• NutScript - Nutty name, serious framework
    2,778 replies, posted
[QUOTE=alexanderk;43950250]but theres an official wiki here [url]http://chessnut.info/wiki/Main_Page[/url][/QUOTE] This is just for... nah.. "Dev-Stuff" and mine is for User 'n' Admin stuff
There's a Help tab that shows all the commands.
[QUOTE=ZeMysticalTac;43957591]Have you tried giving yourself the flag..?[/QUOTE] Ofcourse.. doesn't seem to help.
[QUOTE=afik068;43958414]Ofcourse.. doesn't seem to help.[/QUOTE] Hm, I don't know then.
[QUOTE=Chessnut;43958283]There's a Help tab that shows all the commands.[/QUOTE] I really think, everyone won't understand meh :C
[QUOTE=Saxithon;43960306]I really think, everyone won't understand meh :C[/QUOTE] How won't people understand it? It's a straightforward in-game tab showing you all the commands available with a syntax (If needed). I don't know how much more clarification there needs to be.
[QUOTE=pilot;43960612]How won't people understand it? It's a straightforward in-game tab showing you all the commands available with a syntax (If needed). I don't know how much more clarification there needs to be.[/QUOTE] ya'll see it when the wiki is finished.
Is their any way to make items not to be able to be toggled with other items? Now let me explain in English, I have a clothing system that uses bodygroups. But, the problem is, you can wear two hats in the same time. (It works like how you equip weapons). So what I did was make an ITEM.class for every clothing piece to specify what kind of piece it is. Now my question is...Is there a way to make it so that you can't toggle multiple items. (I'm sorry if this doesn't make any sense, I'm really trying here.)
Look at the weapon base.
[QUOTE=Chessnut;43966753]Look at the weapon base.[/QUOTE] I'm assuming: [CODE]if (client:HasWeapon(itemTable.class)) then nut.util.Notify("You already has this weapon equipped.", client) return false end[/CODE] Now, would I change HasWeapon to HasItem?
You could change it to has item. The clothing base also has something similar to what you are looking for.
[QUOTE=Chessnut;43967197]You could change it to has item. The clothing base also has something similar to what you are looking for.[/QUOTE] Is this still possible even though the items aren't in a base? (If I were to add a base, I would re-think and redo a lot of stuff due to the custom properties of each piece of clothing.)
Hey, Is it DDOS or a gamemode error ? I guess that is DDOS, yeah ? [url]http://orlezion.servergamers.net/screenshot_grand.png[/url]
[QUOTE=Commandux;43973385]Hey, Is it DDOS or a gamemore error ? I guess that is DDOS, yeah ? [url]http://orlezion.servergamers.net/screenshot_grand.png[/url][/QUOTE] It's a split packet attack, welcome to the world of running a GMod Server.
[QUOTE=Commandux;43973385]Hey, Is it DDOS or a gamemode error ? I guess that is DDOS, yeah ? [url]http://orlezion.servergamers.net/screenshot_grand.png[/url][/QUOTE] Whoa, I didn't even think of using the rank system for rank models like that. Pretty clever! You can probably achieve rank-division models with UNION.OfC for example.
Better question, there used to be an example on how to add data for clients. What's the way of doing that again? Or just the equivalent to ITEM.data but with clients...like CLIENT.data
For the character or for a player in general?
[QUOTE=Chessnut;43980246]For the character or for a player in general?[/QUOTE] Character. (Although I am interested on how it would differ with the player.)
So I tried using Nutscript and the HL2RP base for testing on a listen server let's just say it didn't work and the gamemode bugged out Anyone mind helping me on that if possible, though?
What exactly do you mean hl2rp base?
[QUOTE=Johnny Guitar;43981741]What exactly do you mean hl2rp base?[/QUOTE] As in, I used the HL2RP gamemode for Nutscript with the Framework, then started a listen server; then, I ended up without being able to access the Q menu, or do anything other than move around. Also, I had no playermodel.
[QUOTE=pilot;43980307]Character. (Although I am interested on how it would differ with the player.)[/QUOTE] [lua] --Characters client.character:SetData( "dataname", "a lot" ) client.character:GetData( "dataname" ) -- Players client:SetData( "dataname", "a lot" ) client:GetData( "dataname" ) [/lua]
Um, I've been trying to script my own weapons into the schema and they appear as item, but you can't use them, only drop. Same with ammo, pasting here example for an ammo and for a weapon. Folder routes are blabla/plugin/items named them sh_weapon_blabla, sh_ammo_blabla [quote] ITEM.name = "5.56mm Ammunition" ITEM.desc = "A greyish box containg 50 bullets of 5.56mm, usually fits for Machineguns." ITEM.type = "SMG1" ITEM.amount = 50 ITEM.weight = 1 ITEM.model = Model("models/Items/BoxMRounds.mdl") [/quote] [quote] ITEM.name = "Binachi FA-6" ITEM.class = "weapon_binachi" ITEM.type = "primary" ITEM.model = Model("models/weapons/w_bach_m249para.mdl") ITEM.desc = "A Large automated machinegun, it has a fast firerate and a big magazine. Comes with aim point." ITEM.weight = 4 [/quote] Halp?
[QUOTE=afik068;43995637]Um, I've been trying to script my own weapons into the schema and they appear as item, but you can't use them, only drop. Same with ammo, pasting here example for an ammo and for a weapon. Folder routes are blabla/plugin/items named them sh_weapon_blabla, sh_ammo_blabla Halp?[/QUOTE] Save the gun into blablabla/plugin/items/weapon and the ammo into blablabla/plugin/items/ammo
[QUOTE=imacc2009;43995932]Save the gun into blablabla/plugin/items/weapon and the ammo into blablabla/plugin/items/ammo[/QUOTE] Now they just vanished.. Any idea? The ammo also vanished.
[QUOTE=afik068;43995637]Um, I've been trying to script my own weapons into the schema and they appear as item, but you can't use them, only drop. Same with ammo, pasting here example for an ammo and for a weapon. Folder routes are blabla/plugin/items named them sh_weapon_blabla, sh_ammo_blabla Halp?[/QUOTE] Item.class(for the ammo) Should be [code]ITEM.class = "item_ammo_smg1"[/code] As for this [code]ITEM.name = "Binachi FA-6" ITEM.class = "weapon_binachi" ITEM.type = "primary" ITEM.model = Model("models/weapons/w_bach_m249para.mdl") ITEM.desc = "A Large automated machinegun, it has a fast firerate and a big magazine. Comes with aim point." ITEM.weight = 4[/code] Could you specify what sweppack/swep you're using a bit more?
[QUOTE=ZeMysticalTac;43996824]Item.class(for the ammo) Should be [code]ITEM.class = "item_ammo_smg1"[/code] As for this [code]ITEM.name = "Binachi FA-6" ITEM.class = "weapon_binachi" ITEM.type = "primary" ITEM.model = Model("models/weapons/w_bach_m249para.mdl") ITEM.desc = "A Large automated machinegun, it has a fast firerate and a big magazine. Comes with aim point." ITEM.weight = 4[/code] Could you specify what sweppack/swep you're using a bit more?[/QUOTE] This is for the Binachi [url]http://steamcommunity.com/sharedfiles/filedetails/?id=116646230[/url] And for the rest of the weps.. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=210267782[/url] I'll test ammo right away!
Is there a NS Plugin equivalent of Spy's immersive first person addon? I saw it on a Nutscript server the other day, and it behaved -real- nice.
Check the NSPlugins repo. [editline]21st February 2014[/editline] -snip- wrong thread
[QUOTE=afik068;43997939]This is for the Binachi [url]http://steamcommunity.com/sharedfiles/filedetails/?id=116646230[/url] And for the rest of the weps.. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=210267782[/url] I'll test ammo right away![/QUOTE] Aswell as don't listen to the dude who told them to save them wherever he did. You save them in hl2rp(or dissolution if you're using it)/gamemode/schema/items/ammo for the ammo and hl2rp(or dissolution if you're using it)/gamemode/schema/items/weapons Will edit with the fix for the binachi. Give me a few to load up gmod! Everything was fine with the bianchi or whatever, oyu just saved it wrong!
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