Trying to get a prop to change my modal when used but not sure what i am doing wrong here.
[lua]
ITEM.Name = "test";
ITEM.Class = "test";
ITEM.Description = "test";
ITEM.Model = "models/props_lab/jar01a.mdl";
ITEM.Purchaseable = true;
ITEM.Price = 1;
ITEM.ItemGroup = 1;
function ITEM:Drop(ply)
end
function ITEM:Pickup(ply)
self:Remove();
end
function ITEM:UseItem(ply)
ply:SetModel( model/gman_high.mdl );
self:Remove();
end
[/lua]
Never mind, Fixed it.
Also will you be adding the Cid to this one?
Maybe an auto generated 5 Digit number per character that cannot be changed by the player?
[QUOTE=JackBond][lua]
ply:SetModel( model/gman_high.mdl );
[/lua]
Never mind, Fixed it.[/QUOTE]
[lua]ply:SetModel( "models/gman_high.mdl" );[/lua]
Just incase anyone else would have this issue.
I'm currently working on a server, so I am really looking forward to the final release.
But first, I need a new computer.
I've got 752$ out of the 938$ I need.
Okay, I'm wondering the directory on the server I would add new models to and then add the model directory in the schema would it still be models/policetrench.mdl or orangebox/garrysmod/garrysmod/models/policetrench.mdl?
Could someone enlighten me please?
*edit* this is when the model is in the standard garrysmod/models directory on the server.
it's just models/policetrench.mdl , there is no need to write the whole directory unless you put it in a sub-folder in models such as models/stupidroleplay/policetrench.mdl
[QUOTE=Nori]
I could possibly throw in an SQLite mode.[/QUOTE]
fffffffff
No please.
SQL Is a bugger to deal with.
I'm sorry to ask yet another question but how would I go about enabling people to have a swep as default that is not usually included in the gamemode, would I have to add it to entities or something to be able to issue it to flags as a weapon.
The things I'm trying to add are a tranquilizer, door opener/closer, Combine weapon scanner & door locker/unlocker.
[QUOTE=RDouglas]I'm sorry to ask yet another question but how would I go about enabling people to have a swep as default that is not usually included in the gamemode, would I have to add it to entities or something to be able to issue it to flags as a weapon.
The things I'm trying to add are a tranquilizer, door opener/closer, Combine weapon scanner & door locker/unlocker.[/QUOTE]
I also was looking for a traqulizer so I could have a tranq crossbow.
Does anyone know of a good knockout script we could use?
I've found a decent script on the tranquilizer, shouldn't be too hard to change the model to the crossbow, the current script is the pistol. Heres the link by the way: [url]http://garrysmod.org/downloads/?a=view&id=17839[/url]
I'm having issues with the new models i've added, they seem to be lacking proper animations how can i go about having them use proper animations?
Thanks man! Nice find.
[QUOTE=RDouglas]I've found a decent script on the tranquilizer, shouldn't be too hard to change the model to the crossbow, the current script is the pistol. Heres the link by the way: [url]http://garrysmod.org/downloads/?a=view&id=17839[/url]
I'm having issues with the new models I've added, they seem to be lacking proper animations how can i go about having them use proper animations?[/QUOTE]
That isn't really a knockout script , it's more of a ragdoll gun. Instead of knocking someone out , it just makes him into a ragdoll until the person decides to unragdoll
[QUOTE=RDouglas]I've found a decent script on the tranquilizer, shouldn't be too hard to change the model to the crossbow, the current script is the pistol. Heres the link by the way: [url]http://garrysmod.org/downloads/?a=view&id=17839[/url]
I'm having issues with the new models i've added, they seem to be lacking proper animations how can i go about having them use proper animations?[/QUOTE]
Add them to the Animtations.lua... assuming it's called that, if not it's there somewhere probably just uses a different name, maybe like player_anims.lua
[QUOTE=Averice]Add them to the Animtations.lua... assuming it's called that, if not it's there somewhere probably just uses a different name, maybe like player_anims.lua[/QUOTE]
I did that and it seemed to mess up the rest of the anims so I think I'm going to give it one more try or write new animation stuff for them and not use the metrocop anims.
Hey, been editing G2 for a while now, really looking forward to G3. You better be working your butt off!
[QUOTE=Averice]Ok so i get this error
[code]vgui/dmodelpanel.lua:69: bad argument #1 to 'ClientsideModel' (string expected, got table)[/code]
When i click Select Model
and this is what i found in Derma/Lua/Vgui/dmodelpanel.lua
[code]
self.Entity = ClientsideModel( strModelName, RENDER_GROUP_OPAQUE_ENTITY )
if ( !IsValid(self.Entity) ) then return end
[/code]
That's line 69 and 70, Assuming the demodelpanel.Lua:69 means line 69 of that document.
Anyway to fix this?
EDIT: I know it's not part of the GameMode, but i was just wondering if anyone knew how to fix it?[/QUOTE]
Can anyone.... anyone at all help me with this?
Anyone know why weapons appear invisible to me in CakeScript G2? It is a fresh un-edited install and run, yet when I go black market dealer, and spawn a weapon and 'use' it, I can see it in my hud_switch menu, but when I click to use it, I don't see the model.
[QUOTE=ShammyKon]Anyone know why weapons appear invisible to me in CakeScript G2? It is a fresh un-edited install and run, yet when I go black market dealer, and spawn a weapon and 'use' it, I can see it in my hud_switch menu, but when I click to use it, I don't see the model.[/QUOTE]
You need to bind something to rp_toggleholster.
Can anyone inform me on if there are was to implement into CakeScript max ammounts of certain classes? I don't want 200 cooks and 1 cop.
Basically I want it to be like DarkRP with the 'anyone can be anything' but with limits on every class.
[QUOTE=ShammyKon]Can anyone inform me on if there are was to implement into CakeScript max ammounts of certain classes? I don't want 200 cooks and 1 cop.
Basically I want it to be like DarkRP with the 'anyone can be anything' but with limits on every class.[/QUOTE]
Sorry to disappoint , but this is not DarkRP and here you can't set a "maximum" of a class . IF you don't want 100 cooks running around what i suggest is make the class private and make people go to a in game school to receive a formation then give them the job etc. That's just an idea , but no , you cannot set a maximum like in DarkRP
What do you mean a 'school.' Who has rights to set flags for people, only the admin?
[QUOTE=ShammyKon]What do you mean a 'school.' Who has rights to set flags for people, only the admin?[/QUOTE]
You could make the admins teachers... firstly that would limit the number of idiots that like to dm getting a job such as cop (like in darkrp). I do something similar on my server and it keeps the peace. So do as you please , it was just a suggestion.
There was only one server on garrysmod that had cake script and i finally got on it because i didn't have the map so i downloaded it then i finally got in. After 30 seconds i got banned for no reason.
[code]vgui/dmodelpanel.lua:69: bad argument #1 to 'ClientsideModel' (string expected, got table)[/code]
Has anyone fixed this problem? I see a couple of people have had it.. it's client side so i know it's not the gamemodes fault, but how can i fix it?
[QUOTE=Averice][code]vgui/dmodelpanel.lua:69: bad argument #1 to 'ClientsideModel' (string expected, got table)[/code]
Has anyone fixed this problem? I see a couple of people have had it.. it's client side so i know it's not the gamemodes fault, but how can i fix it?[/QUOTE]
Well, I am no expert, but I found this to happen whenever I did something wrong in coding my own item/weapon into the game. Make sure what ever code you added/craeted works without the gamemode flawlessly before applying it.
Hope that helps.
Where i can download/find source 2007 shared models.gcf?
Edit: Nevermind, i found it.
Edit: Where should i extract source 2007 shared models.gcf?
[QUOTE=Resubi]Where i can download/find source 2007 shared models.gcf?
Edit: Nevermind, i found it.
Edit: Where should i extract source 2007 shared models.gcf?[/QUOTE]
probably to the folder where its from? no...?
i have it in my Steamapps folder. i made a server with the Hldsupdatetool, but the models are wierd. where should i put the File(Source 2007 sharedmodels.gcf) in my server folder?
Edit: The models are only wierd with Cakescript
[QUOTE=ShammyKon]Well, I am no expert, but I found this to happen whenever I did something wrong in coding my own item/weapon into the game. Make sure what ever code you added/craeted works without the gamemode flawlessly before applying it.
Hope that helps.[/QUOTE]
haven't added anything at all to the gamemode at all, i downloaded it and put it straight on my server and i got the error when clicking the "Select Model" button.
[QUOTE=Averice]haven't added anything at all to the gamemode at all, i downloaded it and put it straight on my server and i got the error when clicking the "Select Model" button.[/QUOTE]
Yes , that's a common error... the easiest way to fix it is trying to rejoin the server , sometimes the clientside models just don't load with the server. And other than that just switch to cakescript RC5 until G3 is released.
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