Crafting seems broken; seeing as you manage ModernRPs Github, would you be able to fix it?
[url]https://github.com/rebel1324/modernrp/tree/master/plugins/crafting[/url]
Thank you for Nutscript! it's amazing.
rebel1324 != chessnut
I need some help with this, the door in rp_city17_build192 which leads into the combine citadel won't open even if I'm a CP or Overwatch member. It worked with the older version but for 1.1 version, it does jack.
[t]http://cloud-4.steamusercontent.com/ugc/34115979021775396/E86B22056FC35657C0393D080FAF3F53EA339528/1024x640.resizedimage[/t]
[Using Nutscript HL2RP] How do you put down the white textscreens? Also, how do you add the Combine Barriers (the energy fields that Combine can go through but Citizens can't)? Finally, why won't /dispatch or /broadcast work? Thanks!
[QUOTE=Senateman;47475601][Using Nutscript HL2RP] How do you put down the white textscreens? Also, how do you add the Combine Barriers (the energy fields that Combine can go through but Citizens can't)? Finally, why won't /dispatch or /broadcast work? Thanks![/QUOTE]
1.) type: /textadd "enclose your text in quotation marks" [number size]
2.) if you are indeed using NS 1.1, Chessnut has a plugin for it and you should probably check your entities menu. Else if you aren't running 1.1 and you're in dire need of them, I have a non-persistent (they won't save across server restart) version of forcefields on the workshop.
3.) You must be either a scanner unit(?) or one of the combine ranks specified in the configuration file.
Why do the animations play so ridiculously fast for the walking speed? It looks comical it's so fast. How do I fix it?
Did I gave permission to update modernRP schema to you, Chessnut?
If I didn't, It seems it's pretty big problem for me. The army network blacklisted any github related sites.
Anyway, I love to see new updated and sleek OP page for NutScript 1.1 :)
I'm trying really hard to make an item unable to be dropped for a certain faction, but I'm having way more trouble than I should.
still no singleplayer development? :(
You're dumb
-snip-
Glad to see you're still developing and supporting this Chessnut.
Might port over my STALKER RP I was working on if I can be bothered. I don't really play Garry's Mod anymore but I've just started working on a MilitaryRP schema for Nutscript that I'll release on Github for ya'll once it's so far along since that seems to be popular nowadays (All be it DarkRP edits).
For some reason, on random maps, the Nutscript spawns seem to not work for your first spawn, and instead you spawn in a map location, even if there's no spawns for your faction there, is this a known thing or anything I can easily fix?
Are you updated? Did you check for errors in both the client [b]and[/b] server console? Did you get a message that you successfully added a spawn?
[QUOTE=Chessnut;47684543]Are you updated? Did you check for errors in both the client [b]and[/b] server console? Did you get a message that you successfully added a spawn?[/QUOTE]
Assuming the github 1.1 trees are the very latest I'm up to date, checked with multiple people + server console and there's no errors, and yeah there's plenty of spawns in the right places (IE the nexus, for all factions + classes) and I've double checked and gone to the wrong spawn areas and removed anything that was there (although it says 0 spawns removed of course)
I'm pretty sure it's just the normal map spawns leaking through, but it only seems to happen on certain maps (currently happening on: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=221567663[/url])
It seems totally random, sometimes I'll get it every connection, sometimes I gotta retry 5 times to get a bad spawn, it's also definitely not first spawn, it can be any spawn when selecting a character
[QUOTE=jaooe;47617098]still no singleplayer development? :(
You're dumb[/QUOTE]
If you want to start a schema in local connection/SP, set it to two players instead of one.
I think totally wiping the normal citizen spawns fixed metropolice spawning incorrectly, maybe it's a bug with too many spawns in too close of a location? or maybe I fucked up somewhere and didn't realize it, seems okay for now though
I'll be done with all my exams next week and can devote some more time to NS :D
Good work. Sort of inspired me a bit.
Why do some server owners no longer know what an admin mod is?
[QUOTE=Chessnut;47746571]Why do some server owners no longer know what an admin mod is?[/QUOTE]
Might be useful to have a basic plugin that deals with kick/ban/charban functions
[QUOTE=Chessnut;47746571]Why do some server owners no longer know what an admin mod is?[/QUOTE]
the first thing i did was add ulx
i feel so old knowing what ulx is
No matter what the holdtype is set, every weapon on my serv will end up with smg holdtype, except melee wich are hold in a very weird way.
Any tip ?
[QUOTE=Shiva_the_daemon;47841634]No matter what the holdtype is set, every weapon on my serv will end up with smg holdtype, except melee wich are hold in a very weird way.
Any tip ?[/QUOTE]
what models are you using? usually models on the 8-way/NPC animation system all look the same when it comes to holding guns, models on the 9-way/playermodel animation system have distinct animations for each holdtype, from pistol, to shotgun, to multiple melee holdtypes.
nutscript supports both NPC and playermodel animations, so.
Thanx for the answer,I was using the base citizen models with hl2rp so i find it weird but i will try with other type of models to see
Edit : It does it with every base hl2 model. After tests, any custom playermodel end up in t-pose and any npc work but with the fewer holdtypes
Edit² : T-pose solved but even by registering ar2 holdtype in the anim class it still use smg one
items using the pac3 base don't apply the outfit when you /fallover, ive been trying to fix it but all i can figure out is that on line 110 [code] netstream.Hook("ragdollPAC", function(client, ragdoll, isFallen)
if (!pac) then return end
if (client and ragdoll) then
local parts = client:getChar():getParts()
pac.SetupENT(ragdoll)
for pacKey, pacValue in pairs(parts) do
if (nut.pac.list[pacKey]) then
ragdoll:AttachPACPart(nut.pac.list[pacKey])
end
end
end
end)[/code] that ragdoll always returns nil if i try to print it, and attachpacpart errors out as nil in console
send help sos
the ragdoll isn't a player, does PAC support attaching to ragdolls?
Also, pac.SetupENT(ragdolle) - Is that meant to be "ragdolle"?
Off-topic. Why the hell does FP think I'm in the USA?
[QUOTE=mib999;47848230]the ragdoll isn't a player, does PAC support attaching to ragdolls?
Also, pac.SetupENT(ragdolle) - Is that meant to be "ragdolle"?
Off-topic. Why the hell does FP think I'm in the USA?[/QUOTE]
ah fuck yeah it was, it was my trying to fix shit i thought i removed all the stuff.
you can at the original in the pac3.lua plugin blacktea made.
but it supports attaching to entities, i think. unless he didn't include that in pac3 lite
you'll have to try out the full PAC with it ^^
Apparently NS1.1 really hates strings for ACT_ , even the default Combine Soldier has animation issues.
Looks like it tries to switch between two animations (T-Pose and Default standing)
[vid]http://crg-community.com/shit/2.webm[/vid]
Do you guys have the same issue?
[lua] [ACT_MP_STAND_IDLE] = {"idle_unarmed", ACT_IDLE_ANGRY} [/lua]
Hi, for some reason Combine doors don't work (such as those in the Nexus of HL2RP maps) even on a fresh install of NS and the schema I'm using. I also cleared out and re-installed my garrysmod/lua folder. Is anybody else having this problem, or have any advice?
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