Custom Dark RP money printers always print same amount.

I’ve a custom dark RP server im setting up, and i have multiple money printers that print different amounts. No mater what value i set at GAMEMODE.Config.mprintamount, it still prints $250.


- RRPX Money Printer reworked for DarkRP by philxyz
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")

ENT.SeizeReward = 1

local PrintMore
function ENT:Initialize()
	self:SetModel("models/props_c17/consolebox01a.mdl")
	self:PhysicsInit(SOLID_VPHYSICS)
	self:SetMoveType(MOVETYPE_VPHYSICS)
	self:SetSolid(SOLID_VPHYSICS)
	local phys = self:GetPhysicsObject()
	phys:Wake()

	self.sparking = false
	self.damage = 100
	self.IsMoneyPrinter = true
	timer.Simple(math.random(1, 1), function() PrintMore(self) end)

	self.sound = CreateSound(self, Sound("ambient/levels/labs/equipment_printer_loop1.wav"))
	self.sound:SetSoundLevel(10)
	self.sound:PlayEx(1, 100)
end

function ENT:OnTakeDamage(dmg)
	if self.burningup then return end

	self.damage = (self.damage or 100) - dmg:GetDamage()
	if self.damage <= 0 then
		local rnd = math.random(1, 10)
		if rnd < 3 then
			self:BurstIntoFlames()
		else
			self:Destruct()
			self:Remove()
		end
	end
end

function ENT:Destruct()
	local vPoint = self:GetPos()
	local effectdata = EffectData()
	effectdata:SetStart(vPoint)
	effectdata:SetOrigin(vPoint)
	effectdata:SetScale(1)
	util.Effect("Explosion", effectdata)
	GAMEMODE:Notify(self:Getowning_ent(), 1, 4, "Your money printer has been destroyed!")
end

function ENT:BurstIntoFlames()
	GAMEMODE:Notify(self:Getowning_ent(), 0, 4, "Your money printer is overheating!")
	self.burningup = true
	local burntime = math.random(8, 18)
	self:Ignite(burntime, 0)
	timer.Simple(burntime, function() self:Fireball() end)
end

function ENT:Fireball()
	if not self:IsOnFire() then self.burningup = false return end
	local dist = math.random(20, 280) -- Explosion radius
	self:Destruct()
	for k, v in pairs(ents.FindInSphere(self:GetPos(), dist)) do
		if not v:IsPlayer() and not v:IsWeapon() and v:GetClass() ~= "predicted_viewmodel" and not v.IsMoneyPrinter then
			v:Ignite(math.random(5, 22), 0)
		elseif v:IsPlayer() then
			local distance = v:GetPos():Distance(self:GetPos())
			v:TakeDamage(distance / dist * 100, self, self)
		end
	end
	self:Remove()
end

PrintMore = function(ent)
	if not IsValid(ent) then return end

	ent.sparking = true
	timer.Simple(3, function()
		if not IsValid(ent) then return end
		ent:CreateMoneybag()
	end)
end

function ENT:CreateMoneybag()
	if not IsValid(self) or self:IsOnFire() then return end

	local MoneyPos = self:GetPos()

	if math.random(0, 1) == 3 then self:BurstIntoFlames() end

	local amount = GAMEMODE.Config.mprintamount
	if amount == 0 then
		amount = 1
	end

	DarkRPCreateMoneyBag(Vector(MoneyPos.x + 15, MoneyPos.y, MoneyPos.z + 15), amount)
	self.sparking = false
	timer.Simple(math.random(1, 1), function() PrintMore(self) end)
end

function ENT:Think()

	if self:WaterLevel() > 0 then
		self:Destruct()
		self:Remove()
		return
	end

	if not self.sparking then return end

	local effectdata = EffectData()
	effectdata:SetOrigin(self:GetPos())
	effectdata:SetMagnitude(1)
	effectdata:SetScale(1)
	effectdata:SetRadius(1)
	util.Effect("Sparks", effectdata)
end

function ENT:OnRemove()
	if self.sound then
		self.sound:Stop()
	end
end

I probably messed up something stupid, knowing me. Plus i’d like the overheating probability completely gone, so i just put 0, 1 for the math.random. (it’s lazy, i know)

Just go to the line with [LUA]local amount = GAMEMODE.Config.mprintamount
if amount == 0 then
amount = 1
end
[/LUA]

For example:

[LUA]local amount = 250
if amount == 0 then
amount = 1
end
[/LUA]and change GAMEMODE.Config.mprintamount to whatever you desire, for each of your printers.

Thanks!