• Problems That Don't Need Their Own Thread v5
    4,111 replies, posted
[QUOTE=NeatNit;52119732][lua]if x and y then -- do stuff end y = not x[/lua][/QUOTE] [URL="https://github.com/Mysterypancake1/GMod-Binding/commit/1edf45cb9edfb62ba745902c36b8985b1ce4c2f7"]That made it a hell of a lot shorter[/URL], thanks so much!
[QUOTE=MPan1;52122540][URL="https://github.com/Mysterypancake1/GMod-Binding/commit/1edf45cb9edfb62ba745902c36b8985b1ce4c2f7"]That made it a hell of a lot shorter[/URL], thanks so much![/QUOTE] Cache the result of input.IsButtonDown so you don't have to call it twice.
[QUOTE=MPan1;52122540][URL="https://github.com/Mysterypancake1/GMod-Binding/commit/1edf45cb9edfb62ba745902c36b8985b1ce4c2f7"]That made it a hell of a lot shorter[/URL], thanks so much![/QUOTE] [del]Hey, listen. You're going to completely hate me and yourself for this. I'm really, truly sorry for what I'm about to say. You're reinventing the [url=http://wiki.garrysmod.com/page/Category:numpad]numpad library[/url].[/del] Oh, numpad is serverside and your library is clientside. Okay then!
[QUOTE=code_gs;52123252]Cache the result of input.IsButtonDown so you don't have to call it twice.[/QUOTE] I doubt it'll make that much of a difference but THE FASTER THE BETTER [editline]19th April 2017[/editline] [QUOTE=NeatNit;52123457]You're reinventing the [url=http://wiki.garrysmod.com/page/Category:numpad]numpad library[/url][/QUOTE] the only thing I'm reinventing is the meaning of bad hacky code - hopefully nobody will need to use it unless they're really lazy like me
Perhaps I made a mistake of already having made a new thread for this, but here goes: Hello, I am looking for a way to return the available bodygroups of a certain model, specified either by a model string (like [url]http://wiki.garrysmod.com/page/Global/NumModelSkins[/url] does for skins) or directly from an already created [url]http://wiki.garrysmod.com/page/Category:SpawnIcon[/url]. I know that the SpawnIcon contains a [url]http://wiki.garrysmod.com/page/Category:ModelImage[/url] panel, but I do not see a way to access the entity contained within it. Is this impossible to do? If so, what would you recommend to do instead? I was thinking of creating an invisible [url]http://wiki.garrysmod.com/page/Category:DModelPanel[/url] using the model string and get the bodygroups from that via [url]http://wiki.garrysmod.com/page/Entity/GetBodyGroups[/url].
What would be a reason for a server to crash with the error "Model models/props_lab/huladoll.mdl not found and models/error.mdl couldn't be loaded" When both of the models load fine on the server and seem to end up not being so fine around 8 - 10 hours later?
[QUOTE=DevKin;52124615]Perhaps I made a mistake of already having made a new thread for this, but here goes: Hello, I am looking for a way to return the available bodygroups of a certain model, specified either by a model string (like [url]http://wiki.garrysmod.com/page/Global/NumModelSkins[/url] does for skins) or directly from an already created [url]http://wiki.garrysmod.com/page/Category:SpawnIcon[/url]. I know that the SpawnIcon contains a [url]http://wiki.garrysmod.com/page/Category:ModelImage[/url] panel, but I do not see a way to access the entity contained within it. Is this impossible to do? If so, what would you recommend to do instead? I was thinking of creating an invisible [url]http://wiki.garrysmod.com/page/Category:DModelPanel[/url] using the model string and get the bodygroups from that via [url]http://wiki.garrysmod.com/page/Entity/GetBodyGroups[/url].[/QUOTE] Have you checked [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/util/GetModelInfo]util.GetModelInfo[/url]? The output isn't actually documented on the wiki (I'll try to do this tonight, at work now) but it might give you the data you need. Edit: If that fails and you end up using your second approach, you should just use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Global/ClientsideModel]ClientsideModel[/url]. That's what DModelPanel uses internally.
[QUOTE=NeatNit;52124680]-snip-[/QUOTE] Thank you very much for the help, it's exactly what I was looking for!
LOL selling lua is killing gmod amirite [highlight](User was banned for this post ("Why reply" - Reagy))[/highlight]
I'm trying to make some Pointshop 1 code to replace a SWEP with another SWEP, but only if a specific SWEP is equipped or picked up, I've tried this: [CODE]function ITEM:OnEquip(ply) if ply:HasWeapon( "weapon_name" ) then ply:StripWeapon('weapon_name') ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end end[/CODE] This only works if the weapon is currently in use (not just in your inventory) when you buy the SWEP in Pointshop. I also tried this: [CODE]function ITEM:PlayerCanPickupWeapon(psply, mods, ply, wep) if (psply == ply and wep:GetClass() == "weapon_name") then ply:Give(self.WeaponClass) wep:Remove() return false end end[/CODE] This works perfectly, but everytime the replaced SWEP is dropped from inventory, infinite replacements of "weapon_name" are created in inventory and this issue never goes away even if the SWEP is holstered in Pointshop. I'm not sure how to fix this, I've tried a combination of both, but then the purchase does nothing.
:snip:
I am trying to generate multiple entities within close proximity of each other, without overlapping. Such as a grouping of trees or rocks. I can't figure out how to achieve this... It sounds simple in my mind but I can't figure it out. What kind of math would I use, or is there some kind of algorithm that might help?
Is it possible to utilize an entity already on a map if it has a target name? I want to know so I can attach a menu to it on touch.
How best can I change the speed at which a player accelerates when walking/sprinting? This needs to be able to have a unique value for every player, so sv_accelerate isn't an option.
So I'm a bit of a novice at lua scripting but I'm trying my best to teach myself. I've got a bit of an issue that I've tried to crack but I cant figure it out. Basically, I have a scoreboard addon that has a few buttons on it that can make functions happen, I have another separate addon that brings up a taunt menu if someone presses the C key but I cant seem to get it to be called by pressing the button on the scoreboard. Its not really essential but its just really bugging me that I cant make it work more than anything. Scoreboard button code: (I set it to false to disable it until I fix it) [CODE] { control = "C", description = "Taunt Menu", color = Color(64, 105, 126, 190), colorHover = Color(64, 105, 126, 240), enabled = false, func = function() end },[/CODE]
[QUOTE=orcywoo6;52132051]So I'm a bit of a novice at lua scripting but I'm trying my best to teach myself. I've got a bit of an issue that I've tried to crack but I cant figure it out. Basically, I have a scoreboard addon that has a few buttons on it that can make functions happen, I have another separate addon that brings up a taunt menu if someone presses the C key but I cant seem to get it to be called by pressing the button on the scoreboard. Its not really essential but its just really bugging me that I cant make it work more than anything. Scoreboard button code: (I set it to false to disable it until I fix it) [CODE] { control = "C", description = "Taunt Menu", color = Color(64, 105, 126, 190), colorHover = Color(64, 105, 126, 240), enabled = false, func = function() end },[/CODE][/QUOTE] You could use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/gui/InternalKeyCodeTyped]gui.InternalKeyCodeTyped[/url] If the taunt menu is opened while holding down C then closed while letting go of C, I guess you could add in a concommand clientside or any other function to open the menu in the taunt addon and just call that with LocalPlayer():ConCommand("commandyoumadeit")
I figured this out, painfully simple. [CODE] function ITEM:OnEquip(ply, modifications) timer.Create("weaponcheck_"..ply:SteamID(), 1, 0, function() if ply:HasWeapon( "weapon_name" ) then ply:StripWeapon('weapon_name') ply:Give(self.WeaponClass) ply:SelectWeapon(self.WeaponClass) end end) end function ITEM:OnHolster(ply) timer.Destroy("weaponcheck_"..ply:SteamID()) end [/CODE]
Could anyone here suggest the best way to draw 2d textures between 2 vectors in PostDrawOpaqueRenderables? (cant wrap my head around attempting this) I'm looking for something that uses a similar method to render.DrawBeam. (Without the specific rounded object)
So...Do you want to draw a poly?
How do i center text around a certain point? As you can see here, some of the text on my scoreboard is not centered to the label above it. If i change the length of the text underneath the label, it's no longer centered: [IMG]https://puu.sh/vsl0j/5e3ec56bc0.png[/IMG] Here i changed the name of the "Gang", now the text is no longer centered: [IMG]https://puu.sh/vslcC/f4ce8e0f8c.png[/IMG] How do i go about fixing that?
Post code for the label creation
[QUOTE=MPan1;52135419]Post code for the label creation[/QUOTE] It's using draw.SimpleText [code]draw.SimpleText("Gang", "scoreboard.info", w - 350, 115, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) [/code]
[QUOTE=SkitZz;52135428]It's using draw.SimpleText [code]draw.SimpleText("Gang", "scoreboard.info", w - 350, 115, color_white, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) [/code][/QUOTE] Try: [code]draw.SimpleText("Gang", "scoreboard.info", w - 350, 115, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) [/code]
[QUOTE=Promptitude;52135449]Try: [code]draw.SimpleText("Gang", "scoreboard.info", w - 350, 115, color_white, TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER) [/code][/QUOTE] Did not change anything, sadly.
Any way to remove the boosting from vehicles without editing the scripts?
[QUOTE=bilbasio;52137497]Any way to remove the boosting from vehicles without editing the scripts?[/QUOTE] In setupmove check if they're pressing shift, if they are then remove it from their keys pressed.
why does my function to detect even numbers lag? :frown: [url]https://pastebin.com/6VM92i4H[/url]
[QUOTE=kaliii;52138406]why does my function to detect even numbers lag? :frown: [url]https://pastebin.com/6VM92i4H[/url][/QUOTE] you sir, have just made my day [url]https://www.lua.org/manual/5.1/manual.html#2.5.1[/url]
[QUOTE=Promptitude;52138310]In setupmove check if they're pressing shift, if they are then remove it from their keys pressed.[/QUOTE] Thank you.
Hey. I want to create combat scripts and movement scripts without using a weapon, but rather by using hooks. Is this possible? Example: Hooking KEY_Q to be shot forward at 5000 ups. I've done something like this before, for [del]opening a menu[/del] picking up objects and placing them in an inventory. I used input.IsKeyDown and net.Send / net.Receive I guess my real question is, I need to know how well this would Synchronize online.
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