[QUOTE=Chessnut;47951974]Do you have the piano addon?[/QUOTE]
Yes, I did, and in fact this was the problem. Thanks a ton, Chessnut! This gamemode is a [I]dream[/I] to work with.
what would cause this to happen?
[thumb]http://i.imgur.com/0rVoQDd.jpg[/thumb]
other models on the same server work fine, it's just random ones that don't (i can't seem to find any link or reason why) - also in game they work fine, it's just on picking the character, no errors or anything either
Is there any way to make NPC spawns with nutscript?
[QUOTE=Smt;47966150]what would cause this to happen?
[thumb]http://i.imgur.com/0rVoQDd.jpg[/thumb]
other models on the same server work fine, it's just random ones that don't (i can't seem to find any link or reason why) - also in game they work fine, it's just on picking the character, no errors or anything either[/QUOTE]
the animations aren't set correctly
[I]Another[/I] issue. The woes of putting together a schema.
I tried to add in the ModernRP stash plugin to my HL2RP-based schema, only to be confronted with this error in console shortly after putting things into it:
[code][ERROR] lua/includes/extensions/table.lua:81: attempt to index local 'dest' (a nil value)
1. Merge - lua/includes/extensions/table.lua:81
2. callback - gamemodes/nutscript/gamemode/core/libs/sh_item.lua:511
3. query - gamemodes/nutscript/gamemode/core/libs/sv_database.lua:31
4. loadItemByID - gamemodes/nutscript/gamemode/core/libs/sh_item.lua:501
5. requestStash - gamemodes/hl2rp/plugins/stash/sh_plugin.lua:109
6. unknown - gamemodes/hl2rp/plugins/stash/entities/entities/nut_stash.lua:38[code]
I would initially suspect it's an issue with my schema, but this also happens in ModernRP. The stash works with each individual character, only to break again and essentially be unusable after a few times of using it on the new character. Any suggestions? I'd contact Black Tea, but he's obviously not around.
[QUOTE=Soren;47974312]the animations aren't set correctly[/QUOTE]
is this anything i can fix easily with lua or is it like an issue with the model its self?
What file do I go to for removing the legs from first person? Can't find it anywhere.
[QUOTE=FyllyMan;47989976]What file do I go to for removing the legs from first person? Can't find it anywhere.[/QUOTE]
In the nutscript 1.1 framework its self I believe it's a plugin, in one of my schema's there also a cl_legs.lua
So is there any chance that the NS 1.0 Moderator plugin will be updated/converted to 1.1? It would make life so much easier for admins, most people would rather not learn how to use a plugin like ULX.
Also, I'm not sure if it's just me but has the /charsetcustomclass command been completely removed?
[QUOTE=King Potato;47997372]So is there any chance that the NS 1.0 Moderator plugin will be updated/converted to 1.1? It would make life so much easier for admins, most people would rather not learn how to use a plugin like ULX.
Also, I'm not sure if it's just me but has the /charsetcustomclass command been completely removed?[/QUOTE]
As far as I know Moderator works perfectly with 1.1.
what would cause THIS to happen (im having lots of animation issues in a custom schema, maybe I'm missing something really obvious? or m9k just doesn't work nicely with nutscript)
[thumb]http://i.imgur.com/hJxzi3q.png[/thumb]
default hl2 model, m9k base weapon, not sure what else, hl2 guns work perfectly fine animation wise, it's just m9k is kinda breaking regardless of model or anything, just seems to be a m9k + nutscript thing
(obviously the best choice would be not using m9k because no one likes m9k, but would be nice to work out why)
[QUOTE=Smt;48009420]what would cause THIS to happen (im having lots of animation issues in a custom schema, maybe I'm missing something really obvious? or m9k just doesn't work nicely with nutscript)
[thumb]http://i.imgur.com/hJxzi3q.png[/thumb]
default hl2 model, m9k base weapon, not sure what else, hl2 guns work perfectly fine animation wise, it's just m9k is kinda breaking regardless of model or anything, just seems to be a m9k + nutscript thing
(obviously the best choice would be not using m9k because no one likes m9k, but would be nice to work out why)[/QUOTE]
This line will make almost any weapon work fine with NS, but it'll break any M9K weapon with scopes that has it in there, so I advise you change to RCS or some other base that isn't M9K.
Just toss it in anywhere in the SWEP code.
[code]function SWEP:Initialize()
self:SetHoldType(self.HoldType)
end[/code]
thanks for that, it'll probably have to do for now, by RCS do you mean realcs?
[QUOTE=Smt;48009475]thanks for that, it'll probably have to do for now, by RCS do you mean realcs?[/QUOTE]
Probably. I've always just called it RCS, not actually sure what it stands for.
EDIT: ModernRP has a really nice base that only works with NS if you're willing to sacrifice iron sights (and if your server S2Ms then that shouldn't be too big an issue.)
Chessnut, is there any way to make storage containers like those in Clockwork or NS 1.0? I know there's a storage plugin and the bags, but the password command doesn't seem to particularly work, and you can't actually open a storage that isn't in your inventory. There's Black Tea's Stash plugin, but it's a bit finnicky and unstable so I don't use it.
Spawn a storage prop like a crate. Should I re-add the checking of SWEP.HoldType for animations? You're [i]suppose[/i] to use :SetHoldType(<hold type>) but it seems not all SWEPs do this. I removed it before because I thought having SWEP.HoldType overwrite SWEP:GetHoldType() may cause some issues if someone forgot to change a certain thing.
[editline]20th June 2015[/editline]
Models found here btw: [url]https://github.com/Chessnut/NutScript/blob/1.1/plugins/storage/sh_definitions.lua[/url]
[QUOTE=Chessnut;48009954]Spawn a storage prop like a crate. Should I re-add the checking of SWEP.HoldType for animations? You're [i]suppose[/i] to use :SetHoldType(<hold type>) but it seems not all SWEPs do this. I removed it before because I thought having SWEP.HoldType overwrite SWEP:GetHoldType() may cause some issues if someone forgot to change a certain thing.
[editline]20th June 2015[/editline]
Models found here btw: [url]https://github.com/Chessnut/NutScript/blob/1.1/plugins/storage/sh_definitions.lua[/url][/QUOTE]
Oh, I didn't know those were there! I was used to having an entity and/or spawning a certain prop (which wasn't on the list.) Thanks!
Edit:
Also, for whatever reason the font doesn't work for me for things such as the C settings menu or storage containers, eg. the C menu is a ` and the checkmarks are Fs. The lock/unlock on storage is a Q or a P. Am I missing a file?
Have you tried subscribing to the Workshop content? If you have I'm not sure if fonts work on Workshop. You can find a download here: [url]https://github.com/Chessnut/NutScript/blob/1.1/content/resource/fonts/fontello.ttf?raw=true[/url]
Place it into resoure/fonts in your GMod folder.
That worked, thanks. Two more things and I swear to God I'll leave you alone for a while:
1. The "Help" in the F1 menu has always been empty for me, any potential reason for that?
2. Is there any way to make it so that you have a certain overlay on your first-person camera when you have a certain PAC item equipped?
Hey, just gotten into NS and I've been trying to make a schema for my community, but I've run into something that's had me stumped for most of the day. Much like Clockwork has an "ITEM.group" part to it, I was wondering if NutScript has the same, or anything similar. It would make everything 10 times easier when replacing the model. Thanks.
[QUOTE=MessiahDEG;48019330]Hey, just gotten into NS and I've been trying to make a schema for my community, but I've run into something that's had me stumped for most of the day. Much like Clockwork has an "ITEM.group" part to it, I was wondering if NutScript has the same, or anything similar. It would make everything 10 times easier when replacing the model. Thanks.[/QUOTE]
ITEM.outfitCategory = "category (eg. hat, clothes, pants, etc.)"
[QUOTE=Shadico;48019980]ITEM.outfitCategory = "category (eg. hat, clothes, pants, etc.)"[/QUOTE]
How would I make this work, exactly?
[QUOTE=MessiahDEG;48020044]How would I make this work, exactly?[/QUOTE]
You ARE talking about PAC items, correct?
[QUOTE=Shadico;48020144]You ARE talking about PAC items, correct?[/QUOTE]
No, I meant more like Clockwork ITEM.group. Basically, if I have models/humans/[B]group01[/B]/male01.mdl and I give them the item, it changed their model to models/humans/[B]group03[/B]/male.01.mdl
It switches group, but remains the same model, if you understand what I'm saying.
Use pacoutfit base
[url]https://github.com/Chessnut/NutScript/blob/1.1/gamemode/items/base/sh_pacoutfit.lua#L37[/url]
[QUOTE=Chessnut;48020358]Use pacoutfit base
[url]https://github.com/Chessnut/NutScript/blob/1.1/gamemode/items/base/sh_pacoutfit.lua#L37[/url][/QUOTE]
What do I do with this? is the first one (group01) what your original model is?
In your schema's items folder, go to the pacoutfit folder (if it does not exist, just make it), then make a new file like sh_medicoutfit.lua
Inside you have the usual ITEM.name, ITEM.model, ITEM.desc, etc... and then you add:
[lua]
ITEM.replacements = {"group01", "group03"}
[/lua]
So it switches the group from group01 to group03 just like you wanted.
[QUOTE=Chessnut;48009954]Should I re-add the checking of SWEP.HoldType for animations? You're [i]suppose[/i] to use :SetHoldType(<hold type>) but it seems not all SWEPs do this. I removed it before because I thought having SWEP.HoldType overwrite SWEP:GetHoldType() may cause some issues if someone forgot to change a certain thing.
[/QUOTE]
Would SWEP.HoldType be broader than SWEP:GetHoldType()? Because with the m9k base weapons and SWEP:GetHoldType() is makes the animations work, but the model completely invisible.
SWEP:GetHoldType() doesn't affect visibility of anything? What I meant is if I should check SWEP.HoldType first then SWEP:GetHoldType() to check for the hold type. But I think some SWEPs might have a SWEP.HoldType set but never actually use it, which may lead to undesired hold types.
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