Show Posts
|
Pages: [1] 2 3 4 ... 9
|
3
|
Other / Trouble in Terrorist Town / Re: TTT custom commands
|
on: March 03, 2012, 08:19:20 PM
|
What is the point? You can type !mute <name>. It would be pointless to make that.
Why the fuck not? I would love to just bind a command to a key and do commands by looking at someone. Also it would be useful for people with no name/ duplicate names. Also would be a great learning experience.
|
|
|
5
|
Other / Trouble in Terrorist Town / Re: Console Help
|
on: February 29, 2012, 02:52:42 AM
|
Sorry bro, I have never seen this error/console spam in my life. Ahywho, would this be more of a facepunch thread seeing as it doesnt seem to pertain to ttt.
|
|
|
6
|
Other / Trouble in Terrorist Town / Re: Custom weapon
|
on: February 27, 2012, 09:32:28 PM
|
No it would be... garrysmod/models/weapons/
or garrysmod/models/weapons/<your folder here>
This one makes it more organized for your clients and you, btu you would need to add the sub-folder of weapons to the code of the weapon.
|
|
|
7
|
Other / Trouble in Terrorist Town / Re: Custom weapon
|
on: February 26, 2012, 09:55:44 PM
|
The model would just be like so.. SWEP.ViewModel = Model("models/weapons/v_newmodel.mdl") SWEP.WorldModel = Model("models/weapons/w_newmodel.mdl")
Because its still being fetched from the same folder. How ever you would need to send your clients the models with a Resource.AddFile example: resource.AddFile( "models/weapons/v_newmodel" );
For the cl_init, init, and shared they just need to have the includes part of code from the shared.lua. cl_init, and init are just parts of the shared.lua but those parts are broken down not to be shared by client and server. >note im tired so if I fucked anything up here tell me.
|
|
|
10
|
Other / Trouble in Terrorist Town / Re: My little TTT rant
|
on: February 25, 2012, 06:29:13 PM
|
This is actually a really interesting post. Usually you get crap with rants, well done my friend.
I agree. It brings up good points, and manages to not insult people in the process. Plus its not just "people suck" its actualy has reasoning for why he thinks what he does. Good post is good.
|
|
|
11
|
Other / Trouble in Terrorist Town / Re: Garry's Mod 13
|
on: February 25, 2012, 04:26:22 PM
|
Crowbar: 20 body, 20 head Pistol: 25 body, 68 head Shotgun: 11base -- from code,headshot multiplier is by distance Sniper: 50 body, 200 body Deagle: 37 body, 148 head Mac10: 7 body, 14 head m16: 23base -- from code Glock: 10 base, 1.75x headshot -- form code
|
|
|
12
|
Other / Trouble in Terrorist Town / Re: Death Screams and Player Models
|
on: February 24, 2012, 07:55:02 PM
|
Hats use the bone form the player like ValveBiped.Bip01_Head1. You would create and ent witht he prop you want as a hat attached to that bone with certain cords(angleing and placement) and other things. Example hat ent code: if (CLIENT) then item.name = "Afro" item.model = Model("models/dav0r/hoverball.mdl") // our model local scale = Vector(1.6, 1.6, 1.6) item.LayoutEntity = function(player, entity) local position, angles = vector_zero, angle_zero local bone = player:LookupBone("ValveBiped.Bip01_Head1") // our bone entity:SetModelScale(scale) if (entity:GetMaterial() != "models/weapons/v_stunbaton/w_shaft01a") then entity:SetMaterial("models/weapons/v_stunbaton/w_shaft01a") end if (bone != -1) then position, angles = player:GetBonePosition(bone) position = position -(angles:Right() *5) +(angles:Forward() *8) angles:RotateAroundAxis(angles:Right(), 90) end return entity, position, angles end item.LayoutModel = function(panel, entity) if (entity:GetMaterial() != "models/weapons/v_stunbaton/w_shaft01a") then entity:SetMaterial("models/weapons/v_stunbaton/w_shaft01a") end end end
|
|
|
13
|
Other / Trouble in Terrorist Town / Re: Death Screams and Player Models
|
on: February 23, 2012, 08:59:51 PM
|
Model Changes/Hat changes provoke RDM
"OMG GUY WHO HAZ A PURPLE SKIN IS TRAITOR"
(Two Guys have Purple skin)
"GOT ONE!"
PurpleSkinnedGuy1 is dead -- Innocent.
PurpleSkinnedGuy2 is dead -- Traitor.
PurpleHattedGuy1 is dead. and so forth.
You get the idea.
While I do agree, its his server, his choice.
|
|
|
14
|
Other / Trouble in Terrorist Town / Re: F*cking up TTT
|
on: February 21, 2012, 07:56:29 PM
|
Can we get rid of this guy from the forum now? he clearly suffers from multiple personality disorder. One week he is a l33t haxor coder next week he doesn't know how to change some basic code.
Plus the fact he is Robin... who was banned before.
|
|
|
15
|
Other / Trouble in Terrorist Town / Re: Garry's Mod 13
|
on: February 21, 2012, 07:49:39 PM
|
I've gone over the beta updates that happened since I last brought TTT up to date with it, and there's a few things that need fixing (file library has changed a lot, etc). If all goes well I'll probably post a GM13 testing build this weekend or something.
Sweeeeeeet. Thanks BKU!
|
|
|
18
|
Other / Trouble in Terrorist Town / Re: Playing sounds if player leaves mid round
|
on: February 19, 2012, 02:56:28 AM
|
surface.PlaySound already reads from the sound/ directory (meaning it's trying to play the file sound/sound/ragequit.mp3). Just change sound/ragequit.mp3 to ragequit.mp3. (Leave the resource.AddFile as it is.) resource.AddFile("sound/ragequit.mp3")
local function PlaySound( ) if GetRoundState() == ROUND_ACTIVE then BroadcastLua('surface.PlaySound("ragequit.mp3")') ChatPrint(Nick().." is a pussy.")
end end hook.Add("PlayerDisconnected", "GuyLeft", PlaySound)
fixed it
|
|
|
20
|
Other / Trouble in Terrorist Town / Re: TTT Problem
|
on: February 12, 2012, 04:09:48 PM
|
if SERVER then AddCSLuaFile("scoreboardcolors.lua") //give them some files else function MySBColors(ply) if ply:IsUserGroup("admin") then //admin colours return Color(113, 198, 113) end if ply:IsUserGroup("superadmin") then //then the SA return Color(230, 19, 230) end if ply:IsUserGroup("vip") then //and the vip return Color(0,178,238) end end //end the functions end //end the if hook.Add("TTTScoreboardColorForPlayer", "MySBColors", MySBColors)
Use single if/then statements or an elseif. You did else and an if in the next line, Lua takes care of this with elseif. Or you could go with what I have here and just use single if statements. example of elseif: if blah blah blah then blah.blah:blah() elseif blah blah == blah then blah.blah:blah2() end
|
|
|
|
|