• PointShop for Garry's Mod 13 v2
    273 replies, posted
_Undefined, is there any big updates in the works for the Pointshop?
[QUOTE=smithy285;41296094]_Undefined, is there any big updates in the works for the Pointshop?[/QUOTE] Absolutely not!
[QUOTE=_Undefined;41296196]Absolutely not![/QUOTE] Oh, well ok. Do you know what causes the issue with trails still being equipped when players have died? For instance when a player dies in TTT, sometimes their trail is still equipped on them when they are flying around in spectator mode.
Out of date code? I'm sure that's been fixed for months.
[QUOTE=_Undefined;41296409]Out of date code? I'm sure that's been fixed for months.[/QUOTE] I am using BlackVoid's MySQL version, how do I check what version/how out of date it is? [editline]3rd July 2013[/editline] Checked our PointShop, it does have these changes you added quite some times ago. [url]https://github.com/adamdburton/pointshop/commit/247f4f39029f55ec070dbd0b43bad712e5694ce3[/url] Also, checked the code and I cannot see a build text file in the data folder.
If I recall, if you would like to change the pointshop background colour. (I'm gonna look like a fucking idiot if I've remembered the wrong) Go to DPointShopMenu, located in lua/vgui. Scroll down to line 285 where you find [I]function PANEL:Paint() [/I] A few lines down, you'll find: [CODE]draw.RoundedBox(10, 0, 0, self:GetWide(), self:GetTall(), Color(0, 0, 0, 150))[/CODE] If you know your RGB codes, add them into Color(0, 0, 0, 150).
I got a problem that the player lose their points after kick at "PlayerAuthed". I fix this problem by adding few lines in sv_player_extension. [CODE]function Player:PS_PlayerDisconnected() if not IsValid(self) then self:PS_Save() PS.ClientsideModels[self] = nil if timer.Exists('PS_PointsOverTime_' .. self:UniqueID()) then timer.Destroy('PS_PointsOverTime_' .. self:UniqueID()) end end end[/CODE]
Is it possible to give a certain player-model different hands? I have a TTT server and it looks a bit weird when someone has CS:S hands when their playermodel is Alyx or something.
with the new ttt update, my players lose their player models once the round starts, they have to go in and manually un-equip and equip the model to get it to work. Any fix?
[QUOTE=JBoyTheGreat;41320714]with the new ttt update, my players lose their player models once the round starts, they have to go in and manually un-equip and equip the model to get it to work. Any fix?[/QUOTE] It was posted a few pages back. Go to player_ext.lua, then remove or comment out line 271.
[QUOTE=smithy285;41323661]It was posted a few pages back. Go to player_ext.lua, then remove or comment out line 271.[/QUOTE] Thank you so much!
I've been looking for a way to change the color of an attached model. self:SetColor() returns nil. I get this after choosing a color with the color picker. [CODE][ERROR] addons/pointshop-master/lua/items/masks/shades.lua:11 attempt to call method 'SetColor' (a nil value) 1. OnEquip - addons/pointshop-master/lua/items/masks/shades.lua:11 2. OnModify - addons/pointshop-master/lua/items/masks/shades.lua:33 3. PS_ModifyItem - addons/pointshop-master/lua/sv_player_extension.lua:346 4. func - addons/pointshop-master/lua/sv_pointshop.lua:20 5. unknown - lua/includes/modules/net.lua:31 [/CODE] addons/pointshop-master/lua/items/masks/shades.lua looks like: [CODE]ITEM.Name = 'Shades' ITEM.Price = 750 ITEM.Model = 'models/uch_hats/shades.mdl' ITEM.Attachment = 'eyes' function ITEM:OnEquip(ply, modifications) PrintTable(modifications) -- This indeed does print the table properly, so it isn't the table being nil ply:PS_AddClientsideModel(self.ID) if modifications.color ~= nil then shadescolor = modifications.color self:SetColor(Vector (shadescolor.r / 255, shadescolor.g / 255, shadescolor.b / 255, shadescolor.a / 255)) -- also tried self:Color end end function ITEM:OnHolster(ply) ply:PS_RemoveClientsideModel(self.ID) end function ITEM:ModifyClientsideModel(ply, model, pos, ang) model:SetModelScale(1, 0) pos = pos + (ang:Forward() * -12) + (ang:Up() * 1) return model, pos, ang end function ITEM:Modify(modifications) PS:ShowColorChooser(self, modifications) end function ITEM:OnModify(ply, modifications) self:OnHolster(ply) self:OnEquip(ply, modifications) end[/CODE] I am terrible with LUA and it's probably something extremely easy or obvious that I'm missing
[CODE] self:SetColor(Color (shadescolor.r / 255, shadescolor.g / 255, shadescolor.b / 255, shadescolor.a / 255))[/CODE] try that
[QUOTE=Mikraichu;41339016]I've been looking for a way to change the color of an attached model. self:SetColor() returns nil. I get this after choosing a color with the color picker. [CODE][ERROR] addons/pointshop-master/lua/items/masks/shades.lua:11 attempt to call method 'SetColor' (a nil value) 1. OnEquip - addons/pointshop-master/lua/items/masks/shades.lua:11 2. OnModify - addons/pointshop-master/lua/items/masks/shades.lua:33 3. PS_ModifyItem - addons/pointshop-master/lua/sv_player_extension.lua:346 4. func - addons/pointshop-master/lua/sv_pointshop.lua:20 5. unknown - lua/includes/modules/net.lua:31 [/CODE] addons/pointshop-master/lua/items/masks/shades.lua looks like: [CODE]ITEM.Name = 'Shades' ITEM.Price = 750 ITEM.Model = 'models/uch_hats/shades.mdl' ITEM.Attachment = 'eyes' function ITEM:OnEquip(ply, modifications) PrintTable(modifications) -- This indeed does print the table properly, so it isn't the table being nil ply:PS_AddClientsideModel(self.ID) if modifications.color ~= nil then shadescolor = modifications.color self:SetColor(Vector (shadescolor.r / 255, shadescolor.g / 255, shadescolor.b / 255, shadescolor.a / 255)) -- also tried self:Color end end function ITEM:OnHolster(ply) ply:PS_RemoveClientsideModel(self.ID) end function ITEM:ModifyClientsideModel(ply, model, pos, ang) model:SetModelScale(1, 0) pos = pos + (ang:Forward() * -12) + (ang:Up() * 1) return model, pos, ang end function ITEM:Modify(modifications) PS:ShowColorChooser(self, modifications) end function ITEM:OnModify(ply, modifications) self:OnHolster(ply) self:OnEquip(ply, modifications) end[/CODE] I am terrible with LUA and it's probably something extremely easy or obvious that I'm missing[/QUOTE] I posted how to do this a few pages back, maybe this could be added to the opening post? Here is is again. [code]ITEM.Name = 'Male 1' ITEM.Price = 250 ITEM.Model = 'models/player/group03/male_01.mdl' function ITEM:OnEquip(ply, modifications) if not ply._OldModel then ply._OldModel = ply:GetModel() ply._OldColor = ply:GetPlayerColor() end if modifications.color ~= nil then borkolor = modifications.color ply:SetPlayerColor(Vector( borkolor.r / 255, borkolor.g / 255, borkolor.b / 255)) end timer.Simple(1, function() ply:SetModel(self.Model) end) end function ITEM:OnHolster(ply) if ply._OldModel then ply:SetModel(ply._OldModel) ply:SetPlayerColor(ply._OldColor) end end function ITEM:Modify(modifications) PS:ShowColorChooser(self, modifications) end function ITEM:OnModify(ply, modifications) self:OnHolster(ply) self:OnEquip(ply, modifications) -- adds the item back again, with new mods end[/code]
[QUOTE=Eccid;41342321]I posted how to do this a few pages back, maybe this could be added to the opening post? Here is is again. [code]ITEM.Name = 'Male 1' ITEM.Price = 250 ITEM.Model = 'models/player/group03/male_01.mdl' function ITEM:OnEquip(ply, modifications) if not ply._OldModel then ply._OldModel = ply:GetModel() ply._OldColor = ply:GetPlayerColor() end if modifications.color ~= nil then borkolor = modifications.color ply:SetPlayerColor(Vector( borkolor.r / 255, borkolor.g / 255, borkolor.b / 255)) end timer.Simple(1, function() ply:SetModel(self.Model) end) end function ITEM:OnHolster(ply) if ply._OldModel then ply:SetModel(ply._OldModel) ply:SetPlayerColor(ply._OldColor) end end function ITEM:Modify(modifications) PS:ShowColorChooser(self, modifications) end function ITEM:OnModify(ply, modifications) self:OnHolster(ply) self:OnEquip(ply, modifications) -- adds the item back again, with new mods end[/code][/QUOTE] This works for player models, but it doesn't work for just the prop/hat.
Just to Inform Everyone: [B]_Undefined[/B]( The Original* Creator ) has made a new thread for the shop. There you'll be able to get an updated version of the Shop and any bug fixes there may be. [URL="http://facepunch.com/showthread.php?t=1286577"]Check it![/URL]
Can a moderator please close this thread?
-re-posted on new thread-
[QUOTE=DonutGirl;39743544]Post here: [url]https://github.com/adamdburton/pointshop/issues[/url][/QUOTE] Check to make sure you have a website of your own connected to your server. As for the rest of it, I don't know. Of all the posts to reply to, I reply to the one replying to the one I went to reply to.... :suicide:
I have my f3 key binded to something else, is there some way I can make pointshop binded to f3 again? Or any other key.
[QUOTE=willywonka14;42171934]I have my f3 key binded to something else, is there some way I can make pointshop binded to f3 again? Or any other key.[/QUOTE] Stop bumping this thread, there is a new one here; [url]http://facepunch.com/showthread.php?t=1286577[/url]
Download - Extract in addons - run game - press F3 - NOT WORKING :(
[QUOTE=TTyk;42304700]Download - Extract in addons - run game - press F3 - NOT WORKING :([/QUOTE] Have you done a hard reset of the server after installing the addon?
[QUOTE=sid ashley;42314002]Have you done a hard reset of the server after installing the addon?[/QUOTE] Yep.
[QUOTE=TTyk;42304700]Download - Extract in addons - run game - press F3 - NOT WORKING :([/QUOTE] [QUOTE=sid ashley;42314002]Have you done a hard reset of the server after installing the addon?[/QUOTE] Stop bumping this thread, there is a new one here; [url]http://facepunch.com/showthread.php?t=1286577[/url]
ITEM.Name = 'm16a4' ITEM.Price = 350 ITEM.Model = 'models/weapons/w_cst_m16a4.mdl' ITEM.WeaponClass = '??????' ITEM.SingleUse = true Excuse the ignorance, the weapon does not appear more in hand to buy, which is placed in variable WeaponClass?
[QUOTE=mauricioabner;42351419]ITEM.Name = 'm16a4' ITEM.Price = 350 ITEM.Model = 'models/weapons/w_cst_m16a4.mdl' ITEM.WeaponClass = '??????' ITEM.SingleUse = true Excuse the ignorance, the weapon does not appear more in hand to buy, which is placed in variable WeaponClass?[/QUOTE] Are you fucking retarded? Read the post above you.
How does one add CSS & HL2 skins into the shop?
[QUOTE=Blackety;42421347]How does one add CSS & HL2 skins into the shop?[/QUOTE] 3rd time lucky; Stop bumping this thread, there is a new one here; [url]http://facepunch.com/showthread.php?t=1286577[/url]
[QUOTE=smithy285;41296335]Oh, well ok. Do you know what causes the issue with trails still being equipped when players have died? For instance when a player dies in TTT, sometimes their trail is still equipped on them when they are flying around in spectator mode.[/QUOTE] Sorry for bumping, but that problem is caused by using the exact same ply for each trial. for example, if I were to use ply.SmileyFaceTrail = util.SpriteTrail for a bunch of trails, it would cause them to show when they are spectating. Try making sure they are all different and also make sure you check the whole file for any more of the ply's. Hope this helps
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