Hey, I've been up all night trying to figure this out. I'm stumped.
[CODE]local playerAvatar = vgui.Create("AvatarImage", self)
playerAvatar:SetSize(48, 48)
playerAvatar:SetPos( 10, self:GetTall() / 2 - playerAvatar:GetTall() / 2)
playerAvatar:SetPlayer( LocalPlayer(), 48 )[/CODE]
[video=youtube;G7RHzDVsIT4]http://www.youtube.com/watch?v=G7RHzDVsIT4[/video]
I cannnot seem find a way to make it transparent. I looked into [URL="http://wiki.garrysmod.com/page/Panel/PaintManual"]PANEL:PaintManual[/URL] but all the other examples I've seen so far were for masks + stencils, which I doubt would be helpful here. Is it possible to retrieve the equivalant of a DImage object from AvatarImage?
Thanks.
[QUOTE=Kamshak;47360854]Does anyone know how i can search for mounted game contents from serverside? Clientside it works but oddly, serverside (dedicated server) it does not.
CLIENTSIDE
[lua]
PrintTable({file.Find("models/items/*", "cstrike" )})...
{
1:
{
1 = cs_gift.dx80.vtx
2 = cs_gift.dx90.vtx
3 = cs_gift.mdl
4 = cs_gift.phy
5 = cs_gift.sw.vtx
6 = cs_gift.vvd
}
2:
{
}
}
[/lua]
SERVERSIDE
[lua]
PrintTable({file.Find("models/items/*", "cstrike" )})...
{
1:
{
}
2:
{
}
}
[/lua]
The ID argument seems to only work on client :/ Is there a solution to this?[/QUOTE]
Is CS:S content actually mounted on the server?
[QUOTE=Kamshak;47360854]Does anyone know how i can search for mounted game contents from serverside? Clientside it works but oddly, serverside (dedicated server) it does not.
The ID argument seems to only work on client :/ Is there a solution to this?[/QUOTE]
the onlything i could think off is to use GAME instead.
[QUOTE]lua_run PrintTable({file.Find("models/items/cs_*", "GAME" )})
> PrintTable({file.Find("models/items/cs_*", "GAME" )})...
1:
1 = cs_gift.dx80.vtx
2 = cs_gift.dx90.vtx
3 = cs_gift.mdl
4 = cs_gift.phy
5 = cs_gift.sw.vtx
6 = cs_gift.vvd
2:
[/QUOTE]
[IMG]http://picload.org/image/cwwwdra/fuckhalos.png[/IMG]
Can anyone help me with finding what exactly draws this in the normal Sandbox gamemode? I want to override it in my script.
It seems like entities such as the thruster, balloon, etc. never really draw the worldtip/halo in their script, but that there's an additional script somewhere that says if the player is looking at X entity, then draw worldtip/halo around that entity. Whar is it?
[QUOTE=VIoxtar;47361585][IMG]http://picload.org/image/cwwwdra/fuckhalos.png[/IMG]
Can anyone help me with finding what exactly draws this in the normal Sandbox gamemode? I want to override it in my script.
It seems like entities such as the thruster, balloon, etc. never really draw the worldtip/halo in their script, but that there's an additional script somewhere that says if the player is looking at X entity, then draw worldtip/halo around that entity. Whar is it?[/QUOTE]
sandbox\entities\entities\base_gmodentity.lua
[lua]
function ENT:Think()
if ( CLIENT && self:BeingLookedAtByLocalPlayer() && self:GetOverlayText() != "" ) then
AddWorldTip( self:EntIndex(), self:GetOverlayText(), 0.5, self:GetPos(), self.Entity )
halo.Add( { self }, Color( 255, 255, 255, 255 ), 1, 1, 1, true, true )
end
end
[/lua]
edit: just realized you meant for only some entities.
[QUOTE=Mrkrabz;47361617]sandbox\entities\entities\base_gmodentity.lua
function ENT:Think() if ( CLIENT && self:BeingLookedAtByLocalPlayer() && self:GetOverlayText() != "" ) then AddWorldTip( self:EntIndex(), self:GetOverlayText(), 0.5, self:GetPos(), self.Entity ) halo.Add( { self }, Color( 255, 255, 255, 255 ), 1, 1, 1, true, true ) endend
edit: just realized you meant for only some entities.[/QUOTE]
i now really want to do you
a favor
Is there a hook that is called every time a weapon is being shot?
[QUOTE=tzahush;47361734]Is there a hook that is called every time a weapon is being shot?[/QUOTE]
[url]http://wiki.garrysmod.com/page/WEAPON/PrimaryAttack[/url]
If I'm not mistaken, is that what you want?
Note this will only work for SWEPs.
[QUOTE=VIoxtar;47361747][url]http://wiki.garrysmod.com/page/WEAPON/PrimaryAttack[/url]
If I'm not mistaken, is that what you want?
Note this will only work for SWEPs.[/QUOTE]
What would it return?
the player?
[QUOTE=tzahush;47361734]Is there a hook that is called every time a weapon is being shot?[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/FireBullets]Entity:FireBullets[/url]
A bit new to the whole Gmod addon structure:
Is there a way to [I]override[/I] another gamemode weapon (Specifically a base weapon)?
I have [LUA]\addons\GrenadeFix\gamemodes\terrortown\entities\weapons\weapon_tttgrenadebase[/LUA] but it isn't registering as active nor are there any errors in console. Any ideas? Thank you
[QUOTE=_Divine;47360977]Hey, I've been up all night trying to figure this out. I'm stumped.
[CODE]local playerAvatar = vgui.Create("AvatarImage", self)
playerAvatar:SetSize(48, 48)
playerAvatar:SetPos( 10, self:GetTall() / 2 - playerAvatar:GetTall() / 2)
playerAvatar:SetPlayer( LocalPlayer(), 48 )[/CODE]
[video=youtube;G7RHzDVsIT4]http://www.youtube.com/watch?v=G7RHzDVsIT4[/video]
I cannnot seem find a way to make it transparent. I looked into [URL="http://wiki.garrysmod.com/page/Panel/PaintManual"]PANEL:PaintManual[/URL] but all the other examples I've seen so far were for masks + stencils, which I doubt would be helpful here. Is it possible to retrieve the equivalant of a DImage object from AvatarImage?
Thanks.[/QUOTE]
You can get the image from the profile, through XML i guess?
for example:
[url]http://steamcommunity.com/id/Freeman22/?xml=1&l=english[/url]
The variable would be avatarMedium, or avatarFull
The 3d voice effect with PlayerCanHearPlayersVoice - I am just wondering is it possible to change the source position of that?
I have speakers around the map and I want it to sound like a players voice is coming from those speakers.
-snip-
Hey guys.
For example if i put:
ply.data = "data", will it be saved and be able to be used on other lua files? or will i need to include it as well?
Since when i try and use that data, it doesn't work.
[QUOTE=tzahush;47362578]Hey guys.
For example if i put:
ply.data = "data", will it be saved and be able to be used on other lua files? or will i need to include it as well?
Since when i try and use that data, it doesn't work.[/QUOTE]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/SetGlobalString]Global.SetGlobalString[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/GetGlobalString]Global.GetGlobalString[/url]
Anyone know how I could play an animation for a grenade before throwing it in TTT? Using SWEP:PrimaryAttack() then playing the animations overrides SWEP:GetGrenadeName() which will throw the grenade.
How can i save data spesific to a player ? i mean like i take a police test if im succesfull i wont need to do the cp test again.
[QUOTE=Drakehawke;47361982]The 3d voice effect with PlayerCanHearPlayersVoice - I am just wondering is it possible to change the source position of that?
I have speakers around the map and I want it to sound like a players voice is coming from those speakers.[/QUOTE]
Also regarding this, is there a way to specify the range for when the drop off should take effect?
function ulx.gang(ply)
end
local gang = ulx.command( CATEGORY_NAME, "ulx gang", ulx.gang, "!ganggang" )
gang:defaultAccess( ULib.ACCESS_ALL )
gang:help( "gang" )
How to make it use 2 commands ?
like !ganggang and !g
how
Question about lua structure and files.
would files in lua/autorun/server/FOLDERNAME still load?
and
[code]
function ScaleClassDamage( ply, hitgroup, dmginfo )
local DamageScale = 1
PERK_FrontDoor(ply,attacker,dmginfo)
PERK_ArmorDependant(ply,attacker,dmginfo)
dmginfo:ScaleDamage(DamageScale)
end
hook.Add("ScalePlayerDamage","Scale Class Damage",ScaleClassDamage)
function PERK_FrontDoor(ply,attacker,dmginfo)
if TableSearcher(ply.ClassNumber,"FrontDoor") == true then
ang1 = ply:GetAngles().y
ang2 = attacker:GetAngles().y
damageblock = math.random(10,30)
if ang1 - ang2 > 45 and ang1 - ang2 < -45 then
ply:EmitSound("weapons/fx/rics/ric"..math.random(1,5)..".wav",50,100)
attacker:EmitSound("weapons/fx/rics/ric"..math.random(1,5)..".wav",50,100)
dmginfo:SubtractDamage(damageblock)
end
end
end
function PERK_ArmorDependant(ply,attacker,dmginfo)
if TableSearcher(ply.ClassNumber,"ArmorDependant") == true then
if ply:Armor() - HiddenScale*dmginfo:GetBaseDamage()*1 > 0 then
DamageScale = 0
ply:SetArmor(ply:Armor() - dmginfo:GetBaseDamage()*2)
else
DamageScale = 10
end
end
end
[/code]
Would is still subtract damage and scale the damage or would I have to return it when the PERK_ functions are called?
[QUOTE=ROFLBURGER;47363484]would files in lua/autorun/server/FOLDERNAME still load?[/QUOTE]
Not if you don't include them. For similar files in lua/autorun/client/FOLDERNAME you must also AddCSLuaFile them.
Another question regarding lag.
I think I would still have to return the DamageScale in PERK_ArmorDependant but im not 100% sure.
What would be the least laggiest way to do it?
I'm thinking of doing something like this
[code]
function ScaleClassDamage( ply, hitgroup, dmginfo )
local DamageData = {}
DamageData["ply"] = ply
DamageData["attacker"] = dmginfo:GetAttacker()
DamageData["Damage"] = dmginfo:GetDamage()
Damagedata = PERK_ArmorDependant(DamageData)
end
function PERK_ArmorDependant(DamageData)
if TableSearcher(ply.ClassNumber,"ArmorDependant") == true then
if ply:Armor() - HiddenScale*dmginfo:GetBaseDamage()*1 > 0 then
DamageData["Damage"] = 0
ply:SetArmor(ply:Armor() - dmginfo:GetBaseDamage()*2)
else
DamageData["Damage"] = DamageData["Damage"] * 10
end
end
Return DamageData
end
[/code]
How laggy would this method be?
[QUOTE=ROFLBURGER;47363565]Another question regarding lag.
I think I would still have to return the DamageScale in PERK_ArmorDependant but im not 100% sure.
What would be the least laggiest way to do it?
I'm thinking of doing something like this
[code]
function ScaleClassDamage( ply, hitgroup, dmginfo )
local DamageData = {}
DamageData["ply"] = ply
DamageData["attacker"] = dmginfo:GetAttacker()
DamageData["Damage"] = dmginfo:GetDamage()
Damagedata = PERK_ArmorDependant(DamageData)
end
function PERK_ArmorDependant(DamageData)
if TableSearcher(ply.ClassNumber,"ArmorDependant") == true then
if ply:Armor() - HiddenScale*dmginfo:GetBaseDamage()*1 > 0 then
DamageData["Damage"] = 0
ply:SetArmor(ply:Armor() - dmginfo:GetBaseDamage()*2)
else
DamageData["Damage"] = DamageData["Damage"] * 10
end
end
Return DamageData
end
[/code]
How laggy would this method be?[/QUOTE]
What makes you think any of it will lag?
How would I set an entity to play a LOOPED animation? I made a custom model to use as an entity, which works, but the animation will not loop, even though I have
[CODE]
$sequence spin "anims/spin.smd" {
loop fps 3.0
}
[/CODE]
In the QC. In the Lua, I have
[CODE]
local sequence = self:LookupSequence( "spin" )
self:SetSequence( sequence )
self:SetPlaybackRate( 1.0 )
self.AutomaticFrameAdvance = true
[/CODE]
but the sequence stops after playing only one time. What am I meant to do to get a continuously looping sequence?
[editline]20th March 2015[/editline]
By the way, it's my first time even attempting to do an animation, so I'm sure if the code isn't the problem, it'll be the animation itself.
[editline]20th March 2015[/editline]
It seems to loop okay in HLMV.
Whats the equation to move between 2 vectors? I don't like using LerpVector as it gets really slow when it nears the final point
Edit: Nevermind, I'll just remove it when its closer than 10 units
[QUOTE=Exho;47364864]Whats the equation to move between 2 vectors? I don't like using LerpVector as it gets really slow when it nears the final point[/QUOTE]
It sounds like you're using LerpVector non-linearly. Show your code.
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