someone complained about a lack of containers
im going to bed now my brain hurts
There ARE containers though?
[QUOTE=Chessnut;42263524]There ARE containers though?[/QUOTE]
Probably that it isn't making map props into containers.
Map prop containers caused issues though, especially if there were items in them causing two containers to be there.
Why don't you just make an invisible container in front of a map prop?
[QUOTE=Chessnut;42264008]Map prop containers caused issues though, especially if there were items in them causing two containers to be there.[/QUOTE]
Have it create pre-placed containers once per map unless there is no saved containers for that map?
do you care if this is used for purposes other than serious roleplaying. (srpg)
i would assume so but just clarifying
It's just roleplay.
Anyone else get incorrect hold-type animations using the default models from MALE_MODELS?
[QUOTE=rebel1324;42116882]Already working on schema. Zombie Themed schema.
(PICS)[/QUOTE]
That looks really good, are you gonna release that for the public or will it be a private gamemode?
Would it be possible for someone to make a third person plugin? I'm not sure if this is the right place I would really appreciate it.
*As in forever thirdperson right after you spawn/create a character.
so for some reason in the base weapon file, even though the data is being modified in the Equip function the data.Equipped, printing it when the unequip function is ran, it remains unchanged. tested with multiple variables in the data table of the item and they all dont change, as if it isn't updating.
here is the only changes i've made to the script, which are in the sh_item library ( so the weapons wouldn't be removed from the inventory when it's equipped and what not )
[lua]
netstream.Hook("nut_ItemAction", function(client, data)
local class = data[1]
if (!client:HasItem(class)) then
return
end
local index = data[2]
local action = data[3]
local itemTable = nut.item.Get(class)
local item = client:GetItem(class, index)
local itemFunction = itemTable.functions[action]
if (item and itemFunction) then
local result = true
if (itemFunction.run) then
result = itemFunction.run(itemTable, client, item.data or {}, NULL, index)
local result2
if (itemTable.hooks and itemTable.hooks[action]) then
for k, v in pairs(itemTable.hooks[action]) do
result2 = v(itemTable, client, item.data or {}, NULL, index)
end
end
if (result2 != nil) then
result = result2
end
end
if (result != false) then
if ( string.lower(action) == "drop" ) then -- this statement is what i did here
client:UpdateInv(class, -1, item.data);
elseif( itemTable.removeOnAction == nil or itemTable.removeOnAction == true ) then -- yes i realize this is silly i was just doing this for a quickfix
client:UpdateInv(class, -1, item.data);
end;
end
end
end)
[/lua]
this a known bug or ?
For some reason, doing UpdateInv is causing item IDs to be weird. I assume it has something to do with the reliability of netstream.
Basically:
[img]http://i.imgur.com/L28sF9f.png[/img]
[editline]25th September 2013[/editline]
Okay, so for some reason von is incorrectly encoding tables because the first index has to be 1, so it shifts the items over.
[QUOTE=Chessnut;42309561][url]https://github.com/Chessnut/NSPlugins/tree/master[/url][/QUOTE]]
By some reason, I couldn't continue the NS works frequently for a while. So I released my plugins in there. It's going to be maintained and be fixed( if something is not working or emtpy dummy plugin ).
Now, only 90% of plugins are working correctly.
If you're good at lua, Just take the credit and continue my plugins.
is.. it safe to download the latest version?
[QUOTE=Chessnut;42310428]For some reason, doing UpdateInv is causing item IDs to be weird. I assume it has something to do with the reliability of netstream.
Basically:
[img]http://i.imgur.com/L28sF9f.png[/img]
[editline]25th September 2013[/editline]
Okay, so for some reason von is incorrectly encoding tables because the first index has to be 1, so it shifts the items over.[/QUOTE]
i figured it had something to do with item ids, assuming you know the problem now can we expect a fix soon enough?
[editline]26th September 2013[/editline]
[QUOTE=rebel1324;42311176]]
By some reason, I couldn't continue the NS works frequently for a while. So I released my plugins in there. It's going to be maintained and be fixed( if something is not working or emtpy dummy plugin ).
Now, only 90% of plugins are working correctly.
If you're good at lua, Just take the credit and continue my plugins.[/QUOTE]
speaking of plugins i'm going to be making a bunch of different plugins like gas mask, radiation, loot maps etc.( if any of these don't exist already anyway ) so i'll release those i don't see any need to keep them to myself.
[editline]26th September 2013[/editline]
oh right, also the savepos plugin, you should probably remove these 2 lines, because what if they join and leave( or crash ), or anything along the lines of that, they will lose their saved position.
[lua]
function PLUGIN:PlayerSpawn(client)
timer.Simple(0.1, function()
if (!IsValid(client)) then
return
end
local map = client.character:GetData("posmap")
local position = client.character:GetData("pos")
if (map and map == game.GetMap() and position) then
client:SetPos(position + Vector(0, 0, 8))
end
client.character:SetData("posmap", nil) -- this
client.character:SetData("pos", nil) -- and this, should be removed probably?
end)
end
[/lua]
But removing the position on spawn won't affect the positions being [i]set[/i] on disconnect?
[QUOTE=Chessnut;42319223]But removing the position on spawn won't affect the positions being [i]set[/i] on disconnect?[/QUOTE]
well yeah they should be set on disconnect too but what if something ( somehow, i'm sure source will find a way), went wrong and it didn't set on disconnect? which would result in position loss. also if the SetData function is networking it to the client to set it to nil it's an extra unneeded operation when its going to be set again anyways.
i just don't see a reason to keep it there, it's an extra operation that seems redundant because like you said it's going to be set again anyway. removing it would be a little micro-optimization i guess
also on a side note, i don't think the way you're doing this would save positions for multiple maps. maybe change it to a single data field, and have it a table where the keys are the map names, and the value is the position on that map? that way you could have their positions save on multiple maps( which isn't really entirely needed because most servers don't change the maps very often, but still it's a nice feature). but it'd be a nice addition at no cost really. just a suggestion.
here is how i would do it, anyway
[lua]
function PLUGIN:PlayerSpawn(client)
timer.Simple(0.1, function()
if (!IsValid(client)) then
return
end
local data = client.character:GetData("mappositions");
if ( not data ) then return; end;
for map,position in pairs( data ) do
if ( map == game.GetMap() ) then
client:SetPos(position + Vector(0, 0, 8));
end;
end;
end)
end
[/lua]
I'll fix up my plugins soon ;_;
k i fixed the inventory.
The character creation screen is a bit broken. I can only pick Citizen even though sh_metrocop.lua is also in the factions folder.
[QUOTE=Zelpa;42324855]The character creation screen is a bit broken. I can only pick Citizen even though sh_metrocop.lua is also in the factions folder.[/QUOTE]
Did you whitelist? >.>
[QUOTE=Zelpa;42324855]The character creation screen is a bit broken. I can only pick Citizen even though sh_metrocop.lua is also in the factions folder.[/QUOTE]
you realize you have to whitelist yourself right?
speaking of factions what do i do to get multiple factions to show up without having to whitelist, set them all to default or ?
[editline]27th September 2013[/editline]
also i'm experiencing some extremely weird inventory glitches, for example i put 2 pistols in my inventory, equipped one. waited a bit, rejoined the server. then i only had one pistol left, not equipped, so i equipped it then i put 1 of every other item in the sample schema, excluding containers. waited a bit, rejoined.
then i had only 2 pistols, one equipped? very confusing
[editline]27th September 2013[/editline]
okay yeah something is severely wrong here lol now after waiting like 10 minutes and rejoining after putting the two lock items in there with the 2 pistols, one of which is still equipped(same one as before).
and uh, well somehow i produced a brick out of all of that and i have nothing but the brick.
[QUOTE=LauScript;42325727]speaking of factions what do i do to get multiple factions to show up without having to whitelist, set them all to default or ?
[editline]27th September 2013[/editline]
also i'm experiencing some extremely weird inventory glitches, for example i put 2 pistols in my inventory, equipped one. waited a bit, rejoined the server. then i only had one pistol left, not equipped, so i equipped it then i put 1 of every other item in the sample schema, excluding containers. waited a bit, rejoined.
then i had only 2 pistols, one equipped? very confusing
[editline]27th September 2013[/editline]
okay yeah something is severely wrong here lol now after waiting like 10 minutes and rejoining after putting the two lock items in there with the 2 pistols, one of which is still equipped(same one as before).
and uh, well somehow i produced a brick out of all of that and i have nothing but the brick.[/QUOTE]
I believe you have to set them to default
[QUOTE=LauScript;42325727]speaking of factions what do i do to get multiple factions to show up without having to whitelist, set them all to default or ?
[editline]27th September 2013[/editline]
also i'm experiencing some extremely weird inventory glitches, for example i put 2 pistols in my inventory, equipped one. waited a bit, rejoined the server. then i only had one pistol left, not equipped, so i equipped it then i put 1 of every other item in the sample schema, excluding containers. waited a bit, rejoined.
then i had only 2 pistols, one equipped? very confusing
[editline]27th September 2013[/editline]
okay yeah something is severely wrong here lol now after waiting like 10 minutes and rejoining after putting the two lock items in there with the 2 pistols, one of which is still equipped(same one as before).
and uh, well somehow i produced a brick out of all of that and i have nothing but the brick.[/QUOTE]
You updated right?
[QUOTE=Chessnut;42328991]You updated right?[/QUOTE]
yeah
if i were to take a guess i think it has something to do with that periodic inventory saving i saw u added
But I just changed a number :l
did you test it already and make sure it wasnt just me somehow
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