Show Posts
|
Pages: [1] 2
|
2
|
Other / Trouble in Terrorist Town / Fretta map voting error ?
|
on: April 23, 2011, 02:09:30 AM
|
Hello, I was messing around with the fretta voting system and I realized I couldn't make something I want to work. So I reinstalled the fretta just to check if the error was from my part, and I still get this error: Lua Error: Timer Error: [gamemodes\fretta\gamemode\sv_gmchanger.lua:38] attempt to index field '?' (a nil value)this is the function that is getting the error: function GetNumberOfGamemodeMaps( gm )
return table.Count( g_PlayableGamemodes[ gm ].maps ) end
Is the TTT gamemode not beeing detected ( the index gm is nil or rather ther gamemode isn't playable acc. to fretta ) ? When I tested this with ttt_fretta_mapvoting set to "0" the other gamemodes showed up on the list and terrortown didnt but I am able to load up a map with terrortown. Edit: Also... to be shure I completly reseted everything I ran a Steam Update on the (dedicated server) and it has no addons or anything. Also the cvars that I have set relating TTT are: +sv_defaultgamemode "terrortown" ttt_firstpreptime 1 ttt_posttime_seconds 1 ttt_preptime_seconds 1 ttt_fretta_mapvoting 1 ttt_round_limit 1
|
|
|
3
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: February 02, 2011, 01:27:03 AM
|
actually found a easy way to do it lol
-- in the fretta sv_gmchanger.lua local AllMaps = file.Find( "maps/*.bsp", true )
--just do this right after local numofmaps = math.Round(table.Count(AllMaps) / 1.3) for i=1,numofmaps do table.remove(AllMaps, math.random(1,table.Count(AllMaps))) end
--it will remove a percetange of the maps
|
|
|
7
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 17, 2011, 08:09:11 PM
|
Hello again. I'd like to know if there is any way to confirm that Traitors have lost/won the round in the TTTEndRound Hook My objective: If the traitors lose in less than 20 seconds after the round started... every1 gets the message: "The traitors have failed!" I have tried alooot of stuff and ive concluded that at the TTTEndRound Hook no player can be confirmed as traitor ( *:IsActiveTraitor) using this: hook.Add( "TTTBeginRound", "TTT_kazquake_beginround", function()
FailTimer = CurTime()
end )
hook.Add( "TTTEndRound", "TTT_kazquake_endround", function() for _, v in pairs( player.GetAll() ) do if v:IsActiveTraitor() then Traitorsalive = Traitorsalive + 1 end end --If Traitorsalive == 0, then the traitors lost, ect... if !Traitorsalive then Traitorsalive = 0 end local currenttime = CurTime() if (Traitorsalive == 0) and ( currenttime < FailTimer + 20 ) then for _, pla in pairs( player.GetAll() ) do pla:ChatPrint("The traitors have failed!") end end ---- This resulted in the Traitorsalive == 0 always beeing true even when the traitors win ( which is wrong ). end )
so i was hoping of beeing able to do this in a simpler way.
|
|
|
9
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 11, 2011, 01:27:59 PM
|
still the same thing... it is simply not working... this works with Entity.SetNetworkedInt but NetworkedInt is not stored... and i don't want players to have to type the command every time a server changes map or restarts http://wiki.garrysmod.com/?title=Entity.SetNWInt ------- EDIT: nvm! appearently when using the GetPData I had to type: if (v:GetPData("ShowSid") == "1" ) then "1"
|
|
|
10
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 10, 2011, 11:17:31 PM
|
Sorry i forgot to mention more details.
Yes the Script is beeing ran ( verified because if I type !showsid or !hidesid I'll get the corrusponding Chatprint ).
The lua file is placed in autorun/server/
I believe that the main problem here is that the PData isn't beeing set. [Hook 'PlDisctwo' Failed: [addons\steamidonleave\lua\autorun\server\steamidtonleave.lua:5] attempt to call global 'GetPData' (a nil value)]
It clearly says in the wiki
http://wiki.garrysmod.com/?title=Player.SetPData
Syntax player.SetPData( String PData, VarValue )
so i this rly doesn't make any sense....
|
|
|
11
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 10, 2011, 09:05:40 PM
|
Better Does Pdata even work lol ? I have tried everything! and this: hook.Add( "PlayerDisconnected", "PlDisctwo", function( pl ) for _, v in pairs( player.GetAll() ) do if ( v:GetPData("ShowSid") == 1 ) then v:ChatPrint( pl:GetName().. ": " ..pl:SteamID() ) end end
end )
hook.Add( "PlayerSay", "PlSaytwo", function (ply, msg, team) if msg == "!hidesid" then ply:SetPData("ShowSid",0) ply:ChatPrint( "Disabled ShowSid" ) end if msg == "!showsid" then ply:SetPData("ShowSid",1) ply:ChatPrint( "Enabled ShowSid" ) end end )
doesn't work =(
|
|
|
13
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 09, 2011, 11:25:14 PM
|
Hook 'PlDeath' Failed: [addons\quakesmod2 ttt style\lua\autorun\server\quakerage.lua:52] attempt to call method 'IsActiveTraitor' (a nil value)This error seems to appear when someone is killed by the World or if some1 is slayn via-admin commands but it only happens sometimes... this is line 52: if ( ( Killer:IsActiveTraitor() and Victim:IsActiveTraitor() ) or ( !Killer:IsActiveTraitor() and !Victim:IsActiveTraitor() ) ) and ( Killer ~= Victim ) then
------------ Also a small question: Is it possible to test/use the .GetPData .setPData methods if u run a listen server ? like on this example that shows a players STEAMID when he leaves: hook.Add( "PlayerDisconnected", "PlDisc", function( pl ) for _, v in pairs( player.GetAll() ) do if ( v:GetPData("ShowSid") == 1 ) then v:ChatPrint( pl:GetName().. ": " ..pl:SteamID() ) end end
end )
hook.Add( "PlayerSay", "PlSaytwo", function (ply, msg, team) if msg == "!hidesid" then ply:SetPData("HideSid",0) ply:ChatPrint( "Disabled ShowSid" ) end if msg == "!showsid" then ply:SetPData("ShowSid",1) ply:ChatPrint( "Enabled ShowSid" ) end end )
|
|
|
17
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 05, 2011, 08:41:58 PM
|
I believe i found the cause of this!
atm im making the turret become friendly to ppl who are traitors or specators at the spawn of the turret and making any1 who dies friendly with it.. but there are still ppl who might join a server during the round and those are not set as Friendly XD...!!!!
|
|
|
18
|
Other / Trouble in Terrorist Town / Re: A couple of coding related questions.
|
on: January 05, 2011, 07:53:46 PM
|
eh. Hello again... i used the playerdeath hook for to make the turrets friendly to who ever dies.. but appearently it still shoots at something... i think its when ppl take control over props... is there some kind of hook for that or im just crazy ?
|
|
|
|
|