Could someone please help me with this. Its important!
Currently, i'm expanding the gmod's emitter tool. Currently i have requests for the AR2's Muzzle Flash, the neurotoxins from Portal and the C4 Explosion from CSS. The problem is that i looked through the particle lists, but i was unable to find any that worked. Im currently using these lists:
[url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexe14a.html[/url]
[url]https://developer.valvesoftware.com/wiki/List_of_CSS_Particles[/url]
[url]https://developer.valvesoftware.com/wiki/List_of_Portal_Particles[/url]
[url]https://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_Two_Particle_Effect_List[/url]
None of them have the particles.
Here is the code i am using to emit them from the tool, this example was taken from the bloodimpact one:
list.Set( "EffectType", "bloodimpact",
{
print = "Blood Impact",
material = "gui/effects/bloodimpact.png",
func = function( ent, pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
util.Effect( "Bloodimpact", effectdata, true, true )
end
});
Anyone able to help me locate and get the missing particles working?
Again, the AR2's Muzzle Flash, the neurotoxins from Portal and the C4 Explosion from CSS.
Thanks, and ill add you to the credits of my mod.
Sup guys, I dont know what to code soo that when a player name is selected and the ban button is pressed, the player is banned from the server :S.
Here is what ive been trying to do:
[lua]//Admin Tab: Button Ban
local DermaButton2 = vgui.Create( "DButton", Panel2 )
DermaButton2:SetText( "Ban" )
DermaButton2:SetPos( 20, 50 )
DermaButton2:SetSize( 150, 50 )
DermaButton2.DoClick = function()
if (DermaListView.OnRowSelected == true) then ply:Ban(1,"Admin banned you") end
end
//Admin tab
local DermaListView = vgui.Create("DListView", Panel2)
DermaListView:SetSize(400, 625)
DermaListView:SetPos(373, 0)
DermaListView:SetMultiSelect(false)
DermaListView:AddColumn("Name") -- Add column
DermaListView:AddColumn("Steam ID")[/lua]
[QUOTE=Persious;39381985]It's LocalPlayer():GetVelocity() not LocalPlayer:GetVelocity() :)[/QUOTE]
Thanks :]
[QUOTE=Mecha;39392881]Sup guys, I dont know what to code soo that when a player name is selected and the ban button is pressed, the player is banned from the server :S.
Here is what ive been trying to do:
[lua]//Admin Tab: Button Ban
local DermaButton2 = vgui.Create( "DButton", Panel2 )
DermaButton2:SetText( "Ban" )
DermaButton2:SetPos( 20, 50 )
DermaButton2:SetSize( 150, 50 )
DermaButton2.DoClick = function()
if (DermaListView.OnRowSelected == true) then ply:Ban(1,"Admin banned you") end
end
//Admin tab
local DermaListView = vgui.Create("DListView", Panel2)
DermaListView:SetSize(400, 625)
DermaListView:SetPos(373, 0)
DermaListView:SetMultiSelect(false)
DermaListView:AddColumn("Name") -- Add column
DermaListView:AddColumn("Steam ID")[/lua][/QUOTE]
What's the problem with it? Is Player:Ban() an actual function?
[QUOTE=fairy;39393217]What's the problem with it? Is Player:Ban() an actual function?[/QUOTE]
It is, he's trying to use it clientside however, that shit ain't gonna work. Also ply is nil anyway.
[QUOTE=Matt-;39393294]It is, he's trying to use it clientside however, that shit ain't gonna work. Also ply is nil anyway.[/QUOTE]
Ah, I wasn't sure if it was defined before the code snippet he sent us or not.
You don't need to run it serverside, assuming you're using a custom admin mod like ULX, you could just do [i]RunConsoleCommand("ulx","banid",ply:SteamID(),<amount of time>,"You were banned by "..LocalPlayer():Nick())[/i], or something of that nature.
Thing is i believe rowselected doesnt return a value soo the command cant know if it has been pressed, and i dont know what to write to make it work
[QUOTE=fairy;39393365]Ah, I wasn't sure if it was defined before the code snippet he sent us or not.
You don't need to run it serverside, assuming you're using a custom admin mod like ULX, you could just do [i]RunConsoleCommand("ulx","banid",ply:SteamID(),<amount of time>,"You were banned by "..LocalPlayer():Nick())[/i], or something of that nature.[/QUOTE]
Again, ply is nil.
What's the best way to make an npc or player fully invisible?
Yes, i've tried Entity:SetColor(Color(0,0,0,0)) and no I don't want to use vol_light001 as a material override.
[QUOTE=brandonj4;39393446]What's the best way to make an npc or player fully invisible?
Yes, i've tried Entity:SetColor(Color(0,0,0,0)) and no I don't want to use vol_light001 as a material override.[/QUOTE]
Entity:SetNoDraw(true)
for some reason my auto promote for my server stop promoting every one and i dont know how to fix it
im using ulx admin, this auto promote [url]http://forums.ulyssesmod.net/index.p...ic,3826.0.html[/url]
and ulx time.
Does anyone have a simple table-sort-by-value script?
table.sort and table.sortdesc won't work because my table can have keys starting from 2 or higher.
This is what table.sort gives me :/
[IMG]http://puu.sh/1U6eY[/IMG]
-fixed-
Just set the rendermode.
[QUOTE=buu342;39392878]Could someone please help me with this. Its important!
Currently, i'm expanding the gmod's emitter tool. Currently i have requests for the AR2's Muzzle Flash, the neurotoxins from Portal and the C4 Explosion from CSS. The problem is that i looked through the particle lists, but i was unable to find any that worked. Im currently using these lists:
[url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexe14a.html[/url]
[url]https://developer.valvesoftware.com/wiki/List_of_CSS_Particles[/url]
[url]https://developer.valvesoftware.com/wiki/List_of_Portal_Particles[/url]
[url]https://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_Two_Particle_Effect_List[/url]
None of them have the particles.
Here is the code i am using to emit them from the tool, this example was taken from the bloodimpact one:
list.Set( "EffectType", "bloodimpact",
{
print = "Blood Impact",
material = "gui/effects/bloodimpact.png",
func = function( ent, pos, angle )
local effectdata = EffectData()
effectdata:SetOrigin( pos )
util.Effect( "Bloodimpact", effectdata, true, true )
end
});
Anyone able to help me locate and get the missing particles working?
Again, the AR2's Muzzle Flash, the neurotoxins from Portal and the C4 Explosion from CSS.
Thanks, and ill add you to the credits of my mod.[/QUOTE]
any help with mine? I really need this :/
import new particles
[QUOTE=nick_9_8;39387433]
Basically, I play on a server that uses custom commands to force a player to a team. For example:
[CODE]team_terrorist [player][/CODE] puts the player to terrorist, [CODE]team_betrayer [player][/CODE] puts the player to betrayer, etc etc.
So I want to be able to type in my chat !team terrorist exampleplayer and it will run that console command clientside.
If anyone could help me with this, I'd be really grateful - I forgot how shit I am at lua ...
[/QUOTE]
Sorry guys, this is my last resort (I've searched facepunch, read gmod wiki etc.) I'm just trying to format this derma menu so it looks more attractive. What I have is this:
[IMG]http://i.imgur.com/l7GNsO0.png[/IMG]
And I want to maybe get something like this:
[IMG]http://i.imgur.com/nfNy7Xa.png[/IMG]
(Just be able to categorize the options)
Any help is GREATLY appreciated and I'm sorry for clogging up this section with a noob question. :)
You're going to need some hacky VGUI panels.. Can you show us the code you're using to construct the menu?
[QUOTE=Matt-;39396315]You're going to need some hacky VGUI panels.. Can you show us the code you're using to construct the menu?[/QUOTE]
Why not just use objPanel:AddSpacer( )
-snip-
menu:AddSpacer( )
[QUOTE=Banana Lord.;39396411]menu:AddSpacer( )[/QUOTE]
Thanks a bunch! I can't believe it was that easy :/
How the hell do I get around map soundscapes not uploading to Workshop? I've done it with Lua for weapon sound scripts using sound.Add, but I'm assuming there's a similar method for soundscapes.
I'm currently scripting some tf2 hats onto a darkrp server with PointShop by _Undefined. I have got the hats to go on the persons head but I'm trying to put the unusual particle effects onto the hats. I'm new to lua coding but this is the code I have done so far.
[CODE]
ITEM.Name = 'Purple Energy Batter Helmet'
ITEM.Price = 10000
ITEM.Model = 'models/player/items/scout/batter_helmet.mdl'
ITEM.Attachment = 'eyes'
function ITEM:OnEquip(ply, modifications)
ply:PS_AddClientsideModel(self.ID)
end
function ITEM:OnHolster(ply)
ply:PS_RemoveClientsideModel(self.ID)
end
function ITEM:ModifyClientsideModel(ply, model, pos, ang)
PrecacheParticleSystem("unusual_bubbles")
pos = pos + (ang:Forward() * -7)
ang:RotateAroundAxis(ang:Right(), 0)
ParticleEffectAttach("unusual_bubbles",PATTACH_ABSORIGIN_FOLLOW,prop,0)
return model, pos, ang
end
[/CODE]
The error I get in console are:
Attemped to precache unknown particle system "unusual_bubbles"!
Any help is appreciated. Thanks.
Is there simple way of hiding/preventing the render of all other players, their weapons and effects for a single client?
I am trying to draw something that represents a vector on the map. I am ToScreening the vector to get the location on the players screen. I am trying to make it so the thing I draw will goto the edge of your screen to show that it is 'over there'. Currently, I am clamping the values at the screen size and it works for the top, left, and right of your screen. [b]If the vector is behind you, it will snap to the bottom left or bottom right of your screen. Does anyone know how to remove this?[/b]
Note: If the vector is behind you, the ToScreen'ed value returns a number in the negative or positive billions.
[QUOTE=zzaacckk;39399818]I am trying to draw something that represents a vector on the map. I am ToScreening the vector to get the location on the players screen. I am trying to make it so the thing I draw will goto the edge of your screen to show that it is 'over there'. Currently, I am clamping the values at the screen size and it works for the top, left, and right of your screen. [b]If the vector is behind you, it will snap to the bottom left or bottom right of your screen. Does anyone know how to remove this?[/b]
Note: If the vector is behind you, the ToScreen'ed value returns a number in the negative or positive billions.[/QUOTE]
I've had this done before, contact me through awesome :P
But in short, you have to use an "ellipsis-line-interception" formula.
Btw, does anyone know how to get all the vertexes from a model? I've seen something like this before...
I'm not looking for GetMesh, I'm looking for the complete vertex table, a reference would be a decompiled SMD file.
[QUOTE=EthanTheGreat;39400603]Btw, does anyone know how to get all the vertexes from a model? I've seen something like this before...
I'm not looking for GetMesh, I'm looking for the complete vertex table, a reference would be a decompiled SMD file.[/QUOTE]
That's what GetMesh returns? [url]http://wiki.garrysmod.com/page/Classes/PhysObj/GetMesh[/url]
Is there a way for me to retrieve all the Variable names of an Entity and their values, and I mean Networked Variables and strictly server-side ones.
If anyone knows a way, please PM me.
How do I make it so on join you can't get rid of the ULX MOTD for 10 seconds?
And once I've got the code where would I put it.
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