So I’ve been trying to make a custom shop NPC using decently simple Lua, the shop would go something like (Press E on entity) (Opens shop in DFrame) (List of bunch of items) I have a small base, but I need help figuring out an issue. The main issue I am having is that once I reload my game, it will no longer have my custom entity in the Q menu under entities This is an issue since I can’t test it. I’m still learning networking since I just started learning Lua a few days ago, but here is what I have (sorry for the bad formatting, I’m new here):
init.Lua
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
ENT.Type = "ai"
ENT.Base = "base_ai"
ENT.PrintName = "Test NPC"
ENT.Instructions = "This is a test it probably won't work"
ENT.Spawnable = true
function ENT:Initialize()
self:SetModel("models/breen.mdl")
self:SetHullType( HULL_HUMAN );
self:SetHullSizeNormal();
self:SetSolid( SOLID_BBOX )
self:SetMoveType( MOVETYPE_STEP )
self:CapabilitiesAdd(CAP_TURN_HEAD + CAP_ANIMATEDFACE)
self:SetHullType(HULL_HUMAN)
self:SetHullSizeNormal()
self:SetUseType( SIMPLE_USE )
self:SetMaxYawSpeed( 5000 )
end
util.AddNetworkString("Test")
function AcceptInput(name, activator, caller, data)
if IsValid( caller ) and caller:IsPlayer() then
net.Start("Test")
net.Send(ply)
end
end
cl_init.lua
include("shared.lua")
net.Receive( "Test", function(len, pl))
if ( IsValid( pl ) and pl:IsPlayer() ) then
print("Hello")
end
end
shared.Lua
ENT.Type = "ai"
ENT.Base = "base_gmodentity"
ENT.PrintName = "Test NPC "
ENT.Instructions = "This is a test it probably won't work"
ENT.Category = "Dark's Custom Remnant Entities"
ENT.Spawnable = true
Any help will be greatly appreciated, again, I am new to all of this so if I make a stupid mistake that is probably why.