• Naval Warfare
    35 replies, posted
[QUOTE=ConstableWank;48242839][B]THEY REVIVED NAVAL PLAY!?[/B] link me up son! i been looking for the gamemode download everywhere![/QUOTE] check the dates
Damn. I guess im still looking for it then...
Sup Constable Wanker lad
Running this gamemod on a Ubuntu server. Anyone know how to clean this up ? Console is spammed ever .1 of a sec with this error [CODE][ERROR] gamemodes/navalwarfare/entities/entities/harbor_oiltransfer/init.lua:74: attempt to index field 'plug' (a nil value) 1. unknown - gamemodes/navalwarfare/entities/entities/harbor_oiltransfer/init.lua:74[/CODE] lines 74 & 75 [CODE] if self.plug.Tank!= nil then local remainingStorage = self.plug.Tank.MaxOil - self.plug.Tank.Oil[/CODE] whole script [CODE]AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( "shared.lua" ) function ENT:SpawnFunction( ply, tr ) if ( !tr.Hit ) then return end local SpawnPos = Vector(9678,9666,1074) local ent = ents.Create( "harbor_oiltransfer" ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() return ent end function ENT:Initialize() self:SetModel( "models/props_lab/tpplugholder_single.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:SetUseType( SIMPLE_USE ) self:SetOverlayText("Oil Relay") self:SetPos(Vector(9677,9666,1074)) self:SetAngles(Angle(0,-90,0)) self.Linked = false self.Oil = 0 self.Linked = false self.OldLinked = false self.MaxOil = 16 self.ISTANK = true self.ConnectDistance = 20 self.DisconnectDistance = 25 self.GetAttachmentAngle = function(self) return Angle(self:GetAngles().pitch,self:GetAngles().yaw,-self:GetAngles().roll) end self.connectionpoint = (self:GetForward()*6)+(self:GetUp()*10)-(self:GetRight()*13) self.connectionangle = self:GetForward():Angle() self:CreateOutPort() self.plug = self:CreatePlug(self.plugPort) self.plugPort:Spawn() --local constraint, rope = constraint.Elastic( self.plug, self.plugPort, 0, 0, self.plug:GetForward()*-11, --Vector(00,0,20), 200, 200, "cable/cable2", 3, true) local constraint, rope = constraint.Rope( self.plug, self.plugPort, 0, 0, self.plug:GetForward()*-11, Vector(00,0,20), 200, 200, 0, 3, "cable/cable2", false) end function ENT:OnRemove() self.plug:Remove() self.plugPort:Remove() end function ENT:CreateOutPort() self.plugPort = ents.Create("harbor_plugPort") self.plugPort:SetPos(Vector(9825,9610,49.5)) self.plugPort:SetAngles(Angle(0,-78,0)) end function ENT:CreatePlug(ent) local plug = ents.Create("harbor_oilpump") plug:SetPos(self.plugPort:GetPos()+self.plugPort:GetForward()*5) plug:SetAngles(Angle(0,-90,0)) plug:Spawn() plug:Activate() local phys = plug:GetPhysicsObject() if phys:IsValid() then phys:EnableMotion(false) end plug.smoothyaw = 0 plug.smoothpitch = 0 ent.plug = plug return plug end function ENT:Think() self.connectionangle = self:GetForward():Angle() self:SetNWVector("connectionpoint", self.connectionpoint) self:SetNWVector("connectionangle", self.connectionangle) -- if self.plug.Tank != nil then if self.plug.Tank!= nil then local remainingStorage = self.plug.Tank.MaxOil - self.plug.Tank.Oil if remainingStorage < self.Oil then self.plug:SendOil(remainingStorage) self.Oil = self.Oil - remainingStorage elseif remainingStorage >= self.Oil then self.plug:SendOil(self.Oil) self.Oil = 0 end end if self.Linked!=self.OldLinked then self.OldLinked = self.Linked if self.Linked then self:SetNWBool("isconnected", true) self.plugPort:SetNWBool("isconnected", true) else self:SetNWBool("isconnected", false) self.plugPort:SetNWBool("isconnected", false) end end end[/CODE]
Well, the error seems to be related to the code that creates the plugs. The error doesn't seem to start in that line, but it could start on Line 38 and then going to the function called there. Although in that file I see nothing defining a plugPort thus making the entity invalid for use in the called function. You could also check the "harbor_oilpump" entity code just in case something is off in there. I've been having myself some issues with Linux Servers where lua sometimes either runs too fast or just fails to run certain functions out of nowhere.
I will look into fixing it. Look into Naval Play 2 as well, idk how long ill keep fixing stuff (at least for the near future though if i know it is broken).
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