• NutScript - Nutty name, serious framework
    2,778 replies, posted
[QUOTE=GTbrawlers;42024649]It won't be long before it rivals CW. Just a few more incremental features and some more user friendly niceness and walla.[/QUOTE] Except the fact that CW has been the standard for most communities for about 8 years?
[QUOTE=Johnny Guitar;42024754]Except the fact that CW has been the standard for most communities for about 8 years?[/QUOTE] I'm confused - is that supposed to be a joke?
[QUOTE=Gordy H.;42024874]I'm confused - is that supposed to be a joke?[/QUOTE] What have piles have communities been using when all else has failed?
[QUOTE=Johnny Guitar;42024932]What have piles have communities been using when all else has failed?[/QUOTE] I'm not saying it's not the standard now, but eight years is just silly. It didn't even become popular until Nexus was released publicly in mid-2010 and didn't really become what I'd call the standard until the release of Garrysmod 13 when it was the only non-private RP gamemode. Before that most communities used either a Tacoscript or Cakescript derivative.
[QUOTE=Gordy H.;42025062]I'm not saying it's not the standard now, but eight years is just silly. It didn't even become popular until Nexus was released publicly in mid-2010 and didn't really become what I'd call the standard until the release of Garrysmod 13 when it was the only non-private RP gamemode. Before that most communities used either a Tacoscript or Cakescript derivative.[/QUOTE] Yeah but there have always been communities using it back when kuro sold it for 500~ dollars
Well, I used to make stuffs for Clockwork. But, I don't think Clockwork will be a standard like Qwerty keyboard. Because managing stuffs with clockwork needs xtra bloody sweats. I was tired and I just saw NutScript. Bam!
[QUOTE=rebel1324;42027096]Well, I used to make stuffs for Clockwork. But, I don't think Clockwork can't be a standard like Qwerty keyboard. Because managing stuffs with clockwork needs xtra bloody sweats. I was tired and I just saw NutScript. Bam![/QUOTE] Yeah me too, I'm having a blast with nutscript but there are a few things that are odd, for some reason I can't seem to figure out how to get the currency to work.
[QUOTE=Johnny Guitar;42027133]Yeah me too, I'm having a blast with nutscript but there are a few things that are odd, for some reason I can't seem to figure out how to get the currency to work.[/QUOTE] It seems currency is not done yet. Because currency is just a number. Me or chessy will let you know how it works.
What do you mean? You just need one line in your schema to set the name of the currency.
nut.currency.SetUp("Token", "Tokens") I have that line in the schema but I haven't actually seen where the currency is or how it works, I mean having a stackable currency or something in your inventory is cool but it'd be neat if I could figure this out
[QUOTE=Johnny Guitar;42027158]nut.currency.SetUp("Token", "Tokens") I have that line in the schema but I haven't actually seen where the currency is or how it works, I mean having a stackable currency or something in your inventory is cool but it'd be neat if I could figure this out[/QUOTE] Oh you gave me good idea. Thanks mate.
Can't wait for the currency plugin, please post here when it's done, if I inferred what you just said correctly.
Well I am considering either make it dhow up somewhere in the F1 menu or have it up to schemas so schemas can have customized HUDs. Also rebel, is your idea multiple currencies? :p
[QUOTE=Chessnut;42027273]Well I am considering either make it dhow up somewhere in the F1 menu or have it up to schemas so schemas can have customized HUDs. Also rebel, is your idea multiple currencies? :p[/QUOTE] An option for containers. Like, someone who wants to make schema like Fallout 3. if itemizedcurrency is true and bla bla bla. Just addind an icon in container menu instead of numbers and text entry.
[QUOTE=rebel1324;42027167]Oh you gave me good idea. Thanks mate.[/QUOTE] hehe
I'm just waiting for that data.inv to start working out. Once that happens, boom goes my development and I can add like 30% to the completion. Also, I've been having trouble with ammo. I set it all correctly, but when I spawn the item it just only lets me drop and take it and it shows up in the Miscellaneous tab in the buisness menu. Here's an example of one of the codes. [CODE]ITEM.name = ".357 Rounds" ITEM.uniqueID = "ammo_357" ITEM.type = "357" ITEM.amount = 18 ITEM.model = Model("models/Items/357ammo.mdl")[/CODE] In (myschema)/gamemode/schema/items/sh_357ammo.lua
[QUOTE=pilot;42029746]I'm just waiting for that data.inv to start working out. Once that happens, boom goes my development and I can add like 30% to the completion. Also, I've been having trouble with ammo. I set it all correctly, but when I spawn the item it just only lets me drop and take it and it shows up in the Miscellaneous tab in the buisness menu. Here's an example of one of the codes. [CODE]ITEM.name = ".357 Rounds" ITEM.uniqueID = "ammo_357" ITEM.type = "357" ITEM.amount = 18 ITEM.model = Model("models/Items/357ammo.mdl")[/CODE] In (myschema)/gamemode/schema/items/sh_357ammo.lua[/QUOTE] What data.inv?
[QUOTE=rebel1324;42029950]What data.inv?[/QUOTE] To get something like this to work: [CODE]function SCHEMA:GetDefaultInv(inventory, client, data) -- Can only use uniqueID as a replacement for cid if (data.inv.buffer.cid) then -- whatever end end[/CODE]
I like the idea of having a physical currency as then you won't need to do /chardropmoney too. Only problem is that if you lose your inventory on death... It will also give me the feel of fallout 2 :)
[QUOTE=GTbrawlers;42030090]I like the idea of having a physical currency as then you won't need to do /chardropmoney too. Only problem is that if you lose your inventory on death... It will also give me the feel of fallout 2 :)[/QUOTE] And most servers will probably have gay perma-death, so what would it matter?
[QUOTE=pilot;42029746]I'm just waiting for that data.inv to start working out. Once that happens, boom goes my development and I can add like 30% to the completion. Also, I've been having trouble with ammo. I set it all correctly, but when I spawn the item it just only lets me drop and take it and it shows up in the Miscellaneous tab in the buisness menu. Here's an example of one of the codes. [CODE]ITEM.name = ".357 Rounds" ITEM.uniqueID = "ammo_357" ITEM.type = "357" ITEM.amount = 18 ITEM.model = Model("models/Items/357ammo.mdl")[/CODE] In (myschema)/gamemode/schema/items/sh_357ammo.lua[/QUOTE] Since you are trying to derive from the ammo base, make a new folder called ammo in your items folder and put the item in there instead.
[QUOTE=pilot;42029979]To get something like this to work: [CODE]function SCHEMA:GetDefaultInv(inventory, client, data) -- Can only use uniqueID as a replacement for cid if (data.inv.buffer.cid) then -- whatever end end[/CODE][/QUOTE] [CODE] function SCHEMA:GetDefaultInv(inventory, client, data) if civgroup[ data.faction ] then inventory:Add("cid", 1, { Digits = math.random(11111, 99999), Owner = data.charname }) else inventory:Add("codog", 1, { Owner = data.charname }) inventory:Add( "comkey", 1 ) inventory:Add( "weapon_pistol", 1 ) end end [/CODE] ??? [editline]1st September 2013[/editline] Just added new Storage Feature. Able to lock the container with password/key. [thumb]http://cloud-2.steampowered.com/ugc/921272559346466626/C85CF06042CBF927FA95E7CE9BA0F644210C4DE4/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/921272559346465060/DE1429A62D6BAE71D901A09B2E1650CBE6505F8B/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/921272559346463183/203C3B0A4CF0EC57A744E5BAF3E716894451B0BD/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/921272559346458819/1AA8FAAFE975746CA56F3A7F6A90567D498F4920/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/921272559346455364/FAB6DE722A1407CF8EBE00BACD61009B1A640FCD/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/921272559346447688/AA4BDE7B036850800DD17009ACC46F8331819A42/[/thumb] [thumb]http://cloud-3.steampowered.com/ugc/921272559346444042/6AC89A619733EDCCBEB9C85EB0843957C9779E8A/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/921272559346451474/759F174175F5A1082F953A817AFB45F85219FCA7/[/thumb]
I meant like, a search for an inventory item. Like if the player has this item in their inventory, then do this.
[QUOTE=pilot;42031675]I meant like, a search for an inventory item. Like if the player has this item in their inventory, then do this.[/QUOTE] player:HasItem() or self:GetItemsByClass(class)?? Add me on steam.
[QUOTE=pilot;42031675]I meant like, a search for an inventory item. Like if the player has this item in their inventory, then do this.[/QUOTE] [code]ITEM.functions.Attach = { menuOnly = true, tip = "Attaches the item to a weapon.", icon = "icon16/world.png", run = function(itemTable, client, data) if ( SERVER ) then if ( client:HasItem("aac") ) then client:EmitSound( "npc/combine_soldier/gear6.wav" ) client:UpdateInv( "aac_acog", 1, {} ) client:UpdateInv( "aac", -1, {} ) client:UpdateInv( "aac_acogattach", -1, {} ) nut.util.Notify( "You attached your ACOG sight.", client ) else nut.util.Notify("This attachment doesn't fit on any of your existing weapons or you have no weapons to attach it to!", client) client:UpdateInv( itemTable.uniqueID, 1, {} ) end end end }[/code] I use that, works quite well.
I tried it, didn't work out. To be exact I did: [CODE]ITEM.functions.Use = { run = function(itemTable, client, data) if (SERVER) then if ( client:HasItem("loa") ) then something() end end end }[/CODE]
You don't need to pass an array to UpdateInv unless you're adding (so a number above 0)
[QUOTE=Chessnut;42032419]You don't need to pass an array to UpdateInv unless you're adding (so a number above 0)[/QUOTE] Whoops. \/:v:\/
Time to make some clothing based on bodygroups, cause I can
Do I get credits for coming up with the name? :v:
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