I asked this in the hl2rp thread but it'd probably be better to ask here,
Is there any way to add more character save fields within a schema/plugin and could it be hooked to character creation?
Use an SQL query or fall back to Set/GetData()
[QUOTE=Chessnut;45377518]Use an SQL query or fall back to Set/GetData()[/QUOTE]
Chessnut, So I'm working on a StarWarsRP Schema, going so well and well not to get into Detail I DONT want Jedi to start off with the CID's I want them to buy them from the Vendors, heres what I got.
[code]ITEM.name = "Citizen ID"
ITEM.model = Model("models/dorado/tarjeta4.mdl")
ITEM.functions = {}
ITEM.desc = "An ID cards with the digits %Digits|00000% assigned to %Owner|no one%."
ITEM.category = "ID's"
ITEM.price = 500
ITEM.functions.Use = {
text = "Activate",
run = function(item)
Digits = math.random(11111, 99999),
end
end)
end
end
}[/code]
Yet I get an error, is that due to a Client or Server side bug?
So I made one of these things.
[t]http://cloud-4.steampowered.com/ugc/54358499816729111/8E263291AAB0AA876DAB4C58F50EAB7E44956509/[/t]
It was really made with hl2rp in mind so your name will appear as a CP name if you are fully suited up or as a citizen name if you don't have a helmet on.
Other outfits work aswell.
Damn, that looks neat. Any possiblity of releasing it?
[QUOTE=portalcrazy;45386877]Damn, that looks neat. Any possiblity of releasing it?[/QUOTE]
I doubt it, the code is pretty messy and I modified the base as well to get more saving fields because I was too lazy to work them out in the plugin.
I don't understand how the nut.config.menuMusic works. I have a .wav file and it can't find the file no matter what directory I write down...
nut.config.menuMusic = "garrysmod/sound/ww1/intro.wav" [B]Didn't work[/B]
nut.config.menuMusic = "sound/ww1/intro.wav" [B]Didn't work[/B]
Failed to load sound "garrysmod\sound\ww1\intro.wav", file probably missing from disk/repository
[QUOTE=RubixGamer;45400799]I don't understand how the nut.config.menuMusic works. I have a .wav file and it can't find the file no matter what directory I write down...
nut.config.menuMusic = "garrysmod/sound/ww1/intro.wav" [B]Didn't work[/B]
nut.config.menuMusic = "sound/ww1/intro.wav" [B]Didn't work[/B]
Failed to load sound "garrysmod\sound\ww1\intro.wav", file probably missing from disk/repository[/QUOTE]
Correct me if I'm wrong but I believe it's just ww1/intro.wav without the sound bit first
[QUOTE=Ylsid;45402001]Correct me if I'm wrong but I believe it's just ww1/intro.wav without the sound bit first[/QUOTE]
That worked! Thanks!
So literally everytime you disconnect, charswitch or unequip a weapon the ammo for it disappears. Does anyone have a solution for this?
[QUOTE=cis.joshb;45419820]So literally everytime you disconnect, charswitch or unequip a weapon the ammo for it disappears. Does anyone have a solution for this?[/QUOTE]
what weapons are you using
[QUOTE=sants1;45420828]what weapons are you using[/QUOTE]
M9K, do those not work with nutscript well?
Okay well I narrowed down what the bug is. If you character switch, you lose all of your ammo on the character you switched from. However if you disconnect from one character and come back to that same character, you keep your ammo. This leads me to believe that ammo isn't being saved when you switch characters.
Is there a way to make a faction only have one gender available?
Does a blank Nutscript schema exist at the moment?
-Found it, thanks BlackTea.
Hello,
I'm using nutscript, and on the scoreboard, everyone's player icon is a skeleton, and the name is unknown.
Why?
[QUOTE=sackcreator54;45462411]Hello,
I'm using nutscript, and on the scoreboard, everyone's player icon is a skeleton, and the name is unknown.
Why?[/QUOTE]
You have to recognize on the users. It prevents metagaming.
[QUOTE=mib999;45463429]You have to recognize on the users. It prevents metagaming.[/QUOTE]
What and how do I do that?
/recognize or /recognise
[QUOTE=Chessnut;45469724]/recognize or /recognise[/QUOTE]
What's the point of recognize? is there a way to do it automatically to every user?
[QUOTE=Chessnut;45469724]/recognize or /recognise[/QUOTE]
i'd like both but if i had to pick one it'd be /recognize
[QUOTE=sackcreator54;45469771]What's the point of recognize? is there a way to do it automatically to every user?[/QUOTE]
No. Just bind /recognise to a key and use it whenever talking to someone.
[editline]22nd July 2014[/editline]
[QUOTE=Ylsid;45470298]i'd like both but if i had to pick one it'd be /recognize[/QUOTE]
Uh, what? They are both available already; also, you're British, but okay :v:
[QUOTE=mib999;45463429]You have to recognize on the users. It prevents metagaming.[/QUOTE]
This is what the scoreboard looks like:
[IMG]http://oi58.tinypic.com/x5eeg.jpg[/IMG]
/recognise isn't doing anything. Why? Can't I just show the player's name instead of unknown and have their player model instead of a skeleton?
[editline]23rd July 2014[/editline]
Nevermind.
The person has to allow you to recognize them. You can however remove the recognition plugin if you do not want this.
So I've been wondering, why do stunsticks kill? I'd love to have it so they knock the person out, I know nutscript has a fallover command. How would one go about coding in the ability to have the stunstick knock someone on the ground after a few hits? Or overall not kill them?
[QUOTE=Ultimate7MK;45481535]So I've been wondering, why do stunsticks kill? I'd love to have it so they knock the person out, I know nutscript has a fallover command. How would one go about coding in the ability to have the stunstick knock someone on the ground after a few hits? Or overall not kill them?[/QUOTE]
complicated way since i dont know nutscripts code
remove the damage from the stunstick
make the primary attack do RunConsoleCommand("say /fallover" ) on the victim
profit
Have you not been using stunmode? It's Alt + Left Click
[QUOTE=Chessnut;45482270]Have you not been using stunmode? It's Alt + Left Click[/QUOTE]
I knew that. :suicide:
Another question, how would one go about allowing combine doors able to get breached? Since it seems it only affects the average doors.
[QUOTE=cis.joshb;45431700]Okay well I narrowed down what the bug is. If you character switch, you lose all of your ammo on the character you switched from. However if you disconnect from one character and come back to that same character, you keep your ammo. This leads me to believe that ammo isn't being saved when you switch characters.[/QUOTE]
NutScript has an ammo saving plugin, but it seems to be bugged, I think it only saves ammo "OnFirstLoad" so if you change it to "OnCharacterSwitch" or whatever it is, it will start saving ammo (but it's incredibly buggy, allowing you to take the 30 rounds from your primary and put them in your side arm and vice versa.)
This is what I did in muh roleplay gamemode, before I released it.
Is it possible to change a player's skin / bodygroup upon use of an item?
Also I'm not sure if this is a bug or if it's something that I did, but Nutscript doesn't want to cooperate with these models
[url]http://facepunch.com/showthread.php?t=1315851[/url]
In Sandbox the playermodels work flawlessly, but with Nutscript they are stuck in T-Pose.
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