One other problem we seem to be having is some Half-Life 2 (The category) entities and others keep despawning. (Some stay while others don't) It's kind of annoying to have to put medic stations and armor stations around the server each time it restarts. These can't be persisted with /setpersist. and persisting through the "C" menu (mousing over them and right clicking) doesn't always work. I don't know what's going on, but you should look into that.
[QUOTE=Boom Rainbow;44670836]It's kind of annoying to have to put medic stations and armor stations around the server each time it restarts.[/QUOTE]
Well, Medic/Armor Station is not NutScript entity. But I wouldn't recommend to use default HL2 entities because they're really hard to manage. (Especially charging).
Hey, I was wondering if we could get a hook for when a plugin is loaded or when all plugins are loaded. I am currently working on a plugin to allow you to "use" players to quickly tie them and more. I began to add Moderator to the functionality and noticed there is no why to tell when it is loaded. So now I have to load the rest of my plugin after a player joins so I know all plugins are currently loaded so I can do my work. If we could get a hook for this, that would be great.
[QUOTE=MadkillerMax;44672088]-plugin check-[/QUOTE]
[lua]nut.plugin.Get( "ties" )[/lua]
something like that. the uid should be file's name. if there is sh_ on the name like sh_acts.lua, "acts" is the uid.
[QUOTE=rebel1324;44671346]Well, Medic/Armor Station is not NutScript entity. But I wouldn't recommend to use default HL2 entities because they're really hard to manage. (Especially charging).[/QUOTE]
Ah, that should explain it, just wish they were more stable. Some entities just behave weird. :C
[QUOTE=rebel1324;44672179][lua]nut.plugin.Get( "ties" )[/lua]
something like that. the uid should be file's name. if there is sh_ on the name like sh_acts.lua, "acts" is the uid.[/QUOTE]
I understand there is the nut.plugin.Get, but however, if the plugin is loaded before the needed plugin, then it errors out. That's why I need a hook, so that when it IS loaded, after my own plugin, I can run what I need.
Edit:
Switching to the Initialize hook instead, feels a little dirty, but it works for now.
Another request, could we get nut.config.maxChars as a function with the client so specific people get extra characters, I would like to have test characters without them taking over my playing characters.
(warning : non native & bad english, might definitively burn eyes)
Hi, i have a little problem : the example crowbar has an option to show it on the player model when it's eqquiped but not in the hands, i tried to add the same function to a pistol so it would look like he's at the belt, i used pac to find the values, but as you can guess, it doesn't work.
The commented version is the crowbar version, and btw the gun work perfectly apart from that feature.
[CODE]ITEM.base = "base_wep"
ITEM.name = "Pistol"
ITEM.uniqueID = "m9k_colt191"
ITEM.class = "m9k_colt1911"
ITEM.model = Model("models/weapons/s_dmgf_co1911.mdl")
ITEM.desc = "Well it's a pistol."
ITEM.wep_partdata = {
model = ITEM.model,
bone = "ValveBiped.Bip01_R_Calf",
position = Vector( -12.012, 0.974, -2.797 ),
angle = Angle( 82.955, -68.208, 41.262 ),
}
--ITEM.wep_partdata = {
-- model = ITEM.model,
-- bone = "ValveBiped.Bip01_Spine4",
-- position = Vector( -13.383, -0.932, 1.764 ),
-- angle = Angle( 3.576, 166.537, 176.199 ),
--}[/CODE]
Got this file sh_wep_sniper.lua That I've been working on for a Combine sniper. This is what I have so far:
[CODE]
ITEM.name = "Combine Sniper Rifle"
ITEM.class = "grub_combine_sniper"
ITEM.uniqueID = "grub_combine_sniper"
ITEM.price = 7500
ITEM.type = "primary"
ITEM.model = Model("models/weapons/w_combinesniper_e2.mdl")
ITEM.desc = "A charged energy rifle with a powerful blue laser and scope.\nGood for taking out targets at a long distance.\n<:: triggerQuery: REQUIRE SIGNAL = %CombineLocked|0% ::> "
ITEM.data = {
Equipped = false,
CombineLocked = 1
}
[/CODE]
However when we use it in game we get this lua error here and it seems to equip on the character, but doesn't show it as equipped in the inventory so it's generally behaving weird. Here's a link to the workshop item I used: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=128967611[/url]
Error:
[t]http://puu.sh/8ujPM.png[/t]
Help would be much appreciated!
[QUOTE=Boom Rainbow;44691350]-errors and stuffs-[/QUOTE]
You didn't added ClipOne in the data table. Set Data.ClipOne to 0 and try again.
[QUOTE=Shiva_the_daemon;44688781]-code-[/QUOTE]
I don't think that "ValveBiped.Bip01_R_Calf" bone is exist in the model.
Check the bone again and put valid bone's name.
[QUOTE=rebel1324;44691715]You didn't added ClipOne in the data table. Set Data.ClipOne to 0 and try again.[/QUOTE]
[CODE]
ITEM.name = "Combine Sniper Rifle"
ITEM.class = "grub_combine_sniper"
ITEM.uniqueID = "grub_combine_sniper"
ITEM.price = 7500
ITEM.type = "primary"
ITEM.model = Model("models/weapons/w_combinesniper_e2.mdl")
ITEM.desc = "A charged energy rifle with a powerful blue laser and scope.\nGood for taking out targets at a long distance.\n<:: triggerQuery: REQUIRE SIGNAL = %CombineLocked|0% ::> "
ITEM.data = {
Equipped = false,
CombineLocked = 1,
ClipOne = 0
}
[/CODE]
Just to check if I'm doing this part right, is this right? (Before I try it out tomorrow.) Sorry if it isn't right, I hardly know much lua at all, most of the stuff I've done so far is based off the bases and other stuff. :P
Thanks for the help by the way. :)
[QUOTE]I don't think that "ValveBiped.Bip01_R_Calf" bone is exist in the model.
Check the bone again and put valid bone's name.[/QUOTE]
Checked and it does exist, if i switch the code of pistol and crowbar, crowbar effectively go to my belt, and pistol still doesn't work
EDIT : Class and uniqueid not synced...A number was missing, solved, thanx for trying to help and sorry for wasting your time.
Just saying, you dont need to define ITEM.uniqueID
So I got my Combine Sniper working now, no lua errors. My only other problem is how do I make it so it runs on a different set of ammo. It only works if I set my ammo type to ar2 when the sniper's type is "primary" so I'm wondering how do I make it run on a different type of ammo so people don't use what normally is ar2 ammo for the sniper or my sniper ammo for the ar2, if you know what I mean.
[B]NPC Item Drop v2[/B]
- Added more categories (Weapons, food, junk, and a few others)
- Made it so each item has a chance of spawning on death.
- Added support for the Fallout SNPCs.
[video=youtube;jMGFxjHDBo8]http://www.youtube.com/watch?v=jMGFxjHDBo8[/video]
Download will become available soon.
[QUOTE=Halokiller38;44699549]-
(Also, is it me, or does youtube videos not work for people who aren't gold?)[/QUOTE]
Remove the s from https://
[QUOTE=WoodzyX88;44699641]Remove the s from https://[/QUOTE]
Wow, thanks. I have never seen that problem on any other forums. xs
Anyways, any features you guys would like to see added to it?
[QUOTE=Halokiller38;44699549][B]NPC Item Drop v2[/B]
- Added more categories (Weapons, food, junk, and a few others)
- Made it so each item has a chance of spawning on death.
- Added support for the Fallout SNPCs.
[video=youtube;jMGFxjHDBo8]http://www.youtube.com/watch?v=jMGFxjHDBo8[/video]
Download will become available soon.[/QUOTE]
why the color correction?
[QUOTE=Johnny Guitar;44699971]why the color correction?[/QUOTE]
Didn't even notice it was on. It was mostly just a test gamemode for when I need to test features I plan to add to my fallout rp.
For the love of NS, please code in something to fix ironsights. I have done literally pretty much everything to get this to work and it's failed. The only working ironsights out there is FAS2, and that's only because it's custom coded. Also, don't say it's "my sweps". I've tested it on just about every gamemode except TTT.
Testing the Sample Script, noticed that sometimes during character creation the Input box for Name + Description can just disappear. Usually happens if you click on the name box, then change gender and try to re-type information in.
Can leave some people stuck in the character creation.
No errors or anything, using the newest Nutscript. Anyone have any ideas?
EDIT: This is happening on the Citizen faction by the way. Haven't tested others.
EDIT2: I just realised the input boxes aren't disappearing, their position is changing to the very bottom of the selection screen, underneath the skills+attributes seletion.
[QUOTE=Boom Rainbow;44698516]So I got my Combine Sniper working now, no lua errors. My only other problem is how do I make it so it runs on a different set of ammo. It only works if I set my ammo type to ar2 when the sniper's type is "primary" so I'm wondering how do I make it run on a different type of ammo so people don't use what normally is ar2 ammo for the sniper or my sniper ammo for the ar2, if you know what I mean.[/QUOTE]You have to find the SWep's "shared.lua" file and edit the ammo type to be what kind of ammo you want for it. It should say something like SWEP.Primary.Ammotype = ar2 or something along those lines.
[QUOTE=Halokiller38;44701311]For the love of NS, please code in something to fix ironsights. I have done literally pretty much everything to get this to work and it's failed. The only working ironsights out there is FAS2, and that's only because it's custom coded. Also, don't say it's "my sweps". I've tested it on just about every gamemode except TTT.[/QUOTE]
Thank god I'm not the only one with this issue.
[QUOTE=Blazer232;44705419]You have to find the SWep's "shared.lua" file and edit the ammo type to be what kind of ammo you want for it. It should say something like SWEP.Primary.Ammotype = ar2 or something along those lines.
Thank god I'm not the only one with this issue.[/QUOTE]
I don't like extracting gmas, but yeah I found it. Thank you so much for the help.
[QUOTE=Boom Rainbow;44707249]I don't like extracting gmas, but yeah I found it. Thank you so much for the help.[/QUOTE]
Any time.
Enjoy ironsights.
[QUOTE=Alex_grist;44715544]Enjoy ironsights.[/QUOTE]
Thanks for the fix man!
I don't know if this is the place to post an issue, but I can't seem to change the menuMusic to anything else
Well today I updated NS to the latest version, I regret it. I've got two problems from it:
1. Normal models T-Pose when idle
2. The block plugins function is no longer working.
Sorry, you need to Log In to post a reply to this thread.