• Problems That Don't Need Their Own Thread v2.0
    5,020 replies, posted
[QUOTE=stupid-;46971365]Thanks for the help but now I just can't get it to appear at all =/ Anything more specific?[/QUOTE] Try flipping the vectors or adding a minus to the angle. Or try adding ( or subtracting ) 90 to the yaw of the angle.
[T]http://puu.sh/eLRyB/3384bfabf8.jpg[/T] Getting closer, I see something lol. I'll keep trying, thanks for the help.
[QUOTE=stupid-;46971404][T]http://puu.sh/eLRyB/3384bfabf8.jpg[/T] Getting closer, I see something lol. I'll keep trying, thanks for the help.[/QUOTE] Add or subtract 90 to/from pitch.
Okay it works, but what would be the easiest way to keep them level? Depending on how high I am and how far to the left or right I get this. [T]http://puu.sh/eLTel/cf82dc4f4b.jpg[/T]
All the sudden, a VGUI panel I made won't take focus with :Show(). Any ideas? Worked fine a few days ago, haven't changed anything in the addon.
How does one get a player's darkrp job and the color of his job?
[QUOTE=RedNinja;46972518]How does one get a player's darkrp job and the color of his job?[/QUOTE] Pretty sure it's just team id and team color. See how DarkRP HUD does it.
[QUOTE=Robotboy655;46972531]Pretty sure it's just team id and team color. See how DarkRP HUD does it.[/QUOTE] Yes. I looked into it. I got the name yet I dont know how to get the color.
[QUOTE=RedNinja;46972553]Yes. I looked into it. I got the name yet I dont know how to get the color.[/QUOTE] Since the jobs are just Source Engine teams, you know the ID of the job, you know there is a function to get the color of a team, can you piece it together? Besides, it will take you like 5 seconds to find a place in DarkRP where the job color is used, open the source file and see how it is done. Learn to educate yourself. This is especially easy since DarkRP is available on GitHub, which has easy search mechanism. Even searching "team color" will give you a result on the first page...
Bingo. For the color its [lua]RPExtraTeams[plyTeam] and RPExtraTeams[plyTeam].color or team.GetColor(plyTeam)[/lua] where plyTeam = ply:Team(), and for the job name it's [lua]ply:getDarkRPVar("job") or team.GetName(ply:Team())[/lua] There should really be a metafunction for this
The color line is a bit overkill. team.GetColor should do. Job name line makes sense because of the custom job name command (/job).
other section doesnt have a similar thread and i didnt want to make one: i have only ever run servers dealing with a single gamemode, but i put one up recently for friends and they want a shit ton of random addons on just to mess around with in sandbox. problem is we want to play different modes like TTT as well without addons messing it up. i would have been able to just change the workshop command line to a different collection for different modes, but because of the size limit on workshop i had to manually extract and install some addons. is there another way that this can be managed without manually renaming lua/addons folders between changes? [QUOTE=GreenGold;46967505]Can i auto redirect players to second server if first is full?[/QUOTE] there are ways to do this but they all have drawbacks. if a server was say 24/24 i believe it could be done with a module, but as the server browser doesn't let you actually attempt to connect to a server, it would rely on players connecting directly via IP. the other way which could be done with either a module or pure lua is to have an extra slot on a server, and when a player joins into that slot you could just force them to go somewhere else with something like [b]ply:ConCommand( 'connect ip:port' )[/b], and maybe kick them from the server if that fails. the drawback of this is that people can no longer queue to join that server specifically, making it frustrating. [QUOTE=WalkingZombie;46967582]Is it possible to search for / seek out servers with specific gamemodes in-game (so in a server), and have players join a found server? Idk how to better describe it. You're in a server, you browse for servers while actually playing (you dont press ESC or ~), you join a server you found.[/QUOTE] i dont think there would be any way to do this in-client, but there's no reason someone couldnt make a web application and just make the client run a URL in the background, the website does the work, then returns the results to use.
Trying to make the player look like an antlion, but having difficulty with the animations. Specifically, burrowing and unburrowing. pl:AnimRestartGesture(GESTURE_SLOT_ATTACK_AND_RELOAD, pl:GetSequenceActivity(pl:LookupSequence('digin')), true) That works fine in a local game, but on a dedicated server, the activity returned by GetSequenceActivity is -1 on the client. Server reports a number just fine though. Am I doing something wrong, or am I going to have to go through GM:CalcMainActivity() or something? Edit: Solved, used GM:CalcMainActivity() and GM:UpdateAnimation().
[QUOTE=Cushie;46972625]other section doesnt have a similar thread and i didnt want to make one: i have only ever run servers dealing with a single gamemode, but i put one up recently for friends and they want a shit ton of random addons on just to mess around with in sandbox. problem is we want to play different modes like TTT as well without addons messing it up. i would have been able to just change the workshop command line to a different collection for different modes, but because of the size limit on workshop i had to manually extract and install some addons. is there another way that this can be managed without manually renaming lua/addons folders between changes? there are ways to do this but they all have drawbacks. if a server was say 24/24 i believe it could be done with a module, but as the server browser doesn't let you actually attempt to connect to a server, it would rely on players connecting directly via IP. the other way which could be done with either a module or pure lua is to have an extra slot on a server, and when a player joins into that slot you could just force them to go somewhere else with something like [b]ply:ConCommand( 'connect ip:port' )[/b], and maybe kick them from the server if that fails. the drawback of this is that people can no longer queue to join that server specifically, making it frustrating. i dont think there would be any way to do this in-client, but there's no reason someone couldnt make a web application and just make the client run a URL in the background, the website does the work, then returns the results to use.[/QUOTE] Wait, but how can a web application scan for Garry's Mod servers?
[QUOTE=WalkingZombie;46974659]Wait, but how can a web application scan for Garry's Mod servers?[/QUOTE] The same way Steam and Garry's Mod does.
[QUOTE=WalkingZombie;46974659]Wait, but how can a web application scan for Garry's Mod servers?[/QUOTE] the same way third party server browsers exist...you can send packets of information to valves master servers and it will return lists of servers to you. its not something easy to do if you dont have any programming experience, but there is more info here [url]https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol[/url].
[QUOTE=Cushie;46975073]the same way third party server browsers exist...you can send packets of information to valves master servers and it will return lists of servers to you. its not something easy to do if you dont have any programming experience, but there is more info here [URL]https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol[/URL].[/QUOTE] Hah, no programming experience! [sp]how did you know?[/sp] lol I mean I've touched maybe 20 lines of C# and 10 lines of C++, a lot of basic HTML and CSS, had one or two 101 level classes in the latter two... doubtful any of that will help me out very much, though.
-Snip- EDIT: Fuck I'm retarded, I should sleep.... (Simple spelling error...)
[QUOTE=Cushie;46972625] there are ways to do this but they all have drawbacks. if a server was say 24/24 i believe it could be done with a module, but as the server browser doesn't let you actually attempt to connect to a server, it would rely on players connecting directly via IP. the other way which could be done with either a module or pure lua is to have an extra slot on a server, and when a player joins into that slot you could just force them to go somewhere else with something like [b]ply:ConCommand( 'connect ip:port' )[/b], and maybe kick them from the server if that fails. the drawback of this is that people can no longer queue to join that server specifically, making it frustrating. [/QUOTE] Hm yeah solution with +1 slot is probably easy one but has most cons. I am not realy good in c++ so that module option is bad option... Is CheckPassword first hook that is called when player is connecting to server?
[QUOTE=GreenGold;46977313]Hm yeah solution with +1 slot is probably easy one but has most cons. I am not realy good in c++ so that module option is bad option... Is CheckPassword first hook that is called when player is connecting to server?[/QUOTE] You can't call it so early or the player entity won't be initialized yet. Can't force players to run console commands if they don't exist on the server.
Is there a way to check if a workshop addon is mounted by workshopID? I want to avoid 'file.Exists()' because i want it to work regardless if it's renamed or not.
Even though I have "bebasneue.otf" in my download/resource/fonts I'm not able to view the font in game which is really bizzare. If I install the font it works, but not if I just try and call it. Attempting to setup the font: [code] surface.CreateFont("testfont", { font = "BebasNeue", size = 35, weight = 50 }) [/code] Font if anyone wants to take a look: [url]http://puu.sh/ePHlh/2e13f7bf20.rar[/url] What could be causing the font not to be called, it just falls back to Arial and doesn't work.
Try "Bebas Neue" instead.
[QUOTE=Robotboy655;46981376]Try "Bebas Neue" instead.[/QUOTE] Still just seems to default to Arial.
Make sure you have done resource.AddFile on bebasneue.otf
[QUOTE=Author.;46982128]Make sure you have done resource.AddFile on bebasneue.otf[/QUOTE] I've got that in as well, even if I didn't it's in download/resource/fonts/bebasneue.otf for me.
Even if it's in there, it still needs to be in the server's resource/fonts folder, and resource.AddFile has to be ran as well IIRC. Unless you have downloaded the font in Windows manually, of course.
[QUOTE=Author.;46982234]Even if it's in there, it still needs to be in the server's resource/fonts folder, and resource.AddFile has to be ran as well IIRC. Unless you have downloaded the font in Windows manually, of course.[/QUOTE] The file is in gamemodename/content/resource/fonts/ as well as the garrysmod/resource/fonts/ and having resource.AddFile.. I'm stumped. EDIT: To clarify, the client gets the font, i just can't use it. EDIT2: Could it be that you can't use OTF files?
You cannot use OTF fonts IIRC.
You should try dev branch and see if it works there.
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