[QUOTE=erie1555;22514549]How do I make it so that people don't have to vote for custom classes?[/QUOTE]
It's the first "true/false" you see in the line.
here the example:
AddExtraTeam( "<NAME OF THE CLASS>", Color(<red>, <Green>, <blue>, 255), "<Player model>" , [[<the description(it can have enters)>]], { "<first extra weapon>","<second extra weapon>", etc...}, "<chat command to become it(WITHOUT THE /!)>", <maximum amount of this team> <the salary he gets>, 0/1/2 = public /admin only / superadmin only, <1/0/true/false Do you have to vote to become it>, true/false DOES THIS TEAM HAVE A GUN LICENSE?, TEAM: Which team you need to be to become this team)
Disconnect: Kicked by Console : "Being retarded DarkRP developer and FPP maker".
I was just messing around with a world prop in rp_downtown_v2...
[QUOTE=erie1555;22514549]How do I make it so that people don't have to vote for custom classes?[/QUOTE]
haha , i tough u knew how to edit darkrp
[QUOTE=soflow;22528724]haha , i tough u knew how to edit darkrp[/QUOTE]
You tough he knew how to edit darkrp?
Make sense, that does not.
Falco, I think the newest DarkRP has a bug which makes people unable to co-own doors. I would suggest you check it out.
[QUOTE=FPtje;22528667]Disconnect: Kicked by Console : "Being retarded DarkRP developer and FPP maker".
I was just messing around with a world prop in rp_downtown_v2...[/QUOTE]
Pshh, people are so grateful for your work, aye?
I mean a special flag like rp_grant "the custom job", not how to make a class have to vote or not, but I found out anyway.
I think there is a bug where you buy a door. When I buy a door, it still says "Unowned" when i bought it. (I can still unlock and lock the door)
[QUOTE=Dino Penis;22540291]I think there is a bug where you buy a door. When I buy a door, it still says "Unowned" when i bought it. (I can still unlock and lock the door)[/QUOTE]
Its happened on one of the servers I've been on before.
[QUOTE=TheFallen(TF2);22540876]Its happened on one of the servers I've been on before.[/QUOTE]
If you look away from the door then look at it again, it should resend the data for it, I think that's how it works.
[QUOTE=Drakehawke;22541069]If you look away from the door then look at it again, it should resend the data for it, I think that's how it works.[/QUOTE]
That doesn't happen.
DarkRP\gamemode\cl_init.lua:1045: bad argument #1 to 'match' (string expected, got nil)
Could someone poke around the pocket weapon for me and find something?
I want to add an item to the player's pocket when they press a derma button.
Yes, I have the derma button setup, I need to know what I would run to add the item.
Like, is there a function to do it? Like:
[LUA]
AddPocketItem("entityname")
[/LUA]
Also, if you could try and supply me for how to remove an entity (like RemovePocketItem or something)
If there was a clientside function to add stuff to the pocket, everyone would be doomed.
on server:
[lua]umsg.Start("Pocket_AddItem", ply)
umsg.Short(ent:EntIndex())
umsg.End()
table.insert(ply.Pocket, ent)
ent:SetNoDraw(true)
ent:SetCollisionGroup(0)
local phys = ent:GetPhysicsObject()
phys:EnableMotion(true)
ent:SetMoveType(MOVETYPE_VPHYSICS)
if phys:IsValid() then
phys:EnableCollisions(false)
phys:Wake()
end
[/lua]
[QUOTE=FPtje;22549947]If there was a clientside function to add stuff to the pocket, everyone would be doomed.
on server:
[lua]umsg.Start("Pocket_AddItem", ply)
umsg.Short(ent:EntIndex())
umsg.End()
table.insert(ply.Pocket, ent)
ent:SetNoDraw(true)
ent:SetCollisionGroup(0)
local phys = ent:GetPhysicsObject()
phys:EnableMotion(true)
ent:SetMoveType(MOVETYPE_VPHYSICS)
if phys:IsValid() then
phys:EnableCollisions(false)
phys:Wake()
end
[/lua][/QUOTE]
I didn't mean clientside, I was high at the time and was trying to process that I made a derma menu and I have a button that adds an item, but the button does serverside code.
[QUOTE=T3h raps13r;22552135]I didn't mean clientside, I was high at the time and was trying to process that I made a derma menu and I have a button add an item, but the button does serverside code.[/QUOTE]
You were high when your were making it? lol
[QUOTE=TheFallen(TF2);22554033]You were high when your were making it? lol[/QUOTE]
Coding high on weed is awesome.
[QUOTE=T3h raps13r;22556294]Coding high on weed is awesome.[/QUOTE]
Thats what she said.
[QUOTE=T3h raps13r;22556294]Coding high on weed is awesome.[/QUOTE]
:wtc:
Coding weed on high is better.
Hi, I have a question. Why doesn't DarkRP keep the doors that I have made cops and mayor only each restart? I'm irritated because I have to make the police department cop and mayor only every time the server restarts.
It's only the police doors in rp_downtown_v2_fiend_v2b (not any other doors).
[QUOTE=Dino Penis;22559090]Hi, I have a question. Why doesn't DarkRP keep the doors that I have made cops and mayor only each restart? I'm irritated because I have to make the police department cop and mayor only every time the server restarts.
It's only the police doors in rp_downtown_v2_fiend_v2b (not any other doors).[/QUOTE]
I had this issue, I was told my database was messed up so I had to reset it.
[QUOTE=Drakehawke;22560049]I had this issue, I was told my database was messed up so I had to reset it.[/QUOTE]
Where is the database?
[QUOTE=Dino Penis;22563174]Where is the database?[/QUOTE]
In the garrysmod/ directory, it's called sv.db, but bear in mind resetting that will reset RP names, salaries, wallets, etc, and if any 3rd party addons use it then they'll be reset too.
[QUOTE=Drakehawke;22564291]In the garrysmod/ directory, it's called sv.db, but bear in mind resetting that will reset RP names, salaries, wallets, etc, and if any 3rd party addons use it then they'll be reset too.[/QUOTE]
Thank you!
[QUOTE=FPtje;22549947]If there was a clientside function to add stuff to the pocket, everyone would be doomed.
on server:
[lua]umsg.Start("Pocket_AddItem", ply)
umsg.Short(ent:EntIndex())
umsg.End()
table.insert(ply.Pocket, ent)
ent:SetNoDraw(true)
ent:SetCollisionGroup(0)
local phys = ent:GetPhysicsObject()
phys:EnableMotion(true)
ent:SetMoveType(MOVETYPE_VPHYSICS)
if phys:IsValid() then
phys:EnableCollisions(false)
phys:Wake()
end
[/lua][/QUOTE]
What should I define ent as? Should I use ents.Create or what.
ent is the entity you want to put in the pocket.
If that entity doesn't exist yet, you have to create it with ents.Create.
Finally its not only me who gets the database corrupt within a week, im glad i moved to MySQL...
[QUOTE=Tobba;22575106]Finally its not only me who gets the database corrupt within a week, im glad i moved to MySQL...[/QUOTE]
It took about 8 months before mine buggered up.
I've never had a corrupts database.
[QUOTE=Tobba;22575106]Finally its not only me who gets the database corrupt within a week, im glad i moved to MySQL...[/QUOTE]
How do you move to MySQL?
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