Custom Scoreboard in a Gamemode derived from Base

Why doesn’t my custom scoreboard work on my gamemode when the gamemode is derived from Base?

It works fine when my gamemode is derived from Sandbox

EDIT: Actually, in a way, it works. It shows up, but there are no players on it, and the old Scoreboard still shows(and works). And the mouse doesn’t disappear after letting go of tab.

[lua]function ScoreboardShow()
GAMEMODE.ShowScoreboard = true
gui.EnableScreenClicker( true )
return true
end
hook.Add( “ScoreboardShow”, “Show”, ScoreboardShow )

function ScoreboardHide()
GAMEMODE.ShowScoreboard = false
end
hook.Add( “ScoreboardHide”, “Hide”, ScoreboardHide )

function HUDDrawScoreBoard()
if not GAMEMODE.ShowScoreboard then return true end

local bgcolor = Color( 65, 65, 65, 255 )
–bgcolor = Color( 24, 116, 205, 255 )
local scolor = Color( 0, 195, 255, 255 )
local ccolor = Color( 0, 195, 35, 255 )
local x = 6
local y = 2

DrawBox( 0, 36, 535, 13, bgcolor, 2 )
for k,v in pairs(player.GetAll()) do
DrawBox( 0, 37 + (k * 12), 534, 13, bgcolor, 2 )
surface.SetDrawColor(Color( 165, 165, 165, 255 ))
surface.DrawOutlinedRect(0, 49, 535, y + (k * 12))
if #player.GetAll() <= 1 then
DrawText( #player.GetAll()…" player on “…string.Replace( game.GetMap(), “_”, “-” ), “UiBold”, 3, 36, Color( 255, 140, 50, 255 ))
else
DrawText( #player.GetAll()…” players on "…game.GetMap(), “UiBold”, 3, 36, Color( 255, 140, 50, 255 ) )
end

    if gamemode.Get("sandbox") then
        props = (
            v:GetCount( "props" ) +
            v:GetCount( "ragdolls" ) + 
            v:GetCount( "effects" ) +
            v:GetCount( "vehicles" ) +
            v:GetCount( "npcs" ) +
            v:GetCount( "hoverballs" ) +
            v:GetCount( "thrusters" ) +
            v:GetCount( "balloons" ) +
            v:GetCount( "buttons" ) +
            v:GetCount( "dynamite" ) +
            v:GetCount( "sents" ) +
            v:GetCount( "lights" ) +
            v:GetCount( "lamps" )
        )

        DrawText( v:Nick(), "BudgetLabel", 3, 36 + (k * 12), team.GetColor(v:Team()) )

        DrawText( props, "BudgetLabel", 302, 36 + ( k * 12 ), ccolor )
        DrawText( "Props", "DefaultUnderline", 302, 35, scolor )
        surface.DrawLine( 300, 49, 300, 51 + (k * 12) )
    end

    DrawText( "Kills", "DefaultUnderline", 355, 35, scolor )
    surface.DrawLine( 353, 49, 353, 51 + (k * 12) )
    DrawText( v:Frags(), "BudgetLabel", 355, 36 + (k * 12), ccolor )
    
    DrawText( "Deaths", "DefaultUnderline", 400, 35, scolor )
    surface.DrawLine( 398, 49, 398, 51 + (k * 12) )
    DrawText( v:Deaths(), "BudgetLabel", 400, 36 + (k * 12), ccolor )
    
    DrawText( "Ping", "DefaultUnderline", 449, 35, scolor )
    surface.DrawLine( 447, 49, 447, 51 + (k * 12) )
    DrawText( v:Ping(), "BudgetLabel", 449, 36 + (k * 12), ccolor )
    
    DrawText( "Status", "DefaultUnderline", 490, 35, scolor )
    surface.DrawLine( 488, 49, 488, 51 + (k * 12) )

    if v:IsAdmin() then
        DrawPText( "(Admin)", "UiBold", 490, 37 + (k * 12), Color(160, 255, 25, 255) )
    else
        DrawText( "(Guest)", "UiBold", 490, 37 + (k * 12), Color( 160, 255, 25, 255 ) )
    end
end

end
hook.Add( “HUDDrawScoreBoard”, “Draw”, HUDDrawScoreBoard )[/lua]

Are there any errors in the console? It will be in yellow text

There are no errors

EDIT: Actually, in a way, it works. It shows up, but there are no players on it, and the old Scoreboard still shows(and works). And the mouse doesn’t disappear after letting go of tab.

Eh, might be wrong, correct me if i am.

On line 73
[lua]
if v:IsAdmin() then
DrawPText( “(Admin)”, “UiBold”, 490, 37 + (k * 12), Color(160, 255, 25, 255) )
[/lua]

Shoudln’t it just be

[lua]
if v:IsAdmin() then
DrawText( “(Admin)”, “UiBold”, 490, 37 + (k * 12), Color(160, 255, 25, 255) )
[/lua]

nope.

You need to override the base gamemode hooks for it example
[lua]function GM:hookname() end[/lua]

Bump.

wait what?

**[Player.GetCount

http://wiki.garrysmod.com/favicon.ico](http://wiki.garrysmod.com/?title=Player.GetCount)** doesn’t exist in base, unless you’ve made it yourself.

yeah, that’s why I have the “if gamemode.Get(“sandbox”) then” part

Don’t you want to override the functions, rather than add to them?