• Problems That Don't Need Their Own Thread v2.0
    5,020 replies, posted
uh... models/weapons/ folder??? Otherwise, well... I just search around the web like crazy for source engine weapon models :rolleyes: or I go to the [URL="http://facepunch.com/forumdisplay.php?f=40"]models forum[/URL]
[QUOTE=_Entity;46158369]Nothing too code wise but wanted to try something new... Where do you get weapon models to turn into sweps? I'd like to try from scratch without having to do the modeling?[/QUOTE] [url=css.gamebanana.com]gamebanana[/url] isn't a bad website.
[QUOTE=vexx21322;46157875]Is it possible to load a local html file? [editline]a[/editline] into dhtml that is[/QUOTE] What do you mean a local html file? Like html written inside a string within the script? If so, [URL="http://wiki.garrysmod.com/page/Panel/SetHTML"]SetHTML( )[/URL] is what you're looking for.
[QUOTE=_Entity;46158369]Nothing too code wise but wanted to try something new... Where do you get weapon models to turn into sweps? I'd like to try from scratch without having to do the modeling?[/QUOTE] Why not give modeling a try? I got tutorials for that on my channel. When I don't feel like making them, I get some from gamebanana: [url]http://css.gamebanana.com/skins[/url] [url]http://hl2.gamebanana.com/skins[/url] [url]http://l4d2.gamebanana.com/skins[/url] (yes l4d2 ones work with c_models, however thumbs are broken. That can be fixed with the swep constriction kit though) Also thanks kogitsune. I got it working! (code for those who're interested) [lua] surface.DrawTexturedRectUV( 0, ScrH()-64 * HP, 64, 64 * HP, 0, 0 - HP, 1, 0 ) [/lua]
Trying to import an addon npc in place of the citizen to walk a path. Model and materials have been extracted from the gma. I've tried adding the model as an option at the end of the citizen model options. It shows up as the lovely error model. Tried copying and making new entry see below. Shows up as an npc option but model is still error with shotgun in game. @NPCClass base(BaseNPC,Parentname, TalkNPC, PlayerCompanion ) studio(models/player/guard_falkreath_npc.mdl) = npc_faklreathguard : "Guard" [ spawnflags(Flags) = [ 65536 : "Follow player on spawn" : 0 131072 : "Medic" : 0 262144 : "Random Head" : 1 524288 : "Ammo Resupplier" : 0 1048576 : "Not Commandable" : 0 2097152 : "Don't use Speech Semaphore - OBSOLETE" : 0 4194304 : "Random male head" : 0 8388608 : "Random female head" : 0 16777216 : "Use RenderBox in ActBusies" : 0 ] additionalequipment(choices) : "Weapons" : "0" = [ "weapon_smg1" : "SMG1" "weapon_ar2" : "AR2" "weapon_stunstick" : "Stun Stick" "weapon_crowbar" : "Crow Bar" "weapon_shotgun" : "Shotgun" "weapon_beerbottle" : "Beer Bottle" "weapon_beerbottle2" : "Beer Bottle2" "weapon_rpg" : "RPG" "0" : "Nothing" ] ammosupply(choices) : "Ammo to Resupply (if spawnflag set)" : "SMG1" = [ "Pistol" : "Pistol" "SMG1" : "SMG1" "SMG1_Grenade" : "SMG1 Grenade" "AR2" : "AR2" "Buckshot" : "Shotgun" "RPG_Round" : "RPG" "Grenade" : "Grenade" "XBowBolt" : "Crossbow Bolt" ] ammoamount(integer) : "Amount of ammo to give" : 1 citizentype(choices) : "Type" : "Default" = [ 0 : "Default" 1 : "Downtrodden" 2 : "Refugee" 3 : "Rebel" 4 : "Unique" ] expressiontype(choices) : "Expression Type" : "Random" = [ 0 : "Random" 1 : "Scared" 2 : "Normal" 3 : "Angry" ] //!!!BUGBUG - don't ship with these names //!!!FIXME - don't ship with these names model(choices) : "Model" : "models/humans/group01/male_01.mdl" = [ "models/humans/group01/male_01.mdl" : "Male 1" "models/humans/group01/male_02.mdl" : "Male 2" "models/humans/group01/male_03.mdl" : "Male 3" "models/humans/group01/male_04.mdl" : "Male 4" "models/humans/group01/male_05.mdl" : "Male 5" "models/humans/group01/male_06.mdl" : "Male 6" "models/humans/group01/male_07.mdl" : "Male 7" "models/humans/group01/male_08.mdl" : "Male 8" "models/humans/group01/male_09.mdl" : "Male 9" "models/humans/group01/female_01.mdl" : "Female 1" "models/humans/group01/female_02.mdl" : "Female 2" "models/humans/group01/female_03.mdl" : "Female 3" "models/humans/group01/female_04.mdl" : "Female 4" "models/humans/group01/female_06.mdl" : "Female 5" "models/humans/group01/female_07.mdl" : "Female 6" "models/humans/male_cheaple.mdl" : "Cheaple Male 1" "models/odessa.mdl" : "Odessa. DO NOT USE." "models/guard_falkreath_npc.mdl" : "Guard" ] ExpressionOverride(string) : "Facial expression override" notifynavfailblocked(choices) : "Fire output when Nav is blocked?" : 0 = [ 0 : "No" 1 : "Yes" ] neverleaveplayersquad(choices) : "Permanent squad member?" : 0 : "A permanent squad member cannot leave the player's squad unless killed or explicity removed by entity I/O. Only use this if you're sure you want to override the default AI." = [ 0 : "No. This is default behavior." 1 : "Yes, stay in squad until death." ] denycommandconcept(string) : "Deny command speech concept" : "" : "If you want your citizens to squad with the player but not obey commands the player gives to move the squad, put a concept here and this citizen will speak the concept instead of obeying the order." //Inputs input RemoveFromPlayerSquad(void) : "Remove from player squad, instantly." input SetExpressionOverride(string) : "Set facial expression override" input StartPatrolling(void) : "Patrol whenever I'm idle or alert." input StopPatrolling(void) : "Stop patrolling when I'm idle or alert." input SetCommandable(void) : "Make a previously uncommandable citizen commandable" input SetMedicOn(void) : "Set the medic flag on. Will not change the model or skin of the citizen." input SetMedicOff(void) : "Set the medic flag off. Will not change the model or skin of the citizen." input SetAmmoResupplierOn(void) : "Set the ammo-resupplier flag on. Will not change the model or skin of the citizen." input SetAmmoResupplierOff(void) : "Set the ammo-resupplier flag off. Will not change the model or skin of the citizen." // Outputs output OnJoinedPlayerSquad(void) : "Fires when joins player squad" output OnLeftPlayerSquad(void) : "Fires when leaves player squad" output OnFollowOrder(void) : "Fires when ordered to follow player" output OnStationOrder(void) : "Fires when ordered to a location by player" output OnPlayerUse(void) : "Fires when a player +USEs the citizen" output OnNavFailBlocked(void) : "Fires when this Citizen's movement fails because he/she is blocked." ]
Uh... maybe it's just me, but TLDR? Too long, didn't read [highlight](User was banned for this post ("Why reply/" - NiandraLades))[/highlight]
Is there a way to change bodygroup/skin/materials before I render the spawnicon? [editline]6th October 2014[/editline] also I want to know about ModelImage. [editline]6th October 2014[/editline] I want to get multiple different spawnicon but I think I have to look around ModelImage to achieve that.
[QUOTE=Exho;46144787]How do I grab data about another server? Like how many players are online, the map, or any of that?[/QUOTE] here you go, i'm shit at php but it should work fine uppercutservers.com/rejax/getserver.php just format it like "uppercutservers.com/rejax/getserver.php?ip=%s" port defaults to 27015, however you can change it with &port=whatever you can get the server rules (ie sv_cheats) with "&rules=1", by default they are not fetched it will return a json string, which will always contain a "status" key which is either "true" or "false" (success) hope it helps
Trying to work on a radar but am new to the render library. I'm trying to use[URL="http://wiki.garrysmod.com/page/render/DrawTextureToScreenRect"]DrawTextureToScreenRect[/URL] to draw the material [B][I]gui/faceposer_indicator.vtf[/I][/B] over the local player but am not getting results. [B]In game[/B] [IMG]http://puu.sh/c2cny/cc4d46e76a.jpg[/IMG] [B]Code[/B] [code] local CamData = {} CamData.angles = Angle(90,LocalPlayer():EyeAngles().yaw,0) CamData.origin = LocalPlayer():GetPos()+Vector(0,0,500) CamData.x = 10 CamData.y = 10 CamData.w = 150 CamData.h = 150 CamData.drawhud = false CamData.fov = 75 CamData.drawviewmodel = false CamData.dopostprocess = false local pos = ply:GetPos() render.RenderView( CamData ) render.DrawTextureToScreenRect( "gui/faceposer_indicator.vtf", pos.x, pos.y, 100, 100 ) [/code] I'm using the [B]HUDPaint[/B] hook. [B]EDIT[/B] pos.x, pos.y does weird things thus not what I want. After some trial and error I find that; [code] render.DrawTextureToScreenRect( "gui/faceposer_indicator.vtf", CamData.x, CamData.y, 100, 100 ) [/code] draws the texture at 0,0 of CamData, this is somewhat progress but not yet what I am trying to achieve. Now I have this [Note: Im using the material texture "[B]color/white.vtf[/B]"] [IMG]http://puu.sh/c2Bjj/9e459c59d3.jpg[/IMG] I know I could just do; [code] CamData.w/1.8, CamData.h/1.85 [/code] but that wont allow me to make this dynamic. Further on I'll have colored indications for other players, npc's, friends, etc.
I never passed math class in school. How do i calculate the percentage (progress bar) of a future timestamp to the current time? Pretty generic question. [editline]7th October 2014[/editline] seems like i needed a start date, oh well fixed
In a custom gamemode the default scoreboard is sorting by score, but anyone with equal score (everyone who's just spawned/has zero kills) is being flicked between really fast, rather than it just deciding to put people with same score anywhere or by name or something there isn't actually any custom scoreboard code or anything that messes with the scoreboard so... anyone know why it's happening, or how to make it not do that?
When I use PData it seems to save booleans and numbers as strings. Is this intentional?
[QUOTE=Sereni;46171581]When I use PData it seems to save booleans and numbers as strings. Is this intentional?[/QUOTE] Yep, it is [URL="https://github.com/garrynewman/garrysmod/blob/4eb9bb19dcfac06007691376ecaf2dbc56efa6b2/garrysmod/lua/includes/extensions/player.lua#L153"]stored and retrieved as a string[/URL] value from the database. Just use tobool or tonumber on the values as you need them.
If a gamemode is derived from sandbox how can I stop [url=https://www.youtube.com/watch?v=FKJ_zddLTQg]ABH[/url] and the huge-jumping boost you get in sandbox? movement in the base gamemode is good for example, but no matter what I do with setrunningspeed or even setjumppower you still get the huge jump boosts
[QUOTE=Smt;46174713]If a gamemode is derived from sandbox how can I stop [url=https://www.youtube.com/watch?v=FKJ_zddLTQg]ABH[/url] and the huge-jumping boost you get in sandbox? movement in the base gamemode is good for example, but no matter what I do with setrunningspeed or even setjumppower you still get the huge jump boosts[/QUOTE] You could probably use a Move hook to control it.
Okay I struggle with understanding Angles and a little help here would be wonderful, the only axis that I need to worry about are X and Y for this. I've messed with GetForward and EyeAngles to no success, I cant visualize the grid in my head and I cannot get these angles correct. Its frustrating me because all I want is a simple Vector(0,0,0) when the player is facing one way and then for my vector variable to be based off that so I can Clamp it. It worked wonderfully for the Z variable because that one isnt complicated. How would I grab the player's current facing direction, and limit it to no more than 90 degrees left or right?
[QUOTE=Exho;46176613]Okay I struggle with understanding Angles and a little help here would be wonderful, the only axis that I need to worry about are X and Y for this. I've messed with GetForward and EyeAngles to no success, I cant visualize the grid in my head and I cannot get these angles correct. Its frustrating me because all I want is a simple Vector(0,0,0) when the player is facing one way and then for my vector variable to be based off that so I can Clamp it. It worked wonderfully for the Z variable because that one isnt complicated. How would I grab the player's current facing direction, and limit it to no more than 90 degrees left or right?[/QUOTE] We want a normalized angle ( -180 to 180 ) for your question. To get the users current facing direction we use Player:GetAngles( ).. Pitch is tilt but up and down, Roll is tilt but left and right and yaw is rotation... I'll assume you want to clamp the camera on Pitch. If it is yaw it is more complicated because of the 360 degree... For yaw you'd need to math.NormalizeAngle( Player:GetAngles( ).y ) which sets the value to -180 to 180.. You could do the same thing using ( ( Player:GetAngles( ).y % 360 ) - 180 ), setting the start rotation and clamping by using a SetAngles on the player based on the start +/- 90 using the same calculation but it may require some other stuff... For Pitch, which I'll assume because it is the most common that is restricted 90 to prevent flipping camera... [code]local _modang = Player:GetEyeAngles( ); _modang.p = math.NormalizeAngle( _modang.p ); _modang.p = math.Clamp( _modang.p, -90, 90 ); Player:SetEyeAngles( _modang );[/code] That is hard-coding an eye angle. If you want to limit the actual angle that a player walks, the math is a little more extensive because: The issue with this though, is because a normalized angle is -180 to 180, the min and max may be an issue.. If clamp is used from -150 as our start angle, then the range would be from 120 to -60 which is right. You could do a min/max math call and set the minimum to the left, and max to the right in clamp unless it automatically does it. You may end up with other issues though... If it is actually the player direction and not just camera or eyes, then it is similar... -snip- I overcomplicated the answer and went off on a tangent... and defined a few things that weren't asked, but I hope that the explanation helps... An Angle is something that points in a direction in 3D space ( or 2d if 2 args ); but it is only information.. The same angle being used at different points will not point at the "same" thing if a thing exists, however the same angle will always be parallel with itself regardless of the position.. A Vector is a point in 3D space, but can be used for other tasks. We can take an angle and convert it into a vector, but how can that be useful? Well, if we know that, abstractly speaking, an angle is just a set of directions which illustrate the direction it is facing. When we convert the angle into a vector, because an angle stores no position data, we convert it to 1 unit in length. ( We can say 1 unit in length basing it off of 2 points... 0, 0, 0 and the Normalized Vector acting as the second point; so we have a line, that line represents the direction the angle points, and that line is 1 unit long ) This is called a normalized vector; basically if we want to start at some point Vector V1 and travel in the direction of Angle A1 we need to know how to explain it. A normalized vector will always be relative to 0, 0, 0; because it had no position data to add, so with that in mind and because it is length 1, we can now describe how to move from V1 along the path of A1 by using the V1 + ( Normalized A1 * Units to travel along the path of A1 ) So, when you use an Angle and you apply Forward, Right, Up, etc to them, it actually turns it into a Normalized Vector. So, if you want to spawn a prop in front of a player, you can use the Angle the player is facing and using the helper function of Forward we turn it into a normalized vector. We can also use Right, and Up which is the same thing as taking an angle, rotating it around an axis 90 degrees, and then normalizing it ( except forward which is unmodified ). Take a look at the second function. [url]https://dl.dropboxusercontent.com/u/26074909/tutoring/entities/spawn_entity_in_front_of_player_by_calc_size_of_object.lua.html[/url] self is the player, _ent is the entity that we will move around based on the location and angle of the player... So, we need the direction of the player to move something forward; I only want yaw which is rotation ( left/right ). Pitch and Roll I set to 0 Then I normalized the yaw into a 1 unit in length vector The OBB Functions get the size of the entity in units. All of the calculations aren't necessary, only the length for the purpose of moving the object just far enough away from the player ( plus a buffer to cover for the physics box ). Now, let's look at the SetPos function... _ent:SetPos( self:GetPos( ) + _normal * ( _length + _buffer ) ); We're modifying the position of the entity in relation to the player. We know the angle the player is facing and we changed it so that the object won't spawn in the ground if the player is looking down by setting the pitch and roll to 0. We normalized the angle which gave us a Vector of 1 unit in length ( based off of 2 points which show us the direction that a position will move if we add the normal vector to another point ). If we multiply that normalized vector by x units, then we know that the that the normalized vector will be x units in length based on the 2 vector positions after the calculation, and it'll still be a line that points in the same direction regardless of how much we multiply it by ( and we can multiply by a negative value to have it move in the opposite direction than it is pointing ) And, we want to keep moving the object in the same direction an extra _buffer units to account for the physics box. In source 4/3 units is 1 inch making 16 units 1 foot. We are setting the entity position to be at the number of units the object is in length, plus 1 foot ( our buffer, or 16 units ) in front of the players current position ( by adding the players position, plus the normal*x where x was our buffer and length. I hope I was able to explain it well enough; if I over simplified or over complicated something, somebody will hopefully correct me or help explain it better.
Is vgui Element 'ModelImage' hardcoded in GMod?
[QUOTE=rebel1324;46178258]Is vgui Element 'ModelImage' hardcoded in GMod?[/QUOTE] I can only find one reference in Garrysmod/lua/vgui/ .. SpawnIcon.. local PANEL = vgui.GetControlTable( "ModelImage" ); print( PANEL, type( PANEL ) ); nil So I can't debug.getinfo it; I'll assume that, yes, it is C...
Hey, so with Fretta, the amount of rounds are defined in each gamemode's shared.lua via GM.RoundLimit = number. Say I want to make the amount of rounds depend on player count, would this work as shared.lua will run before the appropriate amount of players have finished loading in?
[QUOTE=NiandraLades;46178528]Hey, so with Fretta, the amount of rounds are defined in each gamemode's shared.lua via GM.RoundLimit = number. Say I want to make the amount of rounds depend on player count, would this work as shared.lua will run before the appropriate amount of players have finished loading in?[/QUOTE] I don't know for sure, so you need to test it. Otherwise you could modify your round_controller. There is an function clled GM:GetRoundLimit() which is called everytime an round is finished. So you could modify it with an playercounter modifier. It is an idea, don't know how i could break or change the game. edit:// the only fretta i still got is an 1 year old version of an fixxed up fretta for gmod13, so the code may vary from yours.
[QUOTE=Acecool;46178508]I can only find one reference in Garrysmod/lua/vgui/ .. SpawnIcon.. local PANEL = vgui.GetControlTable( "ModelImage" ); print( PANEL, type( PANEL ) ); nil So I can't debug.getinfo it; I'll assume that, yes, it is C...[/QUOTE] Damn, then we can't set any property on rendering entity on ModelImage..
I came across this code as I was looking through the M9K weapons trying to find a solution to why one of my sweps wasnt working and I found this code and was wondering what it does? Any help is appreciated :) [lua] SWEP.IronSightsPos = Vector(-3.589, -8.867, -4.124) SWEP.IronSightsAng = Vector(50.353, 17.884, -19.428) SWEP.SightsPos = Vector(-3.589, -8.867, -4.124) SWEP.SightsAng = Vector(50.353, 17.884, -19.428) SWEP.RunSightsPos = Vector(0, 0, 0) SWEP.RunSightsAng = Vector(-21.994, 0, 0) SWEP.ViewModelBoneMods = { ["l-ring-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-19.507, 0, 0) }, ["r-index-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-71.792, 0, 0) }, ["r-middle-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-21.483, 1.309, 0) }, ["l-upperarm-movement"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, -0.88), angle = Angle(0, 0, 0) }, ["Da Machete"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0.263, -1.826), angle = Angle(0, 0, 0) }, ["r-ring-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-17.507, 0, 0) }, ["r-pinky-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-47.32, 0, 0) }, ["r-ring-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-54.065, 0, 0) }, ["r-index-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-49.646, 0, 0) }, ["r-thumb-tip"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-17.666, 0, 0) }, ["r-upperarm-movement"] = { scale = Vector(1, 1, 1), pos = Vector(7.394, 2.101, -9.54), angle = Angle(-10.502, -12.632, 68.194) }, ["r-pinky-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-21.526, 0, 0) }, ["r-middle-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-37.065, 0, 0) }, ["r-thumb-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-4.816, 18.775, -30.143) }, ["l-index-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-49.646, 0, 0) }, ["r-thumb-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-0.982, 0, 0) } } SWEP.VElements = { ["binos"] = { type = "Model", model = "models/weapons/binos.mdl", bone = "r-thumb-low", rel = "", pos = Vector(3.907, -0.109, -1.125), angle = Angle(-2.829, 27.281, 105.791), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } [/lua]
[QUOTE=bluebull107;46178903]I came across this code as I was looking through the M9K weapons trying to find a solution to why one of my sweps wasnt working and I found this code and was wondering what it does? Any help is appreciated :) [lua] SWEP.IronSightsPos = Vector(-3.589, -8.867, -4.124) SWEP.IronSightsAng = Vector(50.353, 17.884, -19.428) SWEP.SightsPos = Vector(-3.589, -8.867, -4.124) SWEP.SightsAng = Vector(50.353, 17.884, -19.428) SWEP.RunSightsPos = Vector(0, 0, 0) SWEP.RunSightsAng = Vector(-21.994, 0, 0) SWEP.ViewModelBoneMods = { ["l-ring-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-19.507, 0, 0) }, ["r-index-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-71.792, 0, 0) }, ["r-middle-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-21.483, 1.309, 0) }, ["l-upperarm-movement"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, -0.88), angle = Angle(0, 0, 0) }, ["Da Machete"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0.263, -1.826), angle = Angle(0, 0, 0) }, ["r-ring-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-17.507, 0, 0) }, ["r-pinky-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-47.32, 0, 0) }, ["r-ring-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-54.065, 0, 0) }, ["r-index-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-49.646, 0, 0) }, ["r-thumb-tip"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-17.666, 0, 0) }, ["r-upperarm-movement"] = { scale = Vector(1, 1, 1), pos = Vector(7.394, 2.101, -9.54), angle = Angle(-10.502, -12.632, 68.194) }, ["r-pinky-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-21.526, 0, 0) }, ["r-middle-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-37.065, 0, 0) }, ["r-thumb-mid"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-4.816, 18.775, -30.143) }, ["l-index-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-49.646, 0, 0) }, ["r-thumb-low"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-0.982, 0, 0) } } SWEP.VElements = { ["binos"] = { type = "Model", model = "models/weapons/binos.mdl", bone = "r-thumb-low", rel = "", pos = Vector(3.907, -0.109, -1.125), angle = Angle(-2.829, 27.281, 105.791), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} } } [/lua][/QUOTE] its a swep view angle data set. It's just gonna make x weapon look a certain way. no clue what weapon it is though. Looks like a machete
Hi I have a quick problem with my custom thief job. Everything works except the icon in f4 menu shows errors for the 4 models you can become. Here is some of the code from the job that may be the problem. [LUA] model = { "pd2_chains_p.mdl"; "pd2_dallas_p.mdl"; "pd2_hoxton_p.mdl"; "pd2_wolf_p.mdl"; }; [/LUA]
[QUOTE=Caliboy50124;46179271]Hi I have a quick problem with my custom thief job. Everything works except the icon in f4 menu shows errors for the 4 models you can become. Here is some of the code from the job that may be the problem. [LUA] model = { "pd2_chains_p.mdl"; "pd2_dallas_p.mdl"; "pd2_hoxton_p.mdl"; "pd2_wolf_p.mdl"; }; [/LUA][/QUOTE] You need to put the full model paths, not just their name. Go into sandbox, find the models in the menu, right click and click copy or something, then you can paste it into the code.
managed to sort out my movement thing but this still happens: [QUOTE=Smt;46170782]In a custom gamemode the default scoreboard is sorting by score, but anyone with equal score (everyone who's just spawned/has zero kills) is being flicked between really fast, rather than it just deciding to put people with same score anywhere or by name or something there isn't actually any custom scoreboard code or anything that messes with the scoreboard so... anyone know why it's happening, or how to make it not do that?[/QUOTE] no idea why, only happens when my hud is running under HUDPaint (it doesn't do anything with scoreboard at all, doesn't touch it specifically), no code to paste really, it's just a generic hud with HP/armor bars via draw/surface stuff, just whenever that hud is running the scoreboard does the whole flickering, unable to sort thing
[QUOTE=zerothefallen;46179207]its a swep view angle data set. It's just gonna make x weapon look a certain way. no clue what weapon it is though. Looks like a machete[/QUOTE] It's binoculars. In other words, the orbital strike marker. The machete is a bone that he shrunk so he could put a pair of lenses in the CSS hand instead.
[QUOTE=Caliboy50124;46179271]Hi I have a quick problem with my custom thief job. Everything works except the icon in f4 menu shows errors for the 4 models you can become. Here is some of the code from the job that may be the problem. [LUA] model = { "pd2_chains_p.mdl"; "pd2_dallas_p.mdl"; "pd2_hoxton_p.mdl"; "pd2_wolf_p.mdl"; }; [/LUA][/QUOTE] Don't you need to use commas? or is this some type of thing that I am unware of and you can use semicolons
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