• What do you need help with? V3
    6,419 replies, posted
[QUOTE=Xervion;37293897]I tried that, and here is what I get when I try to run it with "lua_run_cl": [CODE] lua_run_cl lua/hud.lua [LuaCmd:1] '=' expected near '/' [/CODE] And when I just try to run it with lua_run, it gives me nothing, along with making it autorun.[/QUOTE] Use lua_openscript_cl to open files, and not lua_run_cl.
I can't include files in another folder for some reason. This is what I try to do on the client: [I]include( "items/test.lua" )[/I]. This is the error I get: [I]Couldn't include file 'items\test.lua' (File not found)[/I]. Any ideas? I can include files in the same folder just fine. And the folder & file exist.
[QUOTE=Panto;37296234]I can't include files in another folder for some reason. This is what I try to do on the client: [I]include( "items/test.lua" )[/I]. This is the error I get: [I]Couldn't include file 'items\test.lua' (File not found)[/I]. Any ideas? I can include files in the same folder just fine. And the folder & file exist.[/QUOTE] I'm having the same issues. I've also noticed that I can include across folders, serverside.
How the hell do you get gestures to work for models? [code] Ent:SetPlaybackRate(1) Ent:RestartGesture(0) Ent:SetCycle(0) [/code] Tried combinations of LookupSequence and such, nothing ever happens.
[QUOTE=TylerB;37296929]How the hell do you get gestures to work for models? [code] Ent:SetPlaybackRate(1) Ent:RestartGesture(0) Ent:AnimSetGestureWeight( 0, 1 ) Ent:SetCycle(0) [/code] Tried combinations of LookupSequence and such, nothing ever happens.[/QUOTE] Whats the name of the sequence your trying to use? [editline]18th August 2012[/editline] Could you also provide a bit more code.
[QUOTE=Aide;37297069]Whats the name of the sequence your trying to use? [editline]18th August 2012[/editline] Could you also provide a bit more code.[/QUOTE] Ent:RestartGesture(Ent:LookupSequence("taunt01")) I was working on an e2 with an extension for Lua, and I was running that code on a hologram. [code] local Ent = Entity("+holoEntity(1):id()+") [/code]
Quick problem, i use the wiki-approved way of finding the current ammo of another player but it just lists the max amount the weapon can contain (e.g. 256 for smg). Where target is a player. ammo = target:GetAmmoCount(target:GetActiveWeapon():GetPrimaryAmmoType( )) Thanks for your help :)
[QUOTE=smallfry;37294247]Is there an easy way to show a visible line ingame to debug traces? [url=http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index332a.html]render.DrawBeam[/url] seems like the way to go, but I can't get it to show anything (working within the primary attack function of a SWEP).[/QUOTE] Depends why you want to draw the line. If you want it for debugging, look up the debugoverlay library. If you actually want a nice looking line (not 1px wide) for a weapon firing effect, your best bet is to make a scripted effect. They're fairly simple, have a look through existing effects if the tutorials on the wiki don't help.
[QUOTE=Lexic;37290041]When in doubt, put a print statement. Try shoving print(x, y) before the line which errors and see what it outputs.[/QUOTE] Well it prints nil nil, but the thing is, this never used to happen in GM12. Any ideas whats causing this to happen?
[QUOTE=smallfry;37294247]Is there an easy way to show a visible line ingame to debug traces? [url=http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index332a.html]render.DrawBeam[/url] seems like the way to go, but I can't get it to show anything (working within the primary attack function of a SWEP).[/QUOTE] Show us your code.
[QUOTE=Crap-Head;37298267]Well it prints nil nil, but the thing is, this never used to happen in GM12. Any ideas whats causing this to happen?[/QUOTE] Garry might've broken the function when he fiddled with the fonts. You are setting up your font with the new method right? If you are, post a bug report in the GM13 forum. If you're not, go read the changelog to see how the new system works.
[QUOTE=Lexic;37298952]Garry might've broken the function when he fiddled with the fonts. You are setting up your font with the new method right? If you are, post a bug report in the GM13 forum. If you're not, go read the changelog to see how the new system works.[/QUOTE] Fonts set up with the new table system. Gonna post a bug report now, thank you!
Hey guys, how can I validate a model path on the client without using ClientsideModel? Spawning an entity for the sake of a single test is not an optimal approach :v: Right now I've got this set up; [lua]local model = ClientsideEntity(path, RENDERGROUP_OPAQUE) if !model then return "models/error.mdl" end return path[/lua] It's a bit inefficient :D
[QUOTE=Splambob;37299178]Hey guys, how can I validate a model path on the client without using ClientsideModel? Spawning an entity for the sake of a single test is not an optimal approach :v: Right now I've got this set up; [lua]local model = ClientsideEntity(path, RENDERGROUP_OPAQUE) if !model then return "models/error.mdl" end return path[/lua] It's a bit inefficient :D[/QUOTE] [url=http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexcb0c.html]util.IsValidModel?[/url]
For some reason I thought that was server only, thanks for proving me wrong <3
Would anyone know what fonts like HUDNumber and Trebuchet were renamed to? Perhaps a list of the new fonts?
[QUOTE=Crap-Head;37299348]Would anyone know what fonts like HUDNumber and Trebuchet were renamed to? Perhaps a list of the new fonts?[/QUOTE] They were all removed in 13, you have to recreate them yourself. No-one really seems to know what their exact settings/parameters were either.
util.IsValidModel seems to be unreliable? [code] "hello!" returns false "models/holograms/hq_icosphere.mdl" returns true "models/props_combine/breenbust.mdl" returns false "models/Combine_Scanner.mdl" returns false "models/error.mdl" returns true [/code] All the model paths are valid and work with ClientsideModel. Clientside in GM12 btw.
[QUOTE=Drakehawke;37299550]No-one really seems to know what their exact settings/parameters were either.[/QUOTE] [code] "HUDNumber" { "1" { "name" "Trebuchet MS" "tall" "40" "weight" "900" } } [/code] See resources/GmodSchemes.res file.
bot_sendcmd doesn't work and nor does ConCommand on bots work so I have no idea on how to execute commands from bots.
[QUOTE=CGNick;37300022]bot_sendcmd doesn't work and nor does ConCommand on bots work so I have no idea on how to execute commands from bots.[/QUOTE] Maybe try SendLua & RunConsoleCommand?
[QUOTE=Drakehawke;37300048]Maybe try SendLua & RunConsoleCommand?[/QUOTE] But I'm trying to execute commands such as +forward, for movement and such.
[QUOTE=Undefined;37299815][code] "HUDNumber" { "1" { "name" "Trebuchet MS" "tall" "40" "weight" "900" } } [/code] See resources/GmodSchemes.res file.[/QUOTE] For whatever reason, i cannot find this file in my resources folder. Also tried my resource folder, its not there. Mind uploading it?
[QUOTE=Crap-Head;37301103]For whatever reason, i cannot find this file in my resources folder. Also tried my resource folder, its not there. Mind uploading it?[/QUOTE] Probably in the GCF?
Is there a function to set a players active weapon? I know there is "GetActiveWeapon()" but is there a way to to set it instead of getting it. Any help is appreciated in advance. Pseudo Code Of What I Mean... [lua] ply:Give("weapon_pistol") ply:SetActiveWeapon("weapon_pistol") [/lua]
Ive been trying to make a !donate command that would open the Steam Browser with the URL and Im not exactly sure how to do that :|
[QUOTE=Zandorum;37302078]Ive been trying to make a !donate command that would open the Steam Browser with the URL and Im not exactly sure how to do that :|[/QUOTE] [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index2c41.html[/url]
[QUOTE=Mythikos;37301950]Is there a function to set a players active weapon? I know there is "GetActiveWeapon()" but is there a way to to set it instead of getting it. Any help is appreciated in advance. Pseudo Code Of What I Mean... [lua] ply:Give("weapon_pistol") ply:SetActiveWeapon("weapon_pistol") [/lua][/QUOTE] Player:SetActiveWeapon( Entity wep ) Player:ConCommand( "use <weapon_class>\n" )
[QUOTE=Crap-Head;37301103]For whatever reason, i cannot find this file in my resources folder. Also tried my resource folder, its not there. Mind uploading it?[/QUOTE] As Drakehawk said, it's in the GCF. Use [url=http://nemesis.thewavelength.net/index.php?p=26]GCFScape[/url] then open SteamApps/garrysmod content.gcf.
[QUOTE=Kogitsune;37303669]Player:SetActiveWeapon( Entity wep ) Player:ConCommand( "use <weapon_class>\n" )[/QUOTE] Player:SelectWeapon("weapon_pistol")
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