Well for some reason I can't get this Derma menu to show up. I'm getting this error:
[ERROR] addons/enemy hit box/lua/autorun/hitbox.lua:20: attempt to index local 'DPanel' (a nil value)
[lua]
// Enemy HitBox \\
if SERVER then
function DamageTaken( target, dmginfo )
if( target:IsPlayer() == false ) then
Msg( target:GetName(), " Took Damage" )
end
end
hook.Add("EntityTakeDamage", "HitDetection", DamageTaken)
end
if CLIENT then
local DPanel = vgui.Create( "DFrame" ) // Create the frame in a local variable
DPanel:SetPos( 100, 100 ) // Set the position to 100, 100 ( x, y )
DPanel:SetSize( 300, 200 ) // Set the size to 300, 200 pixels
DPanel:SetTitle( "My new Derma frame" ) // Set the title
DPanel:SetVisible( true ) // Can you see it? ( Optional - default true )
DPanel:SetDraggable( true ) // Can you move/drag it? ( optional - default true )
DPanel:ShowCloseButton( true ) // Can you see the close button ( reccomended ) ( optional - default true )
DPanel:MakePopup() // Make it popup
end
[/lua]
you are probably trying to use vgui before it or derma has been initialized so it cant create the menu.
try putting it in InitPostEntity or make a timer or something.
I was wondering if it was possible in gmod lua to get whether or not caps lock is on (clientside of course).
Ah alright. Would you recommended a better way of doing this, or is this the most efficient way?
[lua]
if CLIENT then
hook.Add("InitPostEntity", "Init GUI", function()
local DPanel = vgui.Create( "DFrame" ) // Create the frame in a local variable
DPanel:SetPos( 100, 100 ) // Set the position to 100, 100 ( x, y )
DPanel:SetSize( 300, 200 ) // Set the size to 300, 200 pixels
DPanel:SetTitle( "My new Derma frame" ) // Set the title
DPanel:SetVisible( true ) // Can you see it? ( Optional - default true )
DPanel:SetDraggable( true ) // Can you move/drag it? ( optional - default true )
DPanel:ShowCloseButton( true ) // Can you see the close button ( reccomended ) ( optional - default true )
DPanel:MakePopup() // Make it popup
end)
end
[/lua]
It works, I was just curious if I was doing this the best way.
well you could use a usermessage from the server in PlayerInitialSpawn which would work just as well i guess but you dont really need it.
having the client create it when its ready is a better option in my opinion.
Can't find an entry relevant to the other thread with this, so I figure this is fitting here:
[code]
[ERROR] addons/warmelons/lua/entities/base_warmelon/init.lua:124: attempt to perform arithmetic on a nil value
1. DoMoves - addons/warmelons/lua/entities/base_warmelon/init.lua:124
2. unknown - addons/warmelons/lua/entities/base_warmelon/init.lua:224[/code]
Error occurs when a melon is ordered to move and persists until melon is removed or destroyed.
[code]
Line 121 local angle1 = self.TargetVec[1] - self.Entity:GetPos();
.
.
Line 124 self.Entity:GetPhysicsObject():ApplyForceCenter (angle1:Normalize() * self.MovingForce * melonspeed);[/code]
Included line 121 as it declares angle1, and I presume this is the troublesome component.
you cant use Normalize() in an expression anymore.
instead go
local angle1 = self.TargetVec[1] - self.Entity:GetPos();
angle1:Normalize();
then use
self.Entity:GetPhysicsObject():ApplyForceCenter (angle1 * self.MovingForce * melonspeed);
Can someone give me the keyvalues of env_skypaint, please?
sure.
[lua]
local e = ents.Create("env_skypaint")
PrintTable(e:GetKeyValues())
[/lua]
:)
arr furk *facetable* thanks.
um lol, gmod 13 says
[lua]
RunConsoleCommand("trigger_target_parameter", "\<none\>") [/lua]
[code]
invalid escape sequence near '"'
[/code]
but it worked before the update to 13. o_o
\< and \> arent proper escape sequences just use < and >
[QUOTE=G4MB!T;38245463]\< and \> arent proper escape sequences just use < and >[/QUOTE]
I did [code]\r<none\r>[/code] now xD
[editline]:[/editline]
I always though he wouldn't recognize "<none>", but now I get it:
It was just a lag as I ran the code.
So now I did "<none>"
uhm.. what?
Nothing. All good.
I wana learn how to make effects pop out of something
any help will be appreciated.
could you be more specific?
[QUOTE=G4MB!T;38245592]could you be more specific?[/QUOTE]
i want effects to be poping out in a string like a lazer from a npc when i shoot him.
I want to include a file in "lua/" from a file in "lua/autorun/", but if I do
[lua]
include("filename.lua")[/lua]
it says it can't find the lua file.
It worked before gmod 13.
How can I include files in the main "lua/" folder now?
include looks in the lua/ directory, not autorun.
use include("autorun/file.lua")
[QUOTE=G4MB!T;38246068]include looks in the lua/ directory, not autorun.
use include("autorun/file.lua")[/QUOTE]
Well, it should.
[quote=wiki]Description: Executes a Lua script either relative to the current file, or absolute(relative to the /lua/ folder). [/quote]
why should it look in autorun instead of lua? thats just stupid.
and thats exactly what i just said.
Not sure what Garry changed, I hope you guys can help me with these piece of codes:
[code]
[ERROR] gamemodes/blackbox/gamemode/core/sh_core.lua:2588: bad argument #2 to 'Find' (string expected, got nil)
1. Find - [C]:-1
2. IncludeDirectory - gamemodes/blackbox/gamemode/core/sh_core.lua:2588
3. unknown - gamemodes/blackbox/gamemode/core/sh_auto.lua:47
4. include - [C]:-1
5. unknown - gamemodes/blackbox/gamemode/core/sv_auto.lua:29
6. include - [C]:-1
7. unknown - gamemodes/blackbox/gamemode/init.lua:7
8. DeriveGamemode - [C]:-1
9. unknown - gamemodes/fallout/gamemode/init.lua:9
[/code]
[lua]
-- A function to include files in a directory.
function BLACKBOX:IncludeDirectory(directory)
if (string.sub(directory, -1) != "/") then
directory = directory.."/";
end;
for k, v in pairs( g_File.Find(directory.."*.lua", LUA_PATH) ) do -- <- Line 2588
BLACKBOX:IncludePrefixed(directory..v);
end;
end;
[/lua]
--
[code]
[ERROR] gamemodes/blackbox/gamemode/core/sh_core.lua:283: attempt to index field 'player' (a nil value)
1. unknown - gamemodes/blackbox/gamemode/core/sh_core.lua:283
2. AnimRestartGesture - [C]:-1
3. HandlePlayerLanding - gamemodes/base/gamemode/animations.lua:129
4. unknown - gamemodes/base/gamemode/animations.lua:280
[/code]
[lua]
function BLACKBOX:TranslateActivity(player, act)
local model = player:GetModel();
local raised = blackbox.player.GetWeaponRaised(player, true); -- <- Line 283
if ( string.find(model, "/player/") ) then
local newAct = player:TranslateWeaponActivity(act);
if (!raised or act == newAct) then
return IdleActivityTranslate[act];
else
return newAct;
end;
end;
return act;
end;
[/lua]
Thanks!
use "LUA" instead of LUA_PATH
Anyone know where the lua source for the playermodel menu is (if anywhere)?
[QUOTE=jmazouri;38246853]Anyone know where the lua source for the playermodel menu is (if anywhere)?[/QUOTE]
I spent ages trying to find this yesterday
[url]http://glua.me/bin/?path=/gamemodes/sandbox/gamemode/editor_player.lua[/url]
[QUOTE=TheTrueAndy;38246051]I want to include a file in "lua/" from a file in "lua/autorun/", but if I do
[lua]
include("filename.lua")[/lua]
it says it can't find the lua file.
It worked before gmod 13.
How can I include files in the main "lua/" folder now?[/QUOTE]
[QUOTE=G4MB!T;38246068]include looks in the lua/ directory, not autorun.
use include("autorun/file.lua")[/QUOTE]
I'll tell you why I got irritated from this:
I said my lua file is in "lua/", but you told me I should use autorun.
I did say the include function will be called from a file in lua/autorun/ and the file to be included is in lua/. That's what I meant.
I know include looks in lua/ so I don't know why it's not working.
(I just didn't wrote it properly, you mistunderstood and I followed the mistake.)
[editline]:[/editline]
Thanks to Noiwex,
sv_allowcslua was at fault! :<
[QUOTE=thejjokerr;38246841]You are going to run into a lot more issues with Blackbox Lite than just those bits of code. It's my version of Blueprint 2 for gmod12.
Having said its based of a framework by kuro, go figure how much broke in this update.[/QUOTE]
Dont worry about that part, I just have two more issues which I have no idea how to fix.
[code]
[ERROR] gamemodes/blackbox/gamemode/core/libraries/sh_plugin.lua:215: attempt to call field 'FindDir' (a nil value)
1. Register - gamemodes/blackbox/gamemode/core/libraries/sh_plugin.lua:215
2. Include - gamemodes/blackbox/gamemode/core/libraries/sh_plugin.lua:494
3. IncludeDesign - gamemodes/blackbox/gamemode/core/sh_core.lua:1096
4. unknown - gamemodes/blackbox/gamemode/core/sh_auto.lua:108
5. include - [C]:-1
6. unknown - gamemodes/blackbox/gamemode/core/sv_auto.lua:29
7. include - [C]:-1
8. unknown - gamemodes/blackbox/gamemode/init.lua:7
9. DeriveGamemode - [C]:-1
10. unknown - gamemodes/hl2rp/gamemode/init.lua:9
[/code]
[lua]
-- A function to register a new plugin.
function blackbox.plugin.Register(plugin)
blackbox.plugin.stored[plugin.name] = plugin;
blackbox.plugin.stored[plugin.name].plugins = {};
blackbox.plugin.buffer[plugin.folderName] = plugin;
for k, v in pairs( g_File.FindDir(plugin.directory.."/plugins/*", LUA_PATH) ) do -- <- Line 215 - "LUA" doesnt work.
if (v != ".." and v != ".") then
table.insert(
blackbox.plugin.stored[plugin.name].plugins,
string.lower(v)
);
end;
end;
if ( !blackbox.plugin.IsUnloaded(plugin) ) then
blackbox.plugin.IncludeExtras(plugin.directory);
if (CLIENT) then
plugin.helpID = blackbox.directory.AddCode("Plugins", [[
<b>
<font size="3">
]]..plugin.name..[[ <font size="2"><i>by ]]..plugin.author..[[</i></font>
</font>
</b>
<br>
<font size="1">
<i>]]..plugin.description..[[</i>
</font>
]], nil, plugin.author);
end;
end;
blackbox.plugin.IncludePlugins(plugin.directory);
end;
[/lua]
[code]
[ERROR] gamemodes/blackbox/gamemode/core/sv_auto.lua:46: attempt to index global '_R' (a nil value)
1. unknown - gamemodes/blackbox/gamemode/core/sv_auto.lua:46
2. include - [C]:-1
3. unknown - gamemodes/blackbox/gamemode/init.lua:7
4. DeriveGamemode - [C]:-1
5. unknown - gamemodes/hl2rp/gamemode/init.lua:9
[/code]
[lua]
_R["CRecipientFilter"].IsValid = function()
return true;
end;
[/lua]
[QUOTE=G4MB!T;38246229]use "LUA" instead of LUA_PATH[/QUOTE]
[editline]30th October 2012[/editline]
and _R was removed, use debug.getregistry()
[QUOTE=Apozen;38234747]It exists, you can see here [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index5b6d.html[/url]
Also, this worked before GMOD13, something new is messing it up. ;-)[/QUOTE]
I know its late but I went through the old fonts in Gmod 13 awhile ago and made a list with all the ones still working: [url]http://wiki.garrysmod.com/page/Talk:Libraries/surface/SetFont[/url]
[QUOTE=RP-01;38230978]You keep getting this error, because self.Pilot is probably nil.
You should change line 48 to 81 into this:
[lua]function ENT:DoKill()
self.Pilot:UnSpectate()
self.Pilot:DrawViewModel(true)
self.Pilot:DrawWorldModel(true)
self.Pilot:Spawn()
self.Pilot:SetNetworkedBool("isDriveShuttle",false)
self.Pilot:SetPos(self.Entity:GetPos()+Vector(0,0,100))
end
function ENT:OnTakeDamage(dmg)
if self.Inflight and DESTROYABLE and not self.Done then
local health=self.Entity:GetNetworkedInt("health")
self.Entity:SetNetworkedInt("health",health-dmg:GetDamage())
local health=self.Entity:GetNetworkedInt("health")
if health<1 then
self.Entity:DoKill()
self.Done=true
self.Entity:Remove()
end
end
end
function ENT:OnRemove()
if (self.Sound) then
self.Sound:Stop()
end
local effectdata = EffectData()
effectdata:SetOrigin( self.Entity:GetPos() )
util.Effect( "Explosion", effectdata, true, true )
if self.Pilot then self.Entity:DoKill() end
end[/lua]
Your code is pretty messy btw. You really should clean it up "a bit"..
[/QUOTE]
Thanks.
Sorry, you need to Log In to post a reply to this thread.