• Problems That Don't Need Their Own Thread v5
    4,111 replies, posted
Is there a fixed version of furryfinder (or an alternative) laying around anywhere?
[QUOTE=Teddi Orange;52284002]Is there a fixed version of furryfinder (or an alternative) laying around anywhere?[/QUOTE] Jamie's recompile: [url]https://github.com/glua/gmsv_furryfinder[/url] BlackAwps' recompile: [url]https://bitbucket.org/breakpointservers/bkacjios-glua-modules/src/c2d54eb24ba98c90911c88e01a9a4f6da3660526/gmsv_furryfinder/?at=default[/url] Don't know if either of them actually modified functionality.
[QUOTE=code_gs;52283999][img]Pic[/img] Looks fine to me; the only thing is that you're putting "amount" in a table in your prize element declaration, which means you'll have to do pickPrize_amount_variable[1] inside the function.[/QUOTE] This is what my functions looks like. What is it exactly, that should be changed? Figured it out, thanks. I just removed the curly brackets.
There's nothing wrong with the code you've posted -- it depends on how you're using it. Just know that "amount" is going to be a table.
[QUOTE=code_gs;52284003]Jamie's recompile: [URL]https://github.com/glua/gmsv_furryfinder[/URL] BlackAwps' recompile: [URL]https://bitbucket.org/breakpointservers/bkacjios-glua-modules/src/c2d54eb24ba98c90911c88e01a9a4f6da3660526/gmsv_furryfinder/?at=default[/URL] Don't know if either of them actually modified functionality.[/QUOTE] Only problem is BlackAwps version broke a good few updates ago and I was using Jamie's since then (which broke with the most recent update). So was hoping for something a bit more recent.
[QUOTE=Teddi Orange;52284417]Only problem is BlackAwps version broke a good few updates ago and I was using Jamie's since then (which broke with the most recent update). So was hoping for something a bit more recent.[/QUOTE] It looks like the only problem with Jamie's is the outdated ILuaInterface header. Optimally, you could convert it to use ILuaBase, instead.
is it possible to make npc do more damage and have more health?
[QUOTE=Spamppa2;52284587]is it possible to make npc do more damage and have more health?[/QUOTE] You can scale the damage up if the attacker is an NPC in [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/EntityTakeDamage]GM:EntityTakeDamage[/url], and you can call [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/SetHealth]Entity:SetHealth[/url] on the NPC.
i got this error [lua] [ULib] gamemodes/metro_online/gamemode/testhud.lua:11: attempt to call global 'Scrh' (a nil value) 1. fn - gamemodes/metro_online/gamemode/testhud.lua:11 2. unknown - lua/ulib/shared/hook.lua:109 [/lua] code: [lua]function HUD() local client = LocalPlayer() if !client:Alive() then return end draw.RoundedBox(0, 0, ScrH() - 100, 250, 100, Color(50, 50, 50, 230)) draw.SimpleText("Health: "..client:Health().."%", "DermaDefaultBold", 10, ScrH() - 90, Color(255, 255, 255, 255), 0, 0) draw.SimpleText("Armor: "..client:Armor().."%", "DermaDefaultBold", 10, ScrH() - 55, Color(255, 255, 255, 255), 0, 0) draw.RoundedBox(0, 10, Scrh() - 75, math.Clamp(client:Health(), 0, 100) * 2.25, 15, Color(0, 255, 0, 255)) draw.RoundedBox(0, 10, Scrh() - 40, math.Clamp(client:Armor(), 0, 100) * 2.25, 15, Color(0, 0, 255, 255)) end hook.Add("HUDPaint", "TestHud", HUD) [/lua]
I mean it's pretty self explanatory. Scrh is undefined. [B]ScrH[/B], however...
How would I go about setting the angles of a prop through mouse input and not looking around (kinda like the physgun ability) Say rotate freely while holding E and do 45 degree snaps with shift + E
[QUOTE=xDoomx;52286379]How would I go about setting the angles of a prop through mouse input and not looking around (kinda like the physgun ability) Say rotate freely while holding E and do 45 degree snaps with shift + E[/QUOTE] The Camera SWEP does this while you're holding the right mouse button. [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/entities/weapons/gmod_camera.lua[/url]
I'm working on a shooting gamemode and the default run animation of gmod look so bad So after some research i've found this ACT_HL2MP_RUN_FAST It's long time since the last time i touched lua, any hint for me to play that animation when player holding shift?
[QUOTE=YoutoYokodera;52287646]I'm working on a shooting gamemode and the default run animation of gmod look so bad So after some research i've found this ACT_HL2MP_RUN_FAST It's long time since the last time i touched lua, any hint for me to play that animation when player holding shift?[/QUOTE] These may help. [URL]http://wiki.garrysmod.com/page/input/IsKeyDown[/URL] [URL]http://wiki.garrysmod.com/page/Entity/SelectWeightedSequence[/URL] Or maybe something similar to this? [lua] while ply:GetRunSpeed() > 200 do ply:SelectWeightedSequence( ACT_HL2MP_RUN_FAST ) end [/lua] source: Searching [URL="http://wiki.garrysmod.com/page/Main_Page"]http://wiki.garrysmod.com/[/URL]
[QUOTE=NeatNit;52286906]The Camera SWEP does this while you're holding the right mouse button. [url]https://github.com/garrynewman/garrysmod/blob/master/garrysmod/gamemodes/sandbox/entities/weapons/gmod_camera.lua[/url][/QUOTE] Can this be applied to rotating entities though? All this does is rotate your view angle i believe
[QUOTE=xDoomx;52288097]Can this be applied to rotating entities though? All this does is rotate your view angle i believe[/QUOTE] I'm showing you how to get the input and stop it from causing the player to move. What you do with it is another thing. There's a bunch of different ways to rotate objects, and I have no idea how the physgun does it (it's not in Lua).
So, let me get this straight is there any way for me to set a combine camera's eye state to be happy? Or would I have to replicate that? [URL="https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/hl2/npc_combinecamera.cpp#L662"]Source[/URL] At the moment it is hard-coded in that anything other than a player should be flashed green at.
[QUOTE=8bitMafia;52288126]So, let me get this straight is there any way for me to set a combine camera's eye state to be happy? Or would I have to replicate that? [URL="https://github.com/ValveSoftware/source-sdk-2013/blob/master/sp/src/game/server/hl2/npc_combinecamera.cpp#L662"]Source[/URL] At the moment it is hard-coded in that anything other than a player should be flashed green at.[/QUOTE] From skimming over the code, it sounds like CAMERA_EYE_HAPPY is very similar to CAMERA_EYE_IDLE, and CAMERA_EYE_IDLE can be set with the input SetIdle, so [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/Entity/Input]Entity:Input[/url]. Also slightly documented here: [url]https://developer.valvesoftware.com/wiki/Npc_combine_camera[/url] Edit: short answer: no. It's not bound to Lua.
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So currently on my server if there is a map change and I don't have the map, I am disconnected because of a missing map, but if I rejoin, it will FastDL the map, is this a bug or am I doing something wrong?
[QUOTE=PigeonTroll;52289754]So currently on my server if there is a map change and I don't have the map, I am disconnected because of a missing map, but if I rejoin, it will FastDL the map, is this a bug or am I doing something wrong?[/QUOTE] That shouldn't be happening
[QUOTE=PigeonTroll;52289754]So currently on my server if there is a map change and I don't have the map, I am disconnected because of a missing map, but if I rejoin, it will FastDL the map, is this a bug or am I doing something wrong?[/QUOTE] Make sure your FastDL is setup correctly and that the server isn't sending the files directly to the client? From my experience this fixes problems likes this one. :)
[QUOTE=Richtofen;52288089]These may help. [URL]http://wiki.garrysmod.com/page/input/IsKeyDown[/URL] [URL]http://wiki.garrysmod.com/page/Entity/SelectWeightedSequence[/URL] Or maybe something similar to this? [lua] while ply:GetRunSpeed() > 200 do ply:SelectWeightedSequence( ACT_HL2MP_RUN_FAST ) end [/lua] source: Searching [URL="http://wiki.garrysmod.com/page/Main_Page"]http://wiki.garrysmod.com/[/URL][/QUOTE] Where should i hook this
[code] table [/code] S̶o̶ ̶i̶ ̶h̶a̶v̶e̶ ̶t̶h̶i̶s̶ ̶t̶a̶b̶l̶e̶ ̶s̶t̶r̶u̶c̶t̶u̶r̶e̶,̶ ̶a̶n̶d̶ ̶i̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶g̶r̶a̶b̶ ̶o̶n̶l̶y̶ ̶t̶h̶e̶ ̶s̶t̶r̶i̶n̶g̶s̶ ̶f̶r̶o̶m̶ ̶i̶t̶.̶ ̶H̶o̶w̶ ̶w̶o̶u̶l̶d̶ ̶i̶ ̶g̶o̶ ̶a̶b̶o̶u̶t̶ ̶d̶o̶i̶n̶g̶ ̶t̶h̶a̶t̶?̶ ̶T̶h̶a̶n̶k̶s̶ ̶i̶n̶ ̶a̶d̶v̶a̶n̶c̶e̶.̶ Edit: Figured it out. I used table.GetKeys.
[QUOTE=YoutoYokodera;52290833]Where should i hook this[/QUOTE] Maybe UpdateAnimation?
How would i apply a table to a player as in like a nw var or even networking a string onto the player with the name of the table and it searches for the table?
[QUOTE=txbondboy;52291857]How would i apply a table to a player as in like a nw var or even networking a string onto the player with the name of the table and it searches for the table?[/QUOTE] Could you be more specific on what you're trying to accomplish? You can most likely do it with just the net library.
[QUOTE=code_gs;52292248]Could you be more specific on what you're trying to accomplish? You can most likely do it with just the net library.[/QUOTE] So basically i want a class system set up and player_manager was not working. I want to save the table to the player so that i can reference the class specific to a player in any file and pull the table vars out of it. [CODE]zombies_normal = { DisplayName = "Normal Zombie", MaxHealth = 250, StartHealth = 250, WalkSpeed = 500, RunSpeed = 600, TeammateNoCollide = true, Weapons = {"weapon_weapons_zombie"}, Model = "models/player/zombie_classic.mdl" }[/CODE] this is one of my classes.
[QUOTE=txbondboy;52292295]So basically i want a class system set up and player_manager was not working. I want to save the table to the player so that i can reference the class specific to a player in any file and pull the table vars out of it. [CODE]zombies_normal = { DisplayName = "Normal Zombie", MaxHealth = 250, StartHealth = 250, WalkSpeed = 500, RunSpeed = 600, TeammateNoCollide = true, Weapons = {"weapon_weapons_zombie"}, Model = "models/player/zombie_classic.mdl" }[/CODE] this is one of my classes.[/QUOTE] Why not figure out why the player_manager class isn't working before you re-invent the wheel not knowing how the wheel works? The player_manager class works just fine.
[QUOTE=Revenge282;52292306]Why not figure out why the player_manager class isn't working before you re-invent the wheel not knowing how the wheel works? The player_manager class works just fine.[/QUOTE] i was having trouble trying to get the table of the player with the class. i didn't know how to reference it and nobody helped me with it.
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