• Problems That Don't Need Their Own Thread v2.0
    5,020 replies, posted
Try base_anim instead (or adding a Draw method that calls self:DrawModel()).
Does disabling CSLua mean people can't activate net messages with the console?
[QUOTE='[CLRP]extra;47412570']Does disabling CSLua mean people can't activate net messages with the console?[/QUOTE] Yes (unless bypassed), but sv_allowcslua doesn't provide you with any security. Don't treat it as if it does.
[QUOTE=Willox;47412587]Yes (unless bypassed), but sv_allowcslua doesn't provide you with any security. Don't treat it as if it does.[/QUOTE] So what would you recommend I do for security?
[QUOTE='[CLRP]extra;47412661']So what would you recommend I do for security?[/QUOTE] [url]http://facepunch.com/showthread.php?t=1458150[/url] Pretty much make sure net messages can't be tampered with.
Could someone give me a brief explanation on how I would use SetSubMaterial() on players, to change their shirts etc?
[QUOTE=Invule;47414171]Could someone give me a brief explanation on how I would use SetSubMaterial() on players, to change their shirts etc?[/QUOTE] Print ply:GetMaterials() first to get the indexes, subtract 1 from the index of the texture you want to change and then change it. ---- How can I get if a convar change has occurred and update the paint hook if the change has occurred. I have a paint hook that has a rainbow mode controlled by a convar but it doesn't update when you tick/untick it.
Im getting an error with the following code: [lua]function SWEP:CreateShell(sh) if IsValid( self.Owner ) && self.Owner:Alive() then vm = self.Owner:GetViewModel() att = vm:GetAttachment(2) // This is coming up NULL [/lua] Any ideas as to why that line would be coming up null? The players are holding a (should be) valid primary weapon. :P
How do you increase the prop limit in DarkRP for one ulx group.
currently making a gamemode, how can I enable the spawn menu and context menu?
Pretty sure you have to add it from sandbox or make the base gamemode sandbox. Not sure if I am 100% right though. You can find the files for this within the sandbox gamemode if you don't want to make it the base.
Thats what I thought aswell, I already made my gamemode's base sandbox, no luck, it could possibly be my game, idk
I am sending an entity through net.WriteEntity -> net.Broadcast right after the entity is spawned, and the entity is coming up null, is this because the client hasn't created the entity yet?
Yes, and your best solution is to either wait to network from the server for a second or so, or send the EntIndex to the client through WriteUInt and wait for the entity to be created over the network. The second would be a bit more accurate, but you'd need a make a fallback case in the instance the entity never arrives.
Is it possible to further edit (change the color/make background invisible/set positions of columns) DLists in derma? If so how?
Is sending a UInt cheaper than sending an Entity through net? Should I just always be sending EntIndex instead of the entity itself?
It's fine to use WriteEntity - it just uses WriteUInt, internally, but using a UInt straight out will allow you to network information about an entity that hasn't been created on the client yet.
Can someone explain whats happenning here? It seems like any of the predicted TOOL hooks don't get called serverside when using them while looking at the whiteness in gm_construct or the mirror in the room over? https://www.dropbox.com/s/zd0kq6ujoro50sy/2018-03-05_11-45-53.mp4?dl=0 Any ideas on how this can be worked around?
So... no one is going to mention the 3-year bump and the duplicate thread?
Totally wasn't me 0.o whoops
I saw two threads and picked the one on top, if it’s an issue then get the thread locked boohoo.
I don't actually mind, I just thought it was amusing that no one even mentioned it.
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