LuaDev - Multiplayer lua developement


LuaDev - Multiplayer'ish Lua Development

Luadev has moved to github: http://github.com/metastruct/luadev

You can continue using SVN by checking out this link instead: http://github.com/metastruct/luadev/trunk

WOW :DDD this is cool

also : First post woot

[editline]06:59PM[/editline]

This is the first time i had a first post in a thread :DDDDD i is pleased


(User was banned for this post ("First post!" - mahalis))

We use this on the server a lot. You can use it to make ents too:

[lua]local ENT = {}

ENT.Type = “anim”
ENT.Base = “base_entity”

ENT.Model = Model(“models/props_borealis/bluebarrel001.mdl”)
ENT.ClassName = “bluebarrel”

if CLIENT then

function ENT:Draw()
	self:DrawModel()
end

else
function ENT:Initialize()
self:SetModel( self.Model )
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self:PhysWake()
end
end

scripted_ents.Register(ENT, ENT.ClassName, true)

for key, entity in pairs(ents.FindByClass(ENT.ClassName)) do
table.Merge(entity:GetTable(), ENT)
entity:Initialize()
end

if SERVER then
if #ents.FindByClass(ENT.ClassName) > 0 then return end

local player = Entity(2) -- Or whatever your player index is
local trace = player:GetEyeTrace()
local entity = ents.Create(ENT.ClassName)
entity:Spawn()
entity:SetPos(trace.HitPos + Vector(0,0,entity:BoundingRadius()))
entity:DropToFloor()

undo.Create(class)
	undo.SetPlayer(player)
	undo.AddEntity(entity)
undo.Finish()

end
[/lua]

Also works with weapons and all that. I always make stuff on the server.

I don’t quite get what your trying to acheive there ? can’t you just code the ent normally capsadmin?

Enjoy restarting the map everytime you make a change.

This is not a problem in singleplayer, but in singleplayer it’s boring and no one is around. And it’s singleplayer.

With my example, you’re supposed to convert it to a SENT when you’re done with it.

Is this the addon with the fancy Lua console in the corner of the screen? :v:

That’s not released yet since its bugs count is far greater than this one. Plus we’re just about to convert it to use a slightly different approach.

:downs:


(User was banned for this post ("Trolling" - mahalis))

Nothing revolutionary, but they look like very useful (and potentially fun to use:devil:) utilities. Thanks.

I like it (although I always had access to it) :woop:

lua_reloadents?

Yep, but i guess caps has a point here :frowning:

I was working on something like this. If you throw up a SVN and add me to it, I’ll add OOSocks support with http.Get fallback(I have a lua based http web server).

That would be nice. I’ll take a look into configuring the svn for guest access to certain areas or I’ll make another svn or just go use googlecode. Or just publish the whole svn.

EDIT: All set

Removed _self commands since they allowed clients to run stuff on SE servers. They were unneeded too so why not.

How’s the progress, Haza, or did you give up on it?

This is actually really cool.
I appreciate the work you’re doing Python, if only I had some time to still play garrysmod as much as I used to.

The addon has been moved to GitHub. I’ll remove the original repository within a month.

I’m accepting pull requests to luadev and socketdev:

https://github.com/Noiwex/luadev

-snip-

Is it possible to use GCompute with this or does the code all have to go through chat commands or preexisting scripts? I don’t think pasting an entire entity code with the chat command !l would look that nice. But if I used GCompute with it I could easily execute code without having to worry about the formatting and bugs.

(Please don’t kill me for bumping an old thread)