Ent:KINGS - DarkRP Job+Entities - Alchemist

Deleted as some posters don’t seem to be able to read the disclaimer with this add-on. Or don’t agree with it.

Tough.

Stop making new threads in this terrible template for each small part of your total release.

[editline]18th May 2013[/editline]

please

I’m making new ones how-ever. It is only for some of which were already done.

Anyhow I’ve asked the moderators to merge my threads into one big collective. Waiting is up to them now.

Still alot of things not complete,
as first: I can’t gravitygun/psygun it
as second: I can’t remove it, also not as admin
as third: when u eat the burger it won’t disseaper which means u can use it unlimited times.

You can physgun it. I chose a model that you can’t gravity gun for RP purposes (failrp to run away with a heavy table just with your hands)

Are you talking about the burger or the table? Works fine for me.

[/QUOTE]

Hmm. I think it’s the change to addons I’ve made, that is causing some problems. I’ll update it in a few hours.

Hay could make a xp system that includes xp for doing drug runs to a npc and printing money and then you type /stats to edit skills like hp, run speed, dexterity ect

Why don’t you code a thing to where the entity can take damage? Here I can help you. This is what I did to my Health Vial Machine:


AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include( 'shared.lua' )

function ENT:Initialize( )
	self:SetModel( "models/props_trainstation/BenchOutdoor01a.mdl" )
	self:SetUseType( SIMPLE_USE )
	self:SetSolid( SOLID_BBOX )
	self.damage = 100
	local PhysAwake = self.Entity:GetPhysicsObject( )
	if PhysAwake:IsValid( ) then
		PhysAwake:Wake( )
	end 
		local bubble = ents.Create( "skullfloat" )
bubble:SetParent( self )
bubble:SetPos( self:GetPos() + Vector(0,0,20) )
bubble:Spawn( )
end


function ENT:OnTakeDamage(dmg)
	self.damage = self.damage - dmg:GetDamage()
	if (self.damage <= 0) then
		self:Destruct()
		self:Remove()
	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)
end

function ENT:AcceptInput(Name, Activator, Caller)
if not Activator:CanAfford(1500) then
GAMEMODE:TalkToPerson(Activator, Color(255,255,255,255), "You have insufficient money to purchase a poisonous burger!")
end
if Activator:CanAfford(1500) == true then
Activator:AddMoney(-1500)
local poisonz = ents.Create( "poison" )
poisonz:SetPos(self:GetPos() + Vector(-30,0,20) )
poisonz:Spawn()
poisonz:Activate()
end
	if Name == "Use" and Caller:IsPlayer() then
		umsg.Start("lalchlab", Caller)
		umsg.End() -- We don't need any content in the usermessage so we're sending it empty now.
	end
end


function ENT:OnRemove()
	timer.Destroy(self:EntIndex())
	local ply = self:Getowning_ent()
	if not IsValid(ply) then return end
end

This should make the entity explosive. You can do this for all the entities, But in order for you to do this for the poison table, you will need tio chance the model because for some reason, It doesn’t take damage because of the headcrab meal plate model. Oh well. Hope this helps.