1. Post #441
    JustSoFaded's Avatar
    December 2011
    432 Posts
    function _R.Entity:IsOnFire()
        for k,v in pairs(ents.FindByClass("entityflame")) do
            if (v:GetParent() == self) then
                return true
            end
        end
        return false
    end
    
    function _R.Entity:IsOnFire()
        for _, v in pairs(ents.FindByClass("entityflame")) do
               return (v:GetParent() == self);
        end
    end
    
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  2. Post #442
    shadowndacorner's Avatar
    May 2011
    195 Posts
    How can you fix the problem where a DModelPanel's entity's bones are contorted oddly? Like, where the head is looking way behind the body for no reason whatsoever?

    Edited:

    function _R.Entity:IsOnFire()
        for _, v in pairs(ents.FindByClass("entityflame")) do
               return (v:GetParent() == self);
        end
    end
    
    That would only return correctly for the first entityflame
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  3. Post #443
    Awesome Gmod Servers!
    brandonj4's Avatar
    September 2011
    2,073 Posts
    -snip-
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  4. Post #444
    Piciul's Avatar
    April 2011
    359 Posts
    Use Entity.FindInSphere and EmitSound. You should probably use a timer or the Think hook along with setting some sort of next play time kind of variable for the player to know when to emit the sound.
    Thanks, gave me a nice head start. Should I use tables for the different sounds?
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  5. Post #445
    PROUD BRONY 4LYFE
    Drakehawke's Avatar
    February 2009
    3,312 Posts
    Is there a list of methods available for various things?
    Like a list of things you can do to a player in your code, and variables of a player you can change?
    Also, when i'm writing scripts for darkrp, how do i know where to put them? Like, if i wanted to make a script execute when a player types a command, where would i put that code?
    The GMod wiki is the place you're looking for, it's currently being moved so it's empty, however a mirror of the old one can be found here:

    http://maurits.tv/data/garrysmod/wik...itle=Main_Page

    As for DarkRP, every Lua file in DarkRP/gamemode/modules is automatically loaded with DarkRP, just put your code in a file in there and it should work. DarkRP isn't well documented, so I'll save you some time and tell you that AddChatCommand( "/command", func ) is the syntax for adding a chat command. func is the function to call when the player types the command - two arguments are passed to it, the player who typed it and anything else they typed after it.
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  6. Post #446
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,852 Posts
    -snip I did this a retarded way, DMultiChoice needs to return something we can set values on-
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  7. Post #447
    fcampbell's Avatar
    May 2011
    91 Posts
    -snippity snip snip. Just realized there is a subforum for questions. Sorry.-
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  8. Post #448
    Title

    August 2009
    301 Posts
    Is it possible to directly control NPC's with LUA? By that I mean the target of the NPC's, if that target doesn't exist (The target will be a breakable wall) then go for the nearest player. Ill be spawning NPC's a far bit back from the building the player is in and Ill need to spawn the NPC's (about 7 different spawner's to go to different breakable walls all around the building for them to then break it and enter through that hole).

    This sound ultimately confusing but basically controlling NPC's as a whole.

    Basically, how do I control a npc_maker with LUA?
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  9. Post #449
    Casual Bananas
    E X C L's Avatar
    February 2011
    1,716 Posts
    Is it possible to directly control NPC's with LUA? By that I mean the target of the NPC's, if that target doesn't exist (The target will be a breakable wall) then go for the nearest player. Ill be spawning NPC's a far bit back from the building the player is in and Ill need to spawn the NPC's (about 7 different spawner's to go to different breakable walls all around the building for them to then break it and enter through that hole).

    This sound ultimately confusing but basically controlling NPC's as a whole.

    Basically, how do I control a npc_maker with LUA?
    I'm not sure what you mean by control, you want to make them spawn somewhere if I understand correctly?
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  10. Post #450
    Title

    August 2009
    301 Posts
    I'm not sure what you mean by control, you want to make them spawn somewhere if I understand correctly?


    Where the red dots are is where a npc_maker will be. I want to be able to control these with LUA to spawn say 5 each. The NPC's will then head towards the green line which will be a wooden barricade as such, once that's destroyed they look for the nearest player. Basically waves of NPC's will be coming while the player can repair barricades etc.
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  11. Post #451
    Casual Bananas
    E X C L's Avatar
    February 2011
    1,716 Posts
    If you name the controllers in hammer you will be able to find and control them them with lua.
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  12. Post #452
    pennerlord's Avatar
    February 2011
    504 Posts
    You could make some spawnpoints in Hammer that are not used by players to spawn (or create an entire new point entity for this), get the positions of them with lua and let some npcs spawn there.
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  13. Post #453

    February 2012
    56 Posts
    The GMod wiki is the place you're looking for, it's currently being moved so it's empty, however a mirror of the old one can be found here:

    http://maurits.tv/data/garrysmod/wik...itle=Main_Page

    As for DarkRP, every Lua file in DarkRP/gamemode/modules is automatically loaded with DarkRP, just put your code in a file in there and it should work. DarkRP isn't well documented, so I'll save you some time and tell you that AddChatCommand( "/command", func ) is the syntax for adding a chat command. func is the function to call when the player types the command - two arguments are passed to it, the player who typed it and anything else they typed after it.
    So would this work if i just dropped it in modules? (Its making a chat command for the mayor job that makes the player they are looking at into a secret service agent.)
    Code:
    local function AppSS( ply, args )
    	if ply:Team() == TEAM_MAYOR then
    		local LookingAt = ply:GetEyeTrace().Entity
    		if not ValidEntity(LookingAt) or not LookingAt:IsPlayer() or LookingAt:GetPos():Distance(ply:GetPos()) > 100 then
    			Notify(ply, 1, 4, string.format(LANGUAGE.must_be_looking_at, "player"))
    			return ""
    		end
    		LookingAt:ChangeTeam( TEAM_MG, true )
    		ply:PrintMessage(HUD_PRINTTALK, "You have made "..LookingAt.." a secret service agent!"
    	end
    	return ""
    end
     AddChatCommand( "/makess", AppSS )
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  14. Post #454
    LuaGuy's Avatar
    April 2011
    129 Posts
    What is the mean of self ? What is the purpose of self ?
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  15. Post #455
    Gold Member
    ralle105's Avatar
    October 2005
    4,648 Posts
    What is the mean of self ? What is the purpose of self ?
    Read this
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  16. Post #456
    Heisenberg
    Neddy's Avatar
    March 2005
    4,348 Posts
    So, Ive read through all of the stuff on the GMOD Wiki. What do I do next? Look through other peoples work and see if I can understand what makes them tick?
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  17. Post #457
    Gold Member
    ralle105's Avatar
    October 2005
    4,648 Posts
    Yep.
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  18. Post #458

    February 2012
    56 Posts
    I added a new entity to my darkrp, and when i try to spawn it this pops up:
    Code:
    ERROR: GAMEMODE:'PlayerSay' Failed: [gamemodes\finaldarkrp\gamemode\main.lua:1166] attempt to index field 'dt' (a nil value)
    [cpp] Error: hook->PlayerSay returned a non-string!
    Anyone got any fixes? I don't see why the error would be in the gamemode file if the only new thing is the one entity?
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  19. Post #459

    February 2010
    129 Posts
    You know, the code of the entity would help us find the problem.
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  20. Post #460

    February 2012
    56 Posts
    Heres the only file i edited (You can see where i commented out and replaced):
    AddCSLuaFile("cl_init.lua")
    
    AddCSLuaFile("shared.lua")
    
    include("shared.lua")
    
    function ENT:Initialize()
    
    self.Entity:SetModel("models/props_c17/pottery09a.mdl")
    
    self.Entity:PhysicsInit(SOLID_VPHYSICS)
    
    self.Entity:SetMoveType(MOVETYPE_VPHYSICS)
    
    self.Entity:SetSolid(SOLID_VPHYSICS)
    
    self.Entity:SetUseType(SIMPLE_USE)
    
    local phys = self.Entity:GetPhysicsObject()
    
    if phys and phys:IsValid() then phys:Wake() end
    
    self.Entity:SetNWBool("Usable", false)
    
    self.Entity:SetNWBool("Plantable", true)
    
    level = 0
    
    self.damage = 10
    
    local ply = self.Entity:GetNWEntity("owning_ent")
    
    end
    
    function ENT:OnTakeDamage(dmg)
    
    self.damage = self.damage - dmg:GetDamage()
    
    if (self.damage <= 0) then
    
    local effectdata = EffectData()
    
    effectdata:SetOrigin(self.Entity:GetPos())
    
    effectdata:SetMagnitude(2)
    
    effectdata:SetScale(2)
    
    effectdata:SetRadius(3)
    
    util.Effect("Sparks", effectdata)
    
    self.Entity:Remove()
    
    end
    
    end
    
    function ENT:Use()
    
    if self.Entity:GetNWBool("Usable") == true then
    
    self.Entity:SetNWBool("Usable", false)
    
    self.Entity:SetNWBool("Plantable", true)
    
    self.Entity:SetModel("models/props_c17/pottery09a.mdl")
    
    local SpawnPos = self.Entity:GetPos()
    
    local WeedBag = ents.Create("durgz_weed")
    
    if level = 1 then
    WeedBag:SetPos(SpawnPos)
    WeedBag:Spawn()
    end
    if level = 2 then
    WeedBag:SetPos(SpawnPos)
    WeedBag:Spawn()
    WeedBag:Spawn()
    end
    if level = 3 then
    WeedBag:SetPos(SpawnPos)
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    end
    if level = 4 then
    WeedBag:SetPos(SpawnPos)
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    end
    if level = 5 then
    WeedBag:SetPos(SpawnPos)
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    WeedBag:Spawn()
    end
    
    
    end
    
    end
    
    function ENT:Touch(hitEnt)
    
    if hitEnt:GetClass() == "seed_weed" then
    
    if self.Entity:GetNWBool("Plantable") == true then
    	if level = 0 then
    		hitEnt:Remove()
    		level = 1
    		self.Entity:SetModel("models/props_foliage/potted_plant3.mdl")
    		self:SetColor(0, 190, 14, 255)
    	elseif level = 1 then
    		hitEnt:Remove()
    		level = 2
    		self.Entity:SetModel("models/props_foliage/potted_plant1.mdl")
    		self:SetColor(0, 190, 14, 255)
    	elseif level = 2 then
    		hitEnt:Remove()
    		level = 3
    		self.Entity:SetModel("models/props_foliage/potted_plant2.mdl")
    		self:SetColor(0, 190, 14, 255)
    	elseif level = 3 then
    		hitEnt:Remove()
    		level = 4
    		self.Entity:SetModel("models/props/cs_office/plant01.mdl")
    		self:SetColor(0, 190, 14, 255)
    	elseif level = 4 then
    		hitEnt:Remove()
    		level = 5
    		self.Entity:SetModel("models/props/cs_office/plant01.mdl")
    		self:SetColor(0, 190, 116, 255)
    		self.Entity:SetNWBool("Plantable", false)
    	end
    
    //---------------------------------
    
    /*timer.Create("Stage2_"..self:EntIndex(), 10, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing1.mdl")
    
    end)
    
    timer.Create("Stage3_"..self:EntIndex(), 15, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing2.mdl")
    
    end)
    
    timer.Create("Stage4_"..self:EntIndex(), 20, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing3.mdl")
    
    end)
    
    timer.Create("Stage5_"..self:EntIndex(), 25, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing4.mdl")
    
    end)
    
    timer.Create("Stage6_"..self:EntIndex(), 30, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing5.mdl")
    
    end)
    
    timer.Create("Stage7_"..self:EntIndex(), 35, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing6.mdl")
    
    end)
    
    timer.Create("Stage8_"..self:EntIndex(), 40, 1, function()
    
    self.Entity:SetModel("models/nater/weedplant_pot_growing7.mdl")
    
    self.Entity:SetNWBool("Usable", true)
    
    end)*/
    
    end
    
    end
    
    end
    
    function ENT:OnRemove()
    
    if self.Entity:GetNWBool("Plantable") == false then
    
    /*timer.Destroy("Stage2")
    
    timer.Destroy("Stage3")
    
    timer.Destroy("Stage4")
    
    timer.Destroy("Stage5")
    
    timer.Destroy("Stage6")
    
    timer.Destroy("Stage7")
    
    timer.Destroy("Stage8")*/
    
    end
    
    end 
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  21. Post #461
    pennerlord's Avatar
    February 2011
    504 Posts
    Heres the only file i edited (You can see where i commented out and replaced):
    -code-
    Could you please use [LUA][/LUA] -tags?
    Thanks. :)
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  22. Post #462

    February 2012
    56 Posts
    Could you please use [LUA][/LUA] -tags?
    Thanks. :)
    Yeah, sorry, i changed it.
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  23. Post #463
    Gold Member
    mil0001's Avatar
    January 2010
    485 Posts
    Looking for a way to notify admins if a player destroys a microwave/gunlab telling us there name in DarkRP. I know it would use things like Entity:GetPhysicsAttacker and Entity:Getname I just cant figure out how to 'put it all together'
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  24. Post #464
    Awesome Gmod Servers!
    brandonj4's Avatar
    September 2011
    2,073 Posts
    Attempting to create a drag and drop derma system for icons inside of boxes.
    Transferring items from one derma menu to another derma menu by dragging basically.
    Could someone please give a tutorial? Aswell I'm trying to find out how to create a custom derma skin.
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  25. Post #465
    JustSoFaded's Avatar
    December 2011
    432 Posts
    Attempting to create a drag and drop derma system for icons inside of boxes.
    Transferring items from one derma menu to another derma menu by dragging basically.
    Could someone please give a tutorial? Aswell I'm trying to find out how to create a custom derma skin.


    Edited:

    1. If you are asking for a tutorial on a derma skin, then a drag and drop derma system is too advanced for you. Although, it's not really that hard. Heres some advice: Make your own panels, don't try and make some shafty system using garrys derma panels.

    2. Just google derma skins or something and find someone elses, i'm sure you can find an example pretty easily.
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  26. Post #466
    pennerlord's Avatar
    February 2011
    504 Posts
    Attempting to create a drag and drop derma system for icons inside of boxes.
    Transferring items from one derma menu to another derma menu by dragging basically.
    Could someone please give a tutorial? Aswell I'm trying to find out how to create a custom derma skin.
    You could take a look at the DFrame code. Since it can be drag and droped it could be useful for you.
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  27. Post #467
    Title

    August 2009
    301 Posts
    I have this code which should respawn weapons once they are picked up. However since I'm not checking if the player already has the weapon, it spams quite a bit and lags. I tried checking if they have a weapon, however after returning false you cannot pickup another weapon in the game.

    local function RespawnTrigger(ply,wep)
    	    local nextclass, nextpos, nextang = wep:GetClass(), (wep:GetPos() + Vector(0,0,1)), wep:GetAngles()	
    		timer.Simple(0.1, function()
    			local ent = ents.Create(nextclass)		
    			ent:SetPos(nextpos)
    			ent:SetAngles(nextang)
    			local check = ents.FindInSphere(ent:GetPos(),1)
    			for k,v in pairs(check) do
    				ErrorNoHalt(v:GetOwner())
    				if v:GetClass() == nextclass && v != ent && v:GetOwner() != "Player" then
    					cantspawn = true
    				end
    			end
    			ErrorNoHalt(cantspawn)
    			if !cantspawn then
    				ent:Spawn()
    			end
    			cantspawn = nil
    		end)
    end
    hook.Add("PlayerCanPickupWeapon", "RespawnTrigger", RespawnTrigger)
    
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  28. Post #468
    Dennab
    January 2008
    121 Posts
    I made this for my server, it auto-respawns weapons after 30s like HL2DM. Might help :)

    --[[
    	=== HSP Plugin Module ===
    	sv_RSWep, v1.2
    	Respawn picked up weapons!
    ]]
    
    
    local Time       = CreateConVar("hsp_rswep", 30, true, false)
    local DoSound = CreateConVar("hsp_rswep_sound", 1, true, false)
    local Stuff      = {
    	"weapon_*",
    	"item_*",
    	"prop_physics_respawnable"
    }
    local BadStuff	= {
    	["item_suitcharger"]	= true,
    	["item_healthcharger"]	= true,
    	["item_suit"]			= true,
    	["item_item_crate"]		= true,
    }
    
    
    function HSP.Wep_Respawn(ent,class,pos,angles,mdl)
    	if not (class and mdl) then return end
    	
        timer.Simple(Time:GetFloat(), function()
            local wep = ents.Create(class)
    			wep:SetModel(mdl)
    			wep:SetPos(pos)
    			wep:SetAngles(angles)
    		wep:Spawn()
    		
    		if DoSound:GetBool() then
    			wep:EmitSound( Sound("weapons/stunstick/alyx_stunner"..math.random(1,2)..".wav") )
    		end
    		
    		wep:CallOnRemove("HSP.Wep_Respawn", HSP.Wep_Respawn, class,pos,angles,mdl)
        end)
    end
    
    
    function HSP.Wep_Respawn_Setup()
    	local Tab = {}
    	for k,v in pairs(Stuff) do
    		table.Add(Tab, ents.FindByClass(v) )
    	end
    	
    	local Done = 0
    	for k,ent in pairs(Tab) do
    		if not BadStuff[ ent:GetClass() ] then
    			ent:CallOnRemove("HSP.Wep_Respawn", HSP.Wep_Respawn, ent:GetClass(),ent:GetPos(),ent:GetAngles(),ent:GetModel())
    			Done = Done + 1
    		end
        end
    	
    	if Done != 0 then
    		print("[HSP] Will respawn ["..Done.."] items!")
    	end
    end
    hook.Add("InitPostEntity", "HSP.Wep_Respawn_Setup", HSP.Wep_Respawn_Setup)
    
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  29. Post #469

    August 2010
    14 Posts
    Anyone know what the entity name is for the airboat? An example would be like the pistol ammo, which I believe is item_ammo_pistol.
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  30. Post #470
    Gold Member
    highvoltage's Avatar
    May 2009
    1,822 Posts
    Anyone know what the entity name is for the airboat? An example would be like the pistol ammo, which I believe is item_ammo_pistol.
    prop_vehicle_airboat ?
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  31. Post #471

    August 2010
    14 Posts
    prop_vehicle_airboat ?
    I mean, if you use ent_create to make it in the console, what would it be?
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  32. Post #472
    Gold Member
    highvoltage's Avatar
    May 2009
    1,822 Posts
    prop_vehicle_airboat is what the entity is, but you have to set the model yourself.
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  33. Post #473
    Awesome Gmod Servers!
    brandonj4's Avatar
    September 2011
    2,073 Posts
    You could take a look at the DFrame code. Since it can be drag and droped it could be useful for you.
    Could you please show the part where it's like that? I for some reason can't see that sort of page on chrome..
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  34. Post #474

    December 2011
    350 Posts
    Could you please show the part where it's like that? I for some reason can't see that sort of page on chrome..
    Works for me
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  35. Post #475
    Awesome Gmod Servers!
    brandonj4's Avatar
    September 2011
    2,073 Posts
    Works for me
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  36. Post #476
    Gold Member
    Hyper Iguana's Avatar
    March 2011
    700 Posts
    Is there a clientside ply:SelectWeapon()?

    edit:

    nevermind, found out.

    "use <class>"
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  37. Post #477
    Fight for justice, fight for Manning and Snowden.
    Persious's Avatar
    April 2010
    2,597 Posts
    Refresh the site. Happend to me sometimes too, but I simply had to refresh it.
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  38. Post #478
    Mr Swoots's Avatar
    January 2012
    14 Posts
    This is my first code, it's derma but basically an error pops up when I execute it via console.

    Code:
    [lua\derma\init.lua:53] RunConsoleCommand: Command is blocked! (sv_cheats)[lua\derma\init.lua:53] RunConsoleCommand: Command is blocked! (sv_cheats)17:40[lua\derma\init.lua:53] RunConsoleCommand: Command is blocked! (sv_cheats)
    Code:
    local DermaPanel = vgui.Create("DFrame") -- Creates the frame itself
    DermaPanel:SetPos(50,50) -- Position on the players screen
    DermaPanel:SetSize(500, 500) -- Size of the frame
    DermaPanel:SetTitle("ALIVE") -- Title of the frame
    DermaPanel:SetVisible(true)
    DermaPanel:SetDraggable(false) -- Draggable by mouse?
    DermaPanel:ShowCloseButton(true) -- Show the close button?
    DermaPanel:SetMouseInputEnabled(true)
    DermaPanel:MakePopup() -- Show the frame
    
    local DermaButton = vgui.Create("DButton")
    DermaButton:SetParent(DermaPanel)
    DermaButton:SetText("ALIVE?")
    DermaButton:SetPos(50,50)
    DermaButton:SetSize(150,50)
    DermaButton.DoClick = function ()
        RunConsoleCommand("kill")
    end
    
    local CheckBoxThing = vgui.Create("DCheckBoxLabel", DermaPanel)
    CheckBoxThing:SetPos(50,250)
    CheckBoxThing:SetText("Cheats?")
    CheckBoxThing:SetConVar("sv_cheats")
    CheckBoxThing:SetValue(1)
    CheckBoxThing:SizeToContents()
    I also tried settings the ConVar to "sv_cheats 1" but instead it returns:
    Code:
    [lua\derma\init.lua:53] RunConsoleCommand: Command has invalid characters! (sv_cheats 1 (' '))
    	The first parameter of this function should contain only the command, the second parameter should contain arguments.[lua\derma\init.lua:53] RunConsoleCommand: Command has invalid characters! (sv_cheats 1 (' '))
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  39. Post #479
    Fight for justice, fight for Manning and Snowden.
    Persious's Avatar
    April 2010
    2,597 Posts
    Well, kinda easy answer but the command "sv_cheats" is blocked. As you can't use it on your menu.
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  40. Post #480
    Mr Swoots's Avatar
    January 2012
    14 Posts
    Well, kinda easy answer but the command "sv_cheats" is blocked. As you can't use it on your menu.
    Is there any way to change that so it does work?
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