Ich hab mir letztens GMod 10 geholt und mit meiner Mappingarbeit aus 9 weitergemacht. Doch mir ist aufgefallen das ich mit der Physic Gun aus 10 viele mapeigene Entities (z.B. Fahrstühle, Türen, etc.) bewegen kann und ich wollte fragen ob man dies irgendwie ausschalten kann?
Geht das über eine extra hinzugefügte Eigenschaft?
Über ein Entity?
Oder vielleicht nur über Lua?PS:
Ich weiß nicht ob das in 9 mit dem bewegen der Entities auch ging?
Geht nur über LUA.
Ich stell den Script gleich mal rein.
----Func Entities----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_breakable") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_breakable Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_breakable_surf") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_breakable_surf Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_brush") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_brush Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_button") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_button Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_door") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_door Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_door_rotating") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_door_rotating Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_healthcharger") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_healthcharger Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_lookdoor") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_lookdoor Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_monitor") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_monitor Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_movelinear") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_movelinear Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_platrot") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_platrot Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_recharge") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_recharge Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_rot_button") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_rot_button Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_rotating") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_rotating Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tank") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tank Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankairboatgun") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankairboatgun Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankapcrocket") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankapcrocket Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tanklaser") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tanklaser Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankmortar") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankmortar Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankphyscannister") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankphyscannister Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankpulselaser") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankpulselaser Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tankrocket") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tankrocket Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tanktrain") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tanktrain Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_trackautochange") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_trackautochange Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_trackchange") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_trackchange Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_tracktrain") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_tracktrain Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_wall") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_wall Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_wall_toggle") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_wall_toggle Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_water_analog") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_water_analog Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_clip_vphysics") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_clip_vphysics Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_conveyor") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_conveyor Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_vehicleclip") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_vehicleclip Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_lod") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_lod Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"func_ladder") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "func_ladder Protector", physgunPickup );
----Prop Entities----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_dynamic") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_dynamic Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_door_rotating") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_door_rotating Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_dynamic_override") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_dynamic_override Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_thumper") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_thumper Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_coreball") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_coreball Protector", physgunPickup );
-----
function physgunPickup( userid, ent )
if ( string.find(ent:GetClass(),"prop_vehicle_crane") ) then
return false
else
return
end
end
hook.Add( "PhysgunPickup", "prop_vehicle_crane Protector", physgunPickup );
Achtung! Es sind noch KEINE EP2 Entities enthalten.
Wieso ist das Script denn so kompliziert?
function PhysgunPickup( userid, ent )
if string.sub(ent:GetClass(),1,4) == "func" then
if ent:GetClass() == "func_physbox" then
return true
end
return false
else
return true
end
end
hook.Add( "PhysgunPickup", "prop_dynamic Protector", PhysgunPickup )
Mein ja nur.......(Hab gerade nen Lua Rausch :gmod:
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