645 Results
[QUOTE=PortalGod;47572595][IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/render/Capture"]render.Capture[/URL][/QUOTE] [QUOTE=SeveredSkull;47572255]Unless there has been some serious changes to the code base while I have been away, I'm n...
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[QUOTE=James xX;47572144]Not really, the game renders it anyway. All you are doing is sending it to the server. 5 images per second wouldn't impact on performance unless the module you are using is synchronous.[/QUOTE] Unless there has been some serious changes to the code...
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[QUOTE=James xX;47572085]You could actually make a cctv camera for your server :v:[/QUOTE] Interesting idea... How would one go about doing such a thing? I would imagine trying to stream anything over 5 png files a second over the web to be pretty intensive both on the netwo...
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Facepunch gold here ladies and gents.
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[QUOTE=Sheeplie;47553484] Im curious about this, what was wrong?[/QUOTE] I was being a moron with my math and adding the entity's position to the offset. The 2 parameters are local space relative to the origin, where I was trying to put in world coordinates in there ins...
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[QUOTE=meharryp;47552958]Is there a way to make a player use an entity without having to network anything to the server?[/QUOTE] Just pass in the player to both of the arguments to the Use() function.
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[QUOTE=James xX;47552851]I don't have much experience with [IMG]http://wiki.garrysmod.com/favicon.ico[/IMG] [URL="http://wiki.garrysmod.com/page/cam/Start3D"]cam.Start3D[/URL] but have you tried moving the position into the argument of the function, and removing it from the ve...
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How does one draw a wireframe box around an entity? The following code is not working. I see nothing on screen. [CODE]function ENT:Draw() self:DrawModel() local pos = self:GetPos() cam.Start3D() render.DrawWireframeBox( pos , Angle(0,0,0), Vector(pos.x-1...
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[QUOTE] 1[/QUOTE] There is whitespace in front of your "1" in the HTML code. Should be pretty freaking obvious what you need to do. I would try Parsing the page rather than just checking if a string matches. Did you ever try, you know, printing the output of HTML?
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[QUOTE=Giraffen93;47105533]seemed to be some old code laying around, you'll go free this time havok [vid]http://a.pomf.se/zfztkc.webm[/vid] i am in no way in hell making checks for all the points, if nobody has a better idea and i'm not sure how i'd make the classic "ho...
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[QUOTE=geferon;46967715]Don't try putting it between "" because you'll change the function to string. Also, try [CODE]local maptochangeto = ReadMapToChange() RunConsoleCommand("changelevel", maptochangeto)[/CODE] EDIT: I mean, it'll make the ReadMapToChange() string[/QUOTE]...
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[QUOTE=StonedPenguin;46969923]global variable = variable or value[/QUOTE] [QUOTE=Acecool;46969925]If you're using a wrapper, or a global accessor, the easiest method is: DATABASE = DATABASE || { }; or blah = blah || default; so the first time around when DATABASE or blah is n...
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[QUOTE=Fillipuster;46959872]Did you define "db"?[/QUOTE] This seems to happen to me too when Garry's Lua Autorefresh kicks in with the Mysqloo module - then eventually leads to a server crash. Frankly because I dont know how to preserve variables betwen reloads of the Lua
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[QUOTE=btc1322;46969121]My communities website is pretty top notch with the ultimate plan and has been developed by an experienced person.[/QUOTE] Dude.... the background image doesn't even stay properly when scolling. A backround with that resolution (1920x1080) shouldn't b...
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[QUOTE=Acecool;46918431]Take a look at these hooks: [URL]http://wiki.garrysmod.com/page/GM/CanPlayerEnterVehicle[/URL] [URL]http://wiki.garrysmod.com/page/GM/PlayerEnteredVehicle[/URL] [URL]http://wiki.garrysmod.com/page/GM/CanExitVehicle[/URL] [URL]http://wiki.garrysmod.com...
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How would one go about using a hook/ Use override to change the default behavior upon pressing Use on a Chair (Vehicle Class)? I want to prevent the player from using the chair if certain conditions are not met, as well as modify the position in which they are placed upon e...
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[QUOTE=Pazda;46913039]Hey, now I'm getting an error linking me to [url]http://goo.gl/qcx0y[/url] and it reverted back to base gamemode x.x I used nooky's thing[/QUOTE] Did you even READ the page you pasted?
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So... As it turns out: When I made the switch from playing the game locally, to moving it to a dedicated server, the entity ID's changed and completely invalidated my database. Code is working perfectly fine now. Was apparently never broken - just adding NWVars onto completely...
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[QUOTE=ZephyrWarrior;46723643]Yes, there are better coders than me, and although most of them will help if asked, not very many are lining up to teach people things en-masse. So, any feedback to the idea would be greatly appreciated. :)[/QUOTE] I guess it is a great time t...
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[QUOTE=Jvs;46726366]The [URL="http://wiki.garrysmod.com/page/Dev_Branch"]dev branch[/URL] has a full rewrite of the NWVars system to improve the networking and reliability, try it out. It still has some bugs which will be fixed soon, and you can report issues [URL="https://git...
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[QUOTE=Sm63;46726094][URL]http://facepunch.com/showthread.php?t=1383088[/URL] you can use this you cant set a nwvar clientside though (you can, but it wont network to the server), but on the server it'll network to both realms[/QUOTE] Thank you, but I am already aware of tha...
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NWVars exist on Server but not Client
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Allright, So After about 3 years of not touching Garry's Mod, I may simply need a refresher... For some reason, the code below has a problem. The NW variables that are being set on these doors are Nil clientside, but exist serverside (However, system works fine in Singleplaye...
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[QUOTE=garry;40751973]I had to write a hack to get transparency in the spawn icons. It renders it to red background, scans every pixel for redness, then blue, scans every pixel for blueness, then green, scans every pixel for green. Then adds them all together and normalizes th...
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Not sure what you mean by giving focus back to the game... It should do that when you remove the parented panel. If not the only think I could think to do is add this line on your enter function: gui.EnableScreenClicker(false )
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[QUOTE=Ylsid;40570615]Coder here Have made things in the past, generally for TTT and am looking for some new opportunities. Not looking for anything long or expensive, I generally don't do jobs more than $20 and only am paid with steam games. Been doing gmod lua for a few...
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Try calling DermaPanel:Remove() instead of DermaPanel:SetVisible( false )
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[QUOTE=Dreken;40490367]This isn't actually how its done. I've tried this, and this simply disables collisions between the player and the entity. And the person can't physgun the object either. I'm talking about setting ownership, mainly in terms of prop protect. I use FPP, ...
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[QUOTE=LEETNOOB;40479254][media]http://www.youtube.com/watch?v=89PYniqNdHM[/media] Got back from Berlin on Saturday and I'm still working on Customizable Weaponry, this time I'm showing the G36K here.[/QUOTE] Looks great but I don't think you could see straight down the...
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This is like a "Tech Support" subforum here. Go ask in the [URL="http://facepunch.com/forumdisplay.php?f=40"]modeling [/URL]section... I doubt anyone knows how to do that shit in here.
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[QUOTE=Lexic;40465875] [lua]local a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,q,r,s,t,u,v,w,x,y,z;local A;surface.SetFont("DefaultFixed")s,t=surface.GetTextSize("100%")c=false;j=6;local B,C=ScrH(),ScrW()local function D(c)return c.r,c.g,c.b,c.a end;local E,newbar,barprep={}do local funct...
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What does the player death think have to do with you with overriding the health? Also... Ever heard of Player:SetMaxHealth()?
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[QUOTE=nickster50;40407684]Im not blaming them im just saying ulx could have a loophole which could allow a user to brute force access.[/QUOTE] They why does your title for the OP suggest so? You're also saying the loophole needs to be fixed. What loophole? If it not ULX t...
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yeah you left out ammoleft. Reinstantiate it after that if block. [editline]22nd April 2013[/editline] [CODE] if ( IsValid( LocalPlayer():GetActiveWeapon() ) ) then local ammoleft = LocalPlayer():GetActiveWeapon():Clip1() local totalammo = LocalPlayer():GetAmmoCount(...
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-snip- I think this is a bug. Posted a thread here: [url]http://facepunch.com/showthread.php?t=1266342&p=40438975#post40438975[/url]
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[QUOTE=robowurmz;40375804]As you can see in the tiny example snippet up above, I do it before I use SetColor.[/QUOTE] My Bad.
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[QUOTE=find me;40379280]If this doesn't work how it should, you're most likely having some conflicting scripts/code somewhere.[/QUOTE] And that's exactly why this is frustrating me to the ends of the earth. I was thinking it was an issue with my server, which I may just do...
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Take your util.AddNetworkString and place it outside of a function. At the beginning or the end is most common.
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[QUOTE=CGNick;40374752] local prop = ents.Create("prop_physics") prop:SetModel("model_name_goes_here.mdl") prop:Spawn() [/QUOTE] That's what I've done initially, as well as I have ever had to do, but it results in the case listed in the OP: It has physics for everyone but no...
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[QUOTE=robowurmz;40367413]Just tried this. No difference, I'm afraid. :( Thanks for helping, though.[/QUOTE] Where did you put it? If I remember correctly, you have to call this before you set the color or else the alpha is just ignored.
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Allright, so this has annoyed me for a while now. Anyone care to give me some sample code on how to make a prop properly with pure lua? All the techniques I try either: - don't have physics for the player spawning it, but works for everyone else - has physics for players, but...
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Prop-er (Har Har) way to make a prop with lua?
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You would need to find it in your gamemode. If it doesn't exist, just create a new function with that name and return false in the init.lua in your gamemode's "gamemode" folder An example of the code is provided in the link Ice Tea sent you.
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[QUOTE=zzaacckk;40267150]I don't think you know how fast 50 ms is.[/QUOTE] Its not like jumping while you are in the air is going to do anything...
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That IS the command.
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"bunnyhop"
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[QUOTE=ash47;40250612]And a chick who throws you guns :P[/QUOTE] Well hello there NextBot... Fancy to be turned into Elizabeth? Totally doing this now.
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[QUOTE=jrj996;40236231]It's none of those things, I have the steamid saved as a VARCHAR(32), I fixed it though, it was just the way I went about doing it in lua. [lua] function Player:SetRank(rank) if rKey(rank) then self.Rank = ranks[rKey(rank)].Rank local id = se...
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[QUOTE=garry;40242426]This is just the way it works internally. A lot of Valve's scripts test the position to see if it's moved in x seconds. If it hasn't then it calls onstuck manually. Maybe the MoveTo function should do that - or maybe I should change the engine code to do ...
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Ever thought to recall the last error and see if you are doing something wrong? The first thing I would guess is steamID isn't the correct type. Next possibility is that you don't have " "s around the SteamID in the string... if you dont wanna put \"s in the string itself, ...
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[QUOTE=Drakehawke;40224247]Post it here then we can all learn. And I just use [url=www.puush.me]puush[/url].[/QUOTE] Better yet, why not add the info to the Wiki. Ive been dying for some proper documentation.
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How exactly are you chaning the gamemode to "Sim"?
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I did... but you just simply state "It r dont work" without any description on whats going on. Code-wise it looks fine as well as based on your description you have everything in the right folders... Are you getting any errors?
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This post suggests it is seeking for help, but I see no question.
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[QUOTE=Maxitronix;40150399]-_- try to run this code. I know what Think hook. line 5 checks every tick but otherwise no. And stop annoying please. I do not want to humiliate or hurt you[/QUOTE] And your line 19 sets this to true for every tick after this gets called ONCE assu...
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[QUOTE=Maxitronix;40150258]If it was in fact so, then slider must creating every second and "v" entity must changes it's position and angles to "ptses" and "angless" every second too. I have already passed this.[/QUOTE] You're doing this in the Think hook... its running a...
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Thx.
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-snip- stupid me
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You are making no sense what-so-ever. You already have code to do that: [QUOTE] if self:GetPos():Distance(v:GetPos()) > 100 then constraint.RemoveAll(v) self.did = true end[/QUOTE] which removes all constraints.
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Yup. It is quite literally about 30 units away from me. Function gets called when the entity is spawned by the player.
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Serverside: [CODE]function ENT:PopulateClientModels() net.Start("FarmPopulateModels") local ent = self // Ive tried the 2 variations below: print(self) // "Entity [311][mres_soil]" print(self.Entity) // "Entity [311][mres_soil]" print(ent) /...
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Damn you net.WriteEntity()
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Ummmmm. What?
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I could be wrong... but isn't dylib a Linux extension?
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Not very clear. Did this work before you workshopped it? If not, we need code.
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[url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index3624.html[/url] Have fun.
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[QUOTE=Charrax;40099880]Not helping because you sent me a PM titled help me with the body just being the link to this thread. Also you bumped this wayyyy too much.[/QUOTE] He did the same to me... Just been on a helping spree over in the Help and Support so I figured wh...
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Lines 2, 4, 6, and 8 in the part you are suggesting is whats causing the error. You are attempting to index a nil value ( in this case: GetAttachment().Pos ) of the table that is being returned. In addition, you are not creating an angle properly for SetViewAngles() to be call...
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Having entities without a spawnfunction has always crashed me for a while now...
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First of all, why the hell are you adding hooks to the Gamemode calls? Just overwrite them! Second, no need to strip the weapons when they spawn, because they spawn with nothing. Lastly, are you testing this alone? Because the way it seem is that there will always be 1 snipe...
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Hey guys, Ok, so I have an entity that's pretty much bare-boned... I can spawn the entity just fine though an ent.Create() and it works fine, but when I try and spawn it through the Q menu, my server crashes. Anyone know the deal? [lua] AddCSLuaFile() DEFINE_BASEC...
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[QUOTE=CapsAdmin;39275752]I'm pretty sure LocalPlayer() returns NULL during full updates and before you're spawned.[/QUOTE] Yup. Timer fixed that. Thanks :D
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And that is exactly why scripting for GM13 is such a clusterfuck. No documentation.
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Dude... you and I both. The FindInLua structure has changed. [strikethrough]Here is your direct reference: [URL]https://docs.google.com/document/d/1CIMxhvD7UX1lJPGi_DpDmPdTcVloIDYo-6AAMQl_KCs/edit[/URL][/strikethrough] Nevermind. Changes after that as well. look in the doc be...
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Why send data twice, when you can just wait to send it the first time? Did you even think that through? [editline]18th January 2013[/editline] What happened to all the Lua coders who actually KNEW what they were talking about? :/ [editline]18th January 2013[/editline] [QUO...
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Because I can?
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No. It works perfectly fine that way. It'll call the function instead. But, I managed to find the issue. I had just added a timer to the call. This Serverside version was being called on PlayerInitialSpawn to send this net hook. Added a timer of 0.1 seconds and its all good. R...
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Of course it is being clientside. Its being called off of a server net.Send
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Allright guys, so anyone care to explain to me whats going on? This code was working a few hours ago, and nothing was changed as it was one of the very first pieces of code for this game mode that I coded. [lua] net.Receive( "SetupPlayer", SetupPlayer) function SetupPlayer()...
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LocalPlayer() returning [Null Entity]
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[QUOTE=Dvolution;36796366]Ah ok I'll give that a go thanks. It must be something to do with FPP not allowing me to use the phys gun, it pops up with "blocked" in red text when I try to use it.[/QUOTE] Yeah this is exactly why. It is disabled by default.
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That's a horrible implementation. Make it keep a record of which zombies are spawned. When they are killed, lower the count.
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More than likely the mass is too great for the Grav Gun. Set the mass lower and you will be able to use it. And the physics gun works with everything.
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Code will work. but you are not limiting the amount. Eventually if zombies are not killed, you will have a shitton. Add in some checks for the amount
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Why the fuck did you bump this?
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Uhm. Are any of you knowledgeable in scripting or are you relying on this hired person to do it for you? Also, You missed the recruitment thread. Read the rules.
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Nope. Seems to work fine with the player again, but not with props and entities.
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Init.lua
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Oh. Well fuck I don't know shit on Linux.
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Do you have the correct libmysql DLL for TMySQL? try downloading a fresh copy of the DLL and then let us know what happens. If not, try taking it from Mysqloo and see if that works.
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[URL="http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexa077.html"]Keys List[/URL] [lua] function SWEP:Think() if( player:KeyDown( IN_FORWARD ) ) then Msg( "You pressed the forward key!\n" ) end end [/lua] [editline]14th July 2012[/editline] Due to t...
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You cant call functions that are associated with weapons via console commands like that. And why can't you do this through key binds in the think hook? AKA in the think hook, check if the a key is down, and do the appropriate function.
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You have to know what a variable is in order to make Derma menus... You have to know what parameters are and such... What I gave you, you should be perfectly knowledgeable in knowing how to take a string, and set it on a variable, then call it later on in a SetModel parame...
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Then tell me. How is it you understand Derma, but you cant understand a damned variable when it is staring you right in the fucking face? [code] ply.PickedModel = "" [/code] That's how PickedModel is defined. It is sitting right there in black and white. I call bul...
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[QUOTE=SammySung;36774852]Thanks for your help.[/QUOTE] Yes I am dumb because you don't know what the hell you're talking about. Lemme tell ya. What troubles me even further... You have a menu right? 20 bucks says you didn't make it. If you DID, then you should be able ...
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.... seriously? Dude if you don't even understand the simplest of concepts dealing with variables... go to the tutorials section on the wiki.
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[URL]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index2901.html[/URL] Initial Spawn [URL]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index249d.html[/URL] Player Spawn [lua] function GM:PlayerInitialSpawn( ply ) //Menu shit should pop up on play...
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Dude. Its easy. On the Inital Spawn hook, pop up the menu. Once they pick the model, store it as a variable on the player. on the PlayerSpawn hook, set the model to the one stored on the player. Done.
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Bah. Was alot more web-based than I remembered... anyway: [URL="http://www.facepunch.com/showthread.php?t=1196756"]here[/URL] You'll need to download the Steam Condenser script and use that to send shit to your server.
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well in that case i guess ill be learnin some HTML... cuz the one i know of isnt just a copy paste setup...
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