• What do you need help with? V3
    6,419 replies, posted
Can you send the client a [b]Lua[/b] module with AddCSLuaFile?
[QUOTE=ralle105;35003473][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][/QUOTE] Thanks for your help, but I don't see any part of the new model anymore.
How would I send a little tip bubble that pops up on the right of the screen? I want it to show up just clientside, but I am not sure how to use this: [url]http://luasearch.overvprojects.nl/?keywords=AddWorldTip[/url] Any help would be great. Thanks.
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]
You can try: ply:GetAimVector():Angle()
[QUOTE=Banana Lord.;35012256]Can you send the client a [b]Lua[/b] module with AddCSLuaFile?[/QUOTE] I don't see why not.
Is it possible to play a scene on model in DModelPanel? [CODE]local icon = vgui.Create( "DModelPanel", window ) icon:SetModel( "models/breen.mdl" ) icon.Entity:ResetSequence("scenes/Breencast/collaboration.vcd"); [/CODE] ^ won't work. [CODE]local icon = vgui.Create( "DModelPanel", window ) icon:SetModel( "models/breen.mdl" ) icon.Entity:PlayScene("scenes/Breencast/collaboration.vcd"); [/CODE] ^ won't work too.
Is it possible getting a entities position? [lua] print("\n\nAI_MARKET_SELLER POSITION: " .. Market:GetPos()) [/lua] attempt to concatenate a userdata value.
print("\n\nAI_MARKET_SELLER POSITION: " .. tostring(Market:GetPos())
You forgot a )
Ah, thanks. Finally got it printing :P [editline]6th March 2012[/editline] Okay, this is weird. It does create the entity, and set it's position, but somehow the NPC doesn't show up on the location? [lua] function GM:InitPostEntity( ) local sPos = ents.FindByClass( LastStand.Config.SellerEntity ) if ( #sPos < 1 ) then return end local Market = ents.Create( "npc_citizen" ) Market:SetPos( Vector( -372.880798, 108.543587, 128.031250 ) ) --sPos[ math.random( 1, #sPos ) ]:GetPos( ) Market:SetAngles( Angle( 0, 90, 0 ) ) Market:Spawn( ) Market:Activate( ) if ( !Market:IsOnGround( ) ) then Market:DropToFloor( ) end Market:SetName( "ai_market_seller" ) Market:SetModel( LastStand.Config.SellerModel ) print("\n\nAI_MARKET_SELLER POSITION: " .. tostring(Market:GetPos())) end [/lua]
-snip- I cant read.. Are you sure the model is correct though?
Can somebody let me know how I would go about sending a global tip ( the little pop up bubble to the left ) out to all people on the server?
[QUOTE=Trivkz;35021971]-snip- I cant read.. Are you sure the model is correct though?[/QUOTE] LastStand.Config.SellerModel = "models/alyx.mdl" // Market NPC Model Wouldn't it return a error model if it was wrong?
[QUOTE=Persious;35022121]LastStand.Config.SellerModel = "models/alyx.mdl" // Market NPC Model Wouldn't it return a error model if it was wrong?[/QUOTE] It's been ages since I've used Lua, but try setting the model BEFORE you spawn the NPC?
Okay, I'll try that. [editline]6th March 2012[/editline] Haha! That worked. Thank you a lot. [editline]6th March 2012[/editline] Eh, stumped on another problem. Why does [lua] for k, v in pairs( LastStand.Config.ZombieEntities ) do v:Remove() end [/lua] return Bad key to string index (number expected got string)
[QUOTE=Persious;35023052]Okay, I'll try that. [editline]6th March 2012[/editline] Haha! That worked. Thank you a lot. [editline]6th March 2012[/editline] Eh, stumped on another problem. Why does [lua] for k, v in pairs( LastStand.Config.ZombieEntities ) do v:Remove() end [/lua] return Bad key to string index (number expected got string)[/QUOTE] Means v is a string.
[lua] LastStand.Config.ZombieEntities = { "ai_zombie_explode", "ai_zombie_run", "ai_zombie_stalker", "ai_zombie_walk", "ai_antlion", } [/lua]
[QUOTE=Persious;35023620][lua] LastStand.Config.ZombieEntities = { "ai_zombie_explode", "ai_zombie_run", "ai_zombie_stalker", "ai_zombie_walk", "ai_antlion", } [/lua][/QUOTE] You're calling :Remove() on a string..
Did you mean to do this? [lua] for k, v in pairs( LastStand.Config.ZombieEntities ) do for c, d in pairs( ents.FindByClass( v ) ) do d:Remove() end end [/lua]
Fuck, my bad.
Repost >_> [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] ClientSideModel() is not showing
Can somebody let me know how I would go about sending a global tip ( the little pop up bubble to the left ) out to all people on the server?
snip
[QUOTE=Arkadi;35028161]Repost >_> [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] ClientSideModel() is not showing[/QUOTE] ClientsideModels get garbage collected, do ply.whatever = new to prevent this.
Can somebody let me know how I would go about sending a global tip ( the little pop up bubble to the left ) out to all people on the server?
I've been making custom SWEPS (never coded anything before) and i cant seem to get the reload sounds working... Also when the recoil affects the gun, the bullets still shoot in the same place :( [lua]//General Settings \\ SWEP.CSMuzzleFlashes = true SWEP.AdminSpawnable = true // Is the swep spawnable for admin SWEP.ViewModelFOV = 64 // How much of the weapon do u see ? SWEP.ViewModel = "models/weapons/v_rif_aa3.mdl" // The viewModel, the model you se when you are holding it-.- SWEP.WorldModel = "models/weapons/w_rif_aa3.mdl" // The worlmodel, The model yu when it's down on the ground SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ? SWEP.Slot = 3 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.HoldType = "smg" // How the swep is hold Pistol smg greanade melee SWEP.PrintName = "AUG A3" // your sweps name SWEP.Author = "Elitefroggy" // Your name SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true. SWEP.ViewModelFlip = true SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ? SWEP.FiresUnderwater = false // Does your swep fire under water ? SWEP.Weight = 5 // Chose the weight of the Swep SWEP.DrawCrosshair = false // Do you want it to have a crosshair ? SWEP.Category = "Elitefroggy's SWEPS" // Make your own catogory for the swep SWEP.SlotPos = 3 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False SWEP.ReloadSound = "none" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw" SWEP.Instructions = "Left click to fire, 'r' to reload." // How do pepole use your swep ? SWEP.Contact = "xbox.corman@gmail.com" // How Pepole chould contact you if they find bugs, errors, etc SWEP.Purpose = "Kills Stuff" // What is the purpose with this swep ? SWEP.base = "weapon_cs_base" //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.BulletShot = true SWEP.Primary.Sound = "none" // The sound that plays when you shoot :] SWEP.Primary.Damage = 32 // How much damage the swep is doing SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ? SWEP.Primary.ClipSize = 32 // The clipsize SWEP.Primary.Ammo = "smg1" // ammmo type pistol/ smg1 SWEP.Primary.DefaultClip = 64 // How much ammo does the swep come with `? SWEP.Primary.Spread = 0 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1 SWEP.Primary.Cone = 0.15 //cone is the acuracy, the less the cone the more acurate and more cone means big spread SWEP.MoveSpread = 1.5 //multiplier for spread when you are moving SWEP.JumpSpread = 5 //multiplier for spread when you are jumping SWEP.CrouchSpread = 0.5 //multiplier for spread when you are crouching SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot. SWEP.Primary.Automatic = true // Is the swep automatic ? SWEP.Primary.Recoil = 5 // How much we should punch the view SWEP.Primary.Delay = 0.1 // How long time before you can fire again SWEP.Primary.Force = 10 // The force of the shot SWEP.Primary.Recoil = 1.5 //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.IronSightsPos = Vector (2.7843, -3.0914, 0.0344) SWEP.IronSightsAng = Vector (0, 0, 0) SWEP.Secondary.Sound = "none" // The sound that plays when you shoot SWEP.Secondary.Damage = 0 // How much damage the swep is doing SWEP.Secondary.TakeAmmo = 0 // How much ammo does it take for each shot ? SWEP.Secondary.ClipSize = -1 // The clipsize SWEP.Secondary.Ammo = "none" // ammmo type pistol/ smg1 SWEP.Secondary.DefaultClip = -1 // How much ammo does the swep come with `? SWEP.Secondary.Spread = 0 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1 SWEP.Secondary.NumberofShots = 0 // How many bullets you are firing each shot. SWEP.Secondary.Automatic = false // Is the swep automatic ? SWEP.Secondary.Recoil = 0 // How much we should punch the view SWEP.Secondary.Delay = 0 // How long time before you can fire again SWEP.Secondary.Force = 0 // The force of the shot //Secondary Fire Variables\\ local IRONSIGHT_TIME = 0.25 /*--------------------------------------------------------- Name: GetViewModelPosition Desc: Allows you to re-position the view model ---------------------------------------------------------*/ function SWEP:GetViewModelPosition( pos, ang ) if ( !self.IronSightsPos ) then return pos, ang end local bIron = self.Weapon:GetNetworkedBool( "Ironsights" ) if ( bIron != self.bLastIron ) then self.bLastIron = bIron self.fIronTime = CurTime() if ( bIron ) then self.SwayScale = 0.3 self.BobScale = 0.1 else self.SwayScale = 1.0 self.BobScale = 1.0 end end local fIronTime = self.fIronTime or 0 if ( !bIron && fIronTime < CurTime() - IRONSIGHT_TIME ) then return pos, ang end local Mul = 1.0 if ( fIronTime > CurTime() - IRONSIGHT_TIME ) then Mul = math.Clamp( (CurTime() - fIronTime) / IRONSIGHT_TIME, 0, 1 ) if (!bIron) then Mul = 1 - Mul end end local Offset = self.IronSightsPos if ( self.IronSightsAng ) then ang = ang * 1 ang:RotateAroundAxis( ang:Right(), self.IronSightsAng.x * Mul ) ang:RotateAroundAxis( ang:Up(), self.IronSightsAng.y * Mul ) ang:RotateAroundAxis( ang:Forward(), self.IronSightsAng.z * Mul ) end local Right = ang:Right() local Up = ang:Up() local Forward = ang:Forward() pos = pos + Offset.x * Right * Mul pos = pos + Offset.y * Forward * Mul pos = pos + Offset.z * Up * Mul return pos, ang end /*--------------------------------------------------------- SetIronsights ---------------------------------------------------------*/ function SWEP:SetIronsights( b ) self.Weapon:SetNetworkedBool( "Ironsights", b ) end SWEP.NextSecondaryAttack = 0 /*--------------------------------------------------------- SecondaryAttack ---------------------------------------------------------*/ function SWEP:SecondaryAttack() if ( !self.IronSightsPos ) then return end if ( self.NextSecondaryAttack > CurTime() ) then return end bIronsights = !self.Weapon:GetNetworkedBool( "Ironsights", false ) self:SetIronsights( bIronsights ) self.NextSecondaryAttack = CurTime() + 0.3 end /*--------------------------------------------------------- DrawHUD Just a rough mock up showing how to draw your own crosshair.
[QUOTE=Duskling;35040314]Can somebody let me know how I would go about sending a global tip ( the little pop up bubble to the left ) out to all people on the server?[/QUOTE] Usermessages and the draw/surface library. I'd store a variable clientside that is an empty string and have it draw with the HUDPaint hook. Then, I'd use a usermessage that sets the variable clientside and send it to all players. To make sure the people who joined after the message get it, I would store the tip serverside and send it to the new player on PlayerInitialSpawn. Hope that helps :smile:
Is there a way to check if an Entity can take damage? Something similar to this [code] barrel:IsBreakable() -- false woodenCrate:IsBreakable() -- true [/code]
[lua] local isBreakable = entity:Health() > 0 [/lua]
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