(self:GetOwner()) )
end[/lua]
[code]self.Owner - [NULL Entity] ; self:GetOwner() - Player [1][Rimbas4.lt] [[SERVERSIDE]]
self.Owner - Player [1][Rimbas4.lt] ; self:GetOwner() - Player [1][Rimbas4.lt] [[CLIENTSIDE]][/code]
self.Owner serverside returns null entity. Okay, resolved my problem.[/QUOTE]
I thought self.Owner and self.Weapon were deprecated years ago. Garry just kept them around so things wouldn't break.
[QUOTE=Tom083;35006474]Hi, is there anyway to make the players current weapon's icon appear on his hud?
By icon i mean the image displayed for the weapon on the weapon selection.[/QUOTE]
That depends. Is it a SWEP or one of the default weapons?
[QUOTE=Nerdeboy;35009857]That depends. Is it a SWEP or one of the default weapons?[/QUOTE]
I was hoping to do it for both.
But i think il start with the default ones for now.
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