1. Post #201
    ASK ME ABOUT MY SAM 6420 FETISH
    ArmageddonScr's Avatar
    July 2011
    691 Posts
    I just want to be able to be able to give control to the player, and then not
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  2. Post #202
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    I generally use gui.EnableScreenClicker instead of MakePopup with things like scoreboards and admin mods when I want the player to be able to move while the popup is made

    Edited:

    Is it possible to use any text drawing functions in the menu state like you could with HUDPaint
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  3. Post #203
    NnyAskC's Avatar
    April 2006
    101 Posts
    Okay this is only bits of the code, so if you see what I'm doing wrong or need more info, let me know.

    First of all, the timers don't seem to be working.

    Second of all, the tazedPlayer:ConCommand("pp_motionblur 1") also blurs me. Nothing else happens to me like the hud print, only the motion blur.

    	eyeTrace = self.Owner:GetEyeTrace()
     
        if !eyeTrace.Entity:IsPlayer() then
    	    return
    	end
    

    -------------------------------------------------------------------------------------------------------------

        if eyeTrace.Entity:IsPlayer() then
    	    self.Weapon:EmitSound("Weapon_StunStick.Activate")
            self:tasePlayer(eyeTrace.Entity)
    		self.BaseClass.ShootEffects(self)
            SetGlobalInt("reloadTimer",CurTime()+10)
            SetGlobalInt("tazedTimer",CurTime()+5)
    		tazedPlayer = eyeTrace.Entity
    		oldModel = eyeTrace.Entity:GetMaterial()
        end
    	
    

    -------------------------------------------------------------------------------------------------------------

    function SWEP:tasePlayer(tazedPlayer)
    	if ( CurTime() < GetGlobalInt("tazedTimer") ) then
    		tazedPlayer:SetMoveType(MOVETYPE_NONE)
            tazedPlayer:ConCommand("pp_motionblur 1")	
    		tazedPlayer:PrintMessage(HUD_PRINTCENTER, "You got tased bro.")
    		tazedPlayer:SetMaterial( "models/alyx/emptool_glow" )
    	end
    	if ( CurTime() > GetGlobalInt("tazedTimer") ) then
    	    tazedPlayer:SetMoveType(MOVETYPE_WALK)
            tazedPlayer:ConCommand("pp_motionblur 0")
    		tazedPlayer:SetMaterial( oldModel )
    	end
    end
    
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  4. Post #204
    Gold Member
    marvincmarvin's Avatar
    January 2011
    795 Posts
    Shouldn't it return nil if I try to access "_G.global" if I run this?

    global={"secrets"}
    setmetatable(_G,{
    	__index=function(tbl,key)
    		if key=="global" then
    			print "This is private!"
    			return nil
    		end
    		return rawget(_G,key)
    	end
    })
    
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  5. Post #205
    I call in friends to rate KatNotDinner dumb (lol)
    nick_9_8's Avatar
    December 2011
    1,651 Posts
    I am trying to remove the chat commands from Evolve, so you cannot see or use the chat commands in the chat box. This would mean you could only access the commands from the menu. Anyone know a way?
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  6. Post #206

    February 2012
    56 Posts
    Hey guys, i downloaded a vehicle pack for darkrp (http://www.garrysmod.org/downloads/?a=view&id=110381) and the main problem i am running into is that i set the vehicles so certain classes could spawn certain vehicles, but when they change class, the vehicle stays. Is there a way to make it so when a player changes jobs his vehicle disappears?


    A smaller and less important issue i am running into is that some of the vehicle models wont download to my clients, anyone have any idea why? Only a few of them don't. Any help is appreciated! Thanks in advance!
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  7. Post #207
    Gold Member
    ralle105's Avatar
    October 2005
    4,644 Posts
    Shouldn't it return nil if I try to access "_G.global" if I run this?

    global={"secrets"}
    setmetatable(_G,{
    	__index=function(tbl,key)
    		if key=="global" then
    			print "This is private!"
    			return nil
    		end
    		return rawget(_G,key)
    	end
    })
    
    __index is only called if the variable being accessed is nil.
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  8. Post #208
    NnyAskC's Avatar
    April 2006
    101 Posts
    Hey guys, i downloaded a vehicle pack for darkrp (http://www.garrysmod.org/downloads/?a=view&id=110381) and the main problem i am running into is that i set the vehicles so certain classes could spawn certain vehicles, but when they change class, the vehicle stays. Is there a way to make it so when a player changes jobs his vehicle disappears?

    A smaller and less important issue i am running into is that some of the vehicle models wont download to my clients, anyone have any idea why? Only a few of them don't. Any help is appreciated! Thanks in advance!
    Which vehicles? Also I'd set it to check when they die if they're still the required class for the vehicle (if you have it set to kill them when they change jobs).
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  9. Post #209
    Gold Member
    marvincmarvin's Avatar
    January 2011
    795 Posts
    __index is only called if the variable being accessed is nil.
    So making "global" a local table should do the trick?
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  10. Post #210
    Gold Member
    ralle105's Avatar
    October 2005
    4,644 Posts
    Yeah.
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  11. Post #211
    Gold Member
    Bynari's Avatar
    August 2005
    512 Posts
    I have an entity that uses a model (a mining drill) with three animations: there's the startup animation where the drill fires up and lowers into the ground, an active drilling animation which is looped, and a shutdown animation where the drill slows and is retracted.

    What I need to do is play the startup sequence, and then transition into the looped drilling animation. What is the best way to trigger the second animation as soon as the first one is complete?
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  12. Post #212
    ASK ME ABOUT MY SAM 6420 FETISH
    ArmageddonScr's Avatar
    July 2011
    691 Posts
    Not sure, but if you can get the duration of the animation, set a variable to CurTime()+duration
    and on think, if CurTime()>variable then play animation ?
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  13. Post #213

    February 2012
    56 Posts
    Which vehicles? Also I'd set it to check when they die if they're still the required class for the vehicle (if you have it set to kill them when they change jobs).
    All the ones in the pack i linked. Mainly what im looking for is a lua command or console command that clears all of a clients vehicles.
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  14. Post #214
    thomas672's Avatar
    June 2010
    8 Posts
    Im trying to find a way to get the ip of the server im on (client side) and I have looked everywhere and I cant find it, anyone know how?
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  15. Post #215
    Please waste more of your money changing this title again.
    Gmod4ever's Avatar
    August 2005
    6,740 Posts
    Hey guys, I don't think anyone ever answered here, so I'll post again.

    Does anyone know of a way to draw a beam in an effect that can still be seen if neither the start- or end- points of the beam are visible?
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  16. Post #216
    Gold Member
    ralle105's Avatar
    October 2005
    4,644 Posts
    Set the effect's render bounds to the start and end points.
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  17. Post #217
    jakeabbott96's Avatar
    June 2011
    529 Posts
    Hola.

    I'm trying to write out a Derma panel with a Lua Editor that I can easily use IG.



    local DermaPanel = vgui.Create ("DFrame")
    DermaPanel:SetPos (50,50)
    DermaPanel:SetSize (500,500)
    DermaPanel:SetTitle ("Lua Editor")
    DermaPanel:SetVisible (true)
    DermaPanel:SetDraggable (true)
    DermaPanel:ShowCloseButton (true)
    DermaPanel:MakePopup()
    
    
    
    
    
    
    
    
    local luaeditor = vgui.Create ("DLuaEditor", yourframe)
    luaeditor:SetParent (DermaPanel)
    luaeditor:SetPos(25,50)
    luaeditor:SetSize(400,400)
    luaeditor:SetCode([[
    /*NOTHING*/
    
    ]])
    
    print(luaeditor:GetCode())

    ( Yes, I'm aware the Derma panel is a bit offset, but no matter. )

    My problem is that writing a code into the editor does nothing. How can I make the editor run Lua commands on my command?
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  18. Post #218
    CoderHire
    _Undefined's Avatar
    November 2007
    1,466 Posts
    RunString(luaeditor:GetCode())
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  19. Post #219
    PROUD BRONY 4LYFE
    Drakehawke's Avatar
    February 2009
    3,312 Posts
    Can you bzip2 the Lua cache?

    Edit: I found some errors in my apache error log which suggest that it does look for a .bz2 cache file before the normal one, so I think you might be able to.
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  20. Post #220
    8==== ===== ===== ===== ===D
    Dennab
    April 2008
    4,831 Posts
    I've been working on a basic lua script that is a Left 4 Dead Voice Selection menu

    everything is fine and dandy and works, only problem is that the lip syncing will not work.
    I've tried the sound effects with a different addon, and the lipsyncing works fine with it.

    Here's the coding for my script, I'd really like for the lipsyncing to work yaknow
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  21. Post #221
    pennerlord's Avatar
    February 2011
    503 Posts
    I've been working on a basic lua script that is a Left 4 Dead Voice Selection menu
    Nearly 2000 lines of code and you call that "basic". You must be a pro coder.

    (You should create a function that creates these buttons for you.)
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  22. Post #222
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,110 Posts
    Nearly 2000 lines of code and you call that "basic". You must be a pro coder.

    (You should create a function that creates these buttons for you.)
    2000 lines of copypaste work don't make you a "pro coder".
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  23. Post #223
    pennerlord's Avatar
    February 2011
    503 Posts
    2000 lines of copypaste work don't make you a "pro coder".
    I know. It was a bad joke.
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  24. Post #224
    JustSoFaded's Avatar
    December 2011
    432 Posts
    The fact that the a voice selection menu is 2k lines shows that he isn't experienced. This can be done in less then 100 lines. Mine was like 58
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  25. Post #225

    June 2011
    199 Posts
    ok i downloaded a dedicated server got it all setup, sandbox gamemode works decent, however some objects can be walked through, anyways when i run any gamemode besides sandbox (even the default ones) i get these errors
    ---- Host_Changelevel ----
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/truck_nuke_glass.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/truck_nuke.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/car_nuke_glass.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/car_nuke_red.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/car_nuke_glass.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/car_nuke_black.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/utility_truck_windows.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/utility_truck.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/light.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/oil_storage.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/oil_storage.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/oil_storage.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/oil_storage.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/winch_deck.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/winch_deck.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/winch_stern.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/winch_stern.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/de_train_horizontalcoolingtank.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_prodigy/transformer.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_prodigy/desk_console1.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_prodigy/desk_console2.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_prodigy/desk_console3.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_industrial/light.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_dust/du_antenna_b.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_prodigy/transformer.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_train/acunit1.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/cs_assault/forklift.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_port/cargo_container01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/electricalbox02.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props/de_nuke/lifepreserver.mdl)
    Lua initialized (Lua 5.1)
    
    =====================================================
     Evolve 1.0 by Overv succesfully started serverside.
    =====================================================
    
    Included TTT language file: chef.lua
    Included TTT language file: english.lua
    Registering gamemode 'fretta' derived from 'base'
    Registering gamemode 'terrortown' derived from 'fretta'
    ScriptEnforce is disabled
    Trouble In Terrorist Town gamemode initializing...
    This is TTT version 27
    WARNING: sv_scriptenforcer appears to be off. This will make cheating really easy!
    WARNING: CS:S does not appear to be mounted by GMod. Things may break in strange ways. Server admin? Check the TTT readme for help.
    Checking TTT file consistency.
    Compressing lua files into data pack..
    Skipped. Datapack exists.
    Executing dedicated server config file
    Attempted to create unknown entity type weapon_m3!
    Can't init weapon_m3
    Attempted to create unknown entity type weapon_sg552!
    Can't init weapon_sg552
    Attempted to create unknown entity type func_buyzone!
    Can't init func_buyzone
    Attempted to create unknown entity type func_buyzone!
    Can't init func_buyzone
    Couldn't find any entities named para_spawnen, which point_template spawne_para is specifying.
    Couldn't find any entities named spawn_ak_template, which point_template template_fuer_ak is specifying.
    ERROR!: Can't create physics object for models/weapons/w_shot_m3super90.mdl
    ERROR!: Can't create physics object for models/weapons/w_rif_sg552.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/trash_can.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa.mdl
    ERROR!: Can't create physics object for models/props/de_inferno/bed.mdl
    ERROR!: Can't create physics object for models/props/de_inferno/bed.mdl
    ERROR!: Can't create physics object for models/props/cs_office/bookshelf1.mdl
    ERROR!: Can't create physics object for models/props/cs_office/bookshelf3.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa_chair.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/de_prodigy/spoolwire.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa_chair.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa_chair.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/de_prodigy/transformer.mdl
    ERROR!: Can't create physics object for models/props/de_train/acunit1.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/de_prodigy/spoolwire.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_office/table_coffee.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_office/vending_machine.mdl
    ERROR!: Can't create physics object for models/props/cs_office/sofa_chair.mdl
    ERROR!: Can't create physics object for models/props/de_train/acunit2.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/bookshelf3.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/chair_office.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/de_prodigy/spoolwire.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_office/table_coffee.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props/de_train/acunit1.mdl
    ERROR!: Can't create physics object for models/props/cs_militia/crate_extrasmallmill.mdl
    ERROR!: Can't create physics object for models/props_industrial/winch_stern.mdl
    ERROR!: Can't create physics object for models/props_industrial/winch_stern.mdl
    Precache called on a point_template that has no templates: spawne_para
    Precache called on a point_template that has no templates: template_fuer_ak
    Unknown command "ServerSettings"
    Unknown command "{"
    Unknown command "}"
    
    
    the gamemodes work fine when i don't use the dedicated server but however i seem to get all sorts of errors + in the game every entity that spawns is floating, guns don't reload properly or look right and everything is messed up. i also got these errors on sandbox too.
    Failed, using default cubemap 'engine/defaultcubemap'
    (it said that like 10 times)
    
    please anyone help i really need some right now.
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  26. Post #226
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    it looks like CSS isn't installed
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  27. Post #227
    Gold Member
    Hyper Iguana's Avatar
    March 2011
    700 Posts
    How do I give someone a weapon and take all the ammo away from it?
    ply:Give( "weapon_pistol" )
    How would I then take all the ammo away from the pistol?
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  28. Post #228
    Proclivitas's Avatar
    January 2011
    165 Posts
    How do I give someone a weapon and take all the ammo away from it?
    ply:Give( "weapon_pistol" )
    How would I then take all the ammo away from the pistol?
    http://maurits.tv/data/garrysmod/wik...Player.SetAmmo - Might work?
    http://maurits.tv/data/garrysmod/wik...ayer.StripAmmo - Removes all ammo from all guns
    http://maurits.tv/data/garrysmod/wik...layer.GiveAmmo - Integer value so, just place a negative value to remove the given ammo

    and this took about one minute to find on the wiki.. It belongs to the same class as ply:Give. Player Class.
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  29. Post #229

    June 2011
    199 Posts
    it looks like CSS isn't installed
    i just installed cstrike dedicated server also, same problem.
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  30. Post #230
    Gold Member
    BlackAwps's Avatar
    July 2011
    765 Posts
    CSS has been changed to install to it's own directory that no longer resides in orangebox. I believe you need to move the cstrike folder out of the css folder and into the orangebox folder so it sits alongside the garrysmod folder.
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  31. Post #231
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    CSS has been changed to install to it's own directory that no longer resides in orangebox. I believe you need to move the cstrike folder out of the css folder and into the orangebox folder so it sits alongside the garrysmod folder.
    or if you are running linux you can just symlink it (obviously)

    Code:
    cp /home/srcds_content/css/cstrike/ /home/srcds/orangebox/
    that's how my servers are set up
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  32. Post #232
    Proclivitas's Avatar
    January 2011
    165 Posts
    CreateConVar( "PlayerNoClipToggle", 0, FCVAR_SERVER_CAN_EXECUTE )
    
    /*---------------------------------------------------------
       Name: PlayerNoClip( ply )
       Desc: Turns off Noclip
    ---------------------------------------------------------*/
    function PlayerNoClipToggle( ply )
    	if GetConVarNumber("PlayerNoClipToggle") == 1 then
    		return true
    	else
    		ply:ChatPrint("You are dead!")
    	end
    end
    
    hook.Add("PlayerNoClip", "PlayerNoClipToggle", PlayerNoClipToggle)
    

    It allows noclip and it prints the message. What am I doing wrong?
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  33. Post #233
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    probably not related but that hook should be shared to stop prediction errors
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  34. Post #234
    PROUD BRONY 4LYFE
    Drakehawke's Avatar
    February 2009
    3,312 Posts
    Try returning false after printing the message?
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  35. Post #235
    Proclivitas's Avatar
    January 2011
    165 Posts
    Try returning false after printing the message?
    <3


    probably not related but that hook should be shared to stop prediction errors
    Elaborate please O.o
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  36. Post #236
    PROUD BRONY 4LYFE
    Drakehawke's Avatar
    February 2009
    3,312 Posts
    <3




    Elaborate please O.o
    It looks like you're doing this serverside, which means the client has to wait for the server to tell him he can noclip before noclipping them. This could result in a slight lag or stutter when you press your noclip button.

    It's not essential, your code will work perfectly fine without it, however really that hook should be shared (on client and server). This way the client can "predict" whether he can noclip or not, and start the noclip a split second before the server approves it, making it ever so slightly smoother.

    If you're unsure just leave it as it is, as I said it's not essential.
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  37. Post #237

    June 2011
    199 Posts
    CSS has been changed to install to it's own directory that no longer resides in orangebox. I believe you need to move the cstrike folder out of the css folder and into the orangebox folder so it sits alongside the garrysmod folder.
    thanks what you said was right however i needed to get the whole css dir outside the orangebox folder as well now it works thanks guys!
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  38. Post #238

    June 2011
    199 Posts
    quick question: is there a way to make me admin of dedicated server so that my in game console could perform all the tasks my dedicated server console could do? or will i need to make an admin menu to perform all the tasks?
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  39. Post #239
    NnyAskC's Avatar
    April 2006
    101 Posts
    quick question: is there a way to make me admin of dedicated server so that my in game console could perform all the tasks my dedicated server console could do? or will i need to make an admin menu to perform all the tasks?
    You'll need to set up an rcon password, then time you log in activate it through rcon_password then commands and such in that console. Should be easy to figure out.
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  40. Post #240
    Proclivitas's Avatar
    January 2011
    165 Posts
    What are some entry level/intermediate things to code? I don't want to be creating massive gamemodes here, I just purely want to do this for hobby as I haven't learned lua yet.
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