• NutScript - Nutty name, serious framework
    2,778 replies, posted
Any heads up about 1.1 btw?
[QUOTE=Nope guy;46040324]Any heads up about 1.1 btw?[/QUOTE] Development is tracked here if you're interested. [url]https://github.com/Chessnut/NutScript/tree/1.1[/url]
Is there a certain way to use [code]nut.setting.Register[/code] I tried using it the same way as its already used in the nut-script base but it only adds the category of my new options not the actual options themselves.
What is the player class for 'citizen'? Such as for Civil Protection and Overwatch they're 'combine' and how the scanner is 'dispatch' what's the class for citizen? Or how does on go about creating a class for citizen? (I don't need exact coding as how, just location of an example of how dispatch/combine was made).
[QUOTE=Ultimate7MK;46047274]What is the player class for 'citizen'? Such as for Civil Protection and Overwatch they're 'combine' and how the scanner is 'dispatch' what's the class for citizen? Or how does on go about creating a class for citizen? (I don't need exact coding as how, just location of an example of how dispatch/combine was made).[/QUOTE] It doesn't have one
[QUOTE=mib999;46047333]It doesn't have one[/QUOTE] So that means making voices like how combine and dispatch have one, wont be a possibility? Or is there another path to take for this?
[QUOTE=Ultimate7MK;46047387]So that means making voices like how combine and dispatch have one, wont be a possibility? Or is there another path to take for this?[/QUOTE] I'll help you when I get home.
[QUOTE=sants1;46048172]I'll help you when I get home.[/QUOTE] Thanks!
So I have this HUD, but I want to make it toggleable in settings. So I put the code under [CODE]if (nut.config.hud) then --Massive code of HUD-- end if (nut.config.hud2) then --Massive code of second HUD-- end[/CODE] I mean, it works. But both of them are toggleable on the settings menu. And they won't close when I uncheck them.
[QUOTE=pilot;46052811]So I have this HUD, but I want to make it toggleable in settings. So I put the code under [CODE]if (nut.config.hud) then --Massive code of HUD-- end if (nut.config.hud2) then --Massive code of second HUD-- end[/CODE] I mean, it works. But both of them are toggleable on the settings menu. And they won't close when I uncheck them.[/QUOTE] I'm sure it's because you've only said "if nut.config.hud"
Zeno gave me vendor stock idea. Well, Before I go conscription (est. 3 month i think) I think I can redo some stuffs. like vendor. As the new update is coming along, I think can give them the best example of the new update's feature. Something like this. [media]http://www.youtube.com/watch?v=BxfUkkYeqL8[/media] It would looks like this [media]http://www.youtube.com/watch?v=duRJYG8jJ-s[/media]
Not sure if you can see it clearly, but the new chat filter: [vid]https://dl.dropboxusercontent.com/u/24983881/ShareX/2014/09/gm_construct%202014-9-25%2018-50-42.webm[/vid]
Nutscript Integration was damn easy. It took like 10 minitues and I like it. [media]http://www.youtube.com/watch?v=41cyIA3qamU[/media] itemized. [media]http://www.youtube.com/watch?v=itKuaERCSwk[/media]
I love the progress on NS 1.1 so far. The new material and facemap support is absolutely brilliant and allows for much more character customization. Keep up the great work!
Things are starting to look pretty good. Nice job Chessnut.
Hey can one of you send me citizen voices i dont know how to do them :C please [Edit] I made them myself no need anymore i know this edit is late.
so much funs with this Only combination of texture, all same model, like very amount of size is reduced. 30+ male sheet, 20 female sheets, over 60+ facemaps = 88MB wooow [t]http://i.imgur.com/R8bvNuW.jpg[/t] [t]http://i.imgur.com/ayrR2aV.jpg[/t] [t]http://i.imgur.com/h19ZaaC.jpg[/t] [t]http://i.imgur.com/M4q19nj.jpg[/t] [t]http://i.imgur.com/L2PhCZt.jpg[/t]
[code] [ERROR] gamemodes/nutscript/gamemode/sh_translations.lua:540: unfinished string near '", language)'[/code] [img]http://i.imgur.com/ClbSE4V.png[/img] there's a double quote on line 540 of sh_translations, at least on the github when i dl'd it (i guess i should probably do something on github with issues but i don't into github sorry)
[QUOTE=Smt;46091378][code] [ERROR] gamemodes/nutscript/gamemode/sh_translations.lua:540: unfinished string near '", language)'[/code] [img]http://i.imgur.com/ClbSE4V.png[/img] there's a double quote on line 540 of sh_translations, at least on the github when i dl'd it (i guess i should probably do something on github with issues but i don't into github sorry)[/QUOTE] Sorry, my bad. I made this translation somewhere at 1 am sadly. :downs: EDIT: Pull request is up for it.
the cook never ends [media]http://www.youtube.com/watch?v=osQosbAn8UA[/media]
[QUOTE=rebel1324;46096270]the cook never ends [media]http://www.youtube.com/watch?v=osQosbAn8UA[/media][/QUOTE] Is this going to be a base feature in NS 1.1? Because I saw it in the WAYWO, I'm probably retarded though xD
[QUOTE=mib999;46096705]Is this going to be a base feature in NS 1.1? Because I saw it in the WAYWO, I'm probably retarded though xD[/QUOTE] If many wants. I'm planning to release basic City RP schema which can be transformed any kind of RP.
[QUOTE=rebel1324;46096938]If many wants. I'm planning to release basic City RP schema which can be transformed any kind of RP.[/QUOTE] That will be awesome c;
[QUOTE=Nope guy;46095106]Sorry, my bad. I made this translation somewhere at 1 am sadly. :downs: EDIT: Pull request is up for it.[/QUOTE] Could this be at all related (somewhere else in your translation, no offence or anything) to the script on my server randomly displaying some other language that looks somewhat dutch? Or maybe the server just really likes the language [QUOTE=rebel1324;46096938]If many wants. I'm planning to release basic City RP schema which can be transformed any kind of RP.[/QUOTE] id love that
I'm just getting some suggestions. What should basic City RP get? Please give me very generic stuffs to work on.
[QUOTE=rebel1324;46106840]I'm just getting some suggestions. What should basic City RP get? Please give me very generic stuffs to work on.[/QUOTE] Vehicles (dealer perhaps), A bank/atm, economy? No Printers (ofc),
[QUOTE=mib999;46107033]Vehicles (dealer perhaps), A bank/atm, economy? No Printers (ofc),[/QUOTE] But I already made the printer :v: Anyway, How about this type of vendor? [t]http://i.imgur.com/Iqu7isT.jpg[/t] [t]http://i.imgur.com/Vw7Dqvw.jpg[/t] [t]http://i.imgur.com/zWUk51s.jpg[/t] [t]http://i.imgur.com/LxoiIGs.jpg[/t]
[QUOTE=rebel1324;46107208]-snippidy snip-[/QUOTE] It looks badly organised, but that's just my two pence.
1. Hey, I don't know if anyone mentioned this, but I started to get my HL2 RP server up and running again, and I get this weird thing whenever I activate my stunstick as a CP where it moves the camera inside my mask for a second. Any idea what's going on? Edit: This sort of dealio: [t]http://content.screencast.com/users/Starbyte/folders/Jing/media/c4677d7b-d587-4795-b1b9-4183e972e18c/2014-09-29_1911.png[/t] Also, I love the work that's going on NS 1.1 I'm anticipating it's release. Thanks a bunch guys! 2. Finally, I have one other question for you guys, but is there any way to add weapons into NS without causing them to give you the same initial ammo you start with each time you drop them and pick them back up? I would really love a solution to this issue I've been fighting with for a while.
Just found to way to change spawnicon's cam position [img]http://i.imgur.com/OfR4tAi.png[/img]
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