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0wL
04.08.2007, 14:19
Also ich habe "weapon_flygun.lua , gd_pack.lua , findplayer.lua und avon_extra_fun_commands.lua" die hab ich alle in "...\lua\ulx" reingetan aber keiner funktioniert weiß jemand wo ich die hinmachen muss?
Hier die Codes:
_OpenScript( "includes/defines.lua" );
_OpenScript( "includes/vector3.lua" );
_OpenScript( "includes/misc.lua" );
_OpenScript( "includes/backcompat.lua" );
-- These variables are passed by the engine
-- Don't re-define them in your SWEP.
MyIndex = 0; -- Weapon's entity index.
Owner = 0; -- The player that owns this weapon
CurrentTime = 0; -- The current game time

myTimeont = 0;
myTime = 0;
set = 2;
flyspeed = 2820;
backwards = 0;
textenabled = 0;

function helptext()
_GModText_Start("TargetID");
_GModText_SetPos(0.10, 0.125);
_GModText_SetColor( 222, 223, 148, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "DrogenViechs Lazer Gun" );
_GModText_Send( Owner, 48500);

if backwards == 0 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);

elseif backwards == 1 then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);
end

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.235);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Modes Switchting: Right Click To Switch Power");
_GModText_Send( Owner, 48503);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.265);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Primary Fire: Fires");
_GModText_Send( Owner, 48504);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.285);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Secondary: Switch Power");
_GModText_Send( Owner, 48505);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.315);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Press Reload To Switch Direction");
_GModText_Send( Owner, 48506);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.2, 0.175);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Thanks To Reaper :D");
_GModText_Send( Owner, 48510);

--_GModText_Start("DefaultShadow");
--_GModText_SetPos(0.10, 0.335);
--_GModText_SetColor( 255, 255, 255, 255 );
--_GModText_SetTime(5,0,1);
--_GModText_SetText( "NEW: Usekey = Freeze");
--_GModText_Send( Owner, 48518);

_GModRect_Start("gmod/white")
_GModRect_SetPos(0.075, 0.115,0.350,0.265)
_GModRect_SetColor(0,0,0,128);
_GModRect_SetTime(5,0,1);
_GModRect_Send( Owner, 48600);
end

function onPickup( playerid ) -- When the player picks this weapon up...
end

function onDrop( playerid ) -- When the player drops this weapon... (when he dies with this weapon out)
end

function onRemove() -- When this weapon is deleted from the ground...
end

function Deploy() -- When the player swaps to this weapon...
end

function Holster() -- When the player swaps away from this weapon...
end

function onInit() -- When this script is loaded... (If your gun will shoot objects, precache the model this gun will shoot here)
--_SWEPSetSound( MyIndex, "single_shot", "Weapon_USP.Single" ) -- Sets the sound
end

function onThink() -- Called every frame (Constantly)
--if(_CurTime() > myTimeont+0.5) then
--if _PlayerIsKeyDown(Owner, IN_USE) then
--local ontmvtpe = _EntGetMoveType(Owner)

--if ontmvtpe ~= MOVETYPE_NONE then
--_EntSetMoveType(Owner, MOVETYPE_NONE)
--_EntSetVelocity( Owner, vector3(0,0,0));
--_PrintMessage(Owner,HUD_PRINTTALK,"FLYGUN: FROZEN, PRESS THE USEKEY (e) AGAIN TO UNFREEZE !")

--elseif ontmvtpe == MOVETYPE_NONE then
--_EntSetVelocity( Owner, vector3(0,0,0));
--_EntSetMoveType(Owner, MOVETYPE_WALK)
--end
--myTimeont = _CurTime()
--end
--end
end

function onPrimaryAttack() -- When the player hits primary fire...

if ( _PlayerInfo( Owner, "connected" ) == false ) then return; end

if ( _PlayerInfo( Owner, "alive" ) == false ) then return; end
local plyang = _PlayerGetShootAng( Owner );
if (plyang == nil) then _Msg("Playerang was null!\n") return; end;
if textenabled == 1 then
local playerang = _PlayerGetShootAng(Owner)
local playervel = vecMul(playerang, vector3(flyspeed, flyspeed, flyspeed) );
_EntSetVelocity( Owner, playervel );

elseif textenabled == 0 then
if(_CurTime() > myTime+1.0) then
_PrintMessage(Owner,HUD_PRINTCENTER,"Press Rightclick To Change Modes")
myTime = _CurTime()

end
end
end

function onSecondaryAttack() -- When the player hits secondary fire...
if (set == 1) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Fast");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -2820
else
flyspeed = 2820
end
set = 2

elseif (set == 2) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Normal");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -1410
else
flyspeed = 1410
end
set = 3

elseif (set == 3) then
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);
if backwards == 1 then
flyspeed = -705
else
flyspeed = 705
end
set = 1

end
helptext()
textenabled = 1;
end


function onReload() -- When the player hits reload... (Keep the return true, or change to false to not allow the player to reload)
if(_CurTime() > myTime+0.3) then
helptext()

if backwards == 1 then
backwards = 0
flyspeed = 705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Forward");
_GModText_Send( Owner, 48502);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);

else
backwards = 1
flyspeed = -705
_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.205);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Direction: Backward");
_GModText_Send( Owner, 48502);

_GModText_Start("DefaultShadow");
_GModText_SetPos(0.10, 0.185);
_GModText_SetColor( 255, 255, 255, 255 );
_GModText_SetTime(5,0,1);
_GModText_SetText( "Slow");
_GModText_Send( Owner, 48501);

end
set = 1
end
myTime = _CurTime()
end

-- ==========================================
-- Basic Weapon Display Settings:
-- ==========================================
function getHUDMaterial() return "gmod/SWEP/Default"; end -- This weapon's picture in the HUD weapons browser
function getDeathIcon() return "swep_Default"; end -- The picture of the gun you killed someone with in upper right hand corner (swep_DefaultShadow is the Pac-Man-like logo for Gmod)
function getWeaponSwapHands() return false; end -- Return true for right-handed in CSS, false for right-handed in HL2.
function getWeaponFOV() return 74; end -- Feild of veiw (a higher number makes the gun appear further away from you)
function getWeaponSlot() return 1; end -- Weapon slot (0-5) 0=crowbar, 1=pistol, 2=smg, 3=shotgun, 4=grenade, 5=pheropod (bugbait)
function getWeaponSlotPos() return 7; end -- Slot position (0-infinity, make sure it won't cover up existing weapons though) 0=crowbar, 1=stunstick, 2=grav gun, 3=physgun, etc.
function getViewModel() return "models/weapons/v_shotgun.mdl"; end -- The view model (What it looks like when it's in your hands)
function getWorldModel() return "models/weapons/w_shotgun.mdl"; end -- The world model (What it looks like when it is spawned on the ground)
function getAnimPrefix() return "pistol"; end -- The animations for the viewmodel (Kind of like how you hold it) (pistol, smg, ar2, shotgun, rpg, phys, crossbow, melee, slam, grenade)
function getPrintName() return "DrogenViechs\nFlygun"; end -- What the weapon is called in the HUD weapons browser
function getClassName() return "weapon_drogenviech_flygun"; end -- What the weapons is called by the console when it reports a kill
-- ==========================================
-- Basic Attributes:
-- ==========================================
function getFiresUnderwater() return true; end -- Can it shoot underwater?
function getReloadsSingly() return false; end -- Reload after each shot? (like a shotgun)
-- ==========================================
-- Primary Fire Settings:
-- ==========================================
function getDamage() return 0; end -- Primary fire damage, per bullet
function getPrimaryShotDelay() return 0.1; end -- Delay between primary fire shots (in seconds)
function getPrimaryIsAutomatic() return true; end -- Is primary fire automatic? (can you hold down the mouse and it will fire repeatedly?)
function getNumShotsPrimary() return 1; end -- Number of bullets per shot (The HL2 shotgun uses 7)
function getMaxClipPrimary() return 255; end -- How much primary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipPrimary() return 255; end -- How much primary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getPrimaryAmmoType() return "XBowBolt"; end -- Primary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getPrimaryScriptOverride() return 3; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onPrimaryAttack)
function getTracerFreqPrimary() return 1; end -- How often a primary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpread() return vector3(0.0, 0.0, 0.0); end -- Bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKick() return vector3(0.0, 0.0, 0.0); end -- Veiw kick for each shot(X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandom() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)
-- ==========================================
-- Secondary Fire Settings:
-- ==========================================
function getDamageSecondary() return 0; end -- Secondary fire damage, per bullet
function getSecondaryShotDelay() return 0.25; end -- Delay between secondary fire shots (in seconds)
function getSecondaryIsAutomatic() return false; end -- Is secondary fire automatic? (Can you hold down the mouse and it will fire repeatedly?)
function getNumShotsSecondary() return 1; end -- Number of bullets per shot (the HL2 shotgun's secondary fire uses 14 for secondary fire)
function getMaxClipSecondary() return 255; end -- How much secondary ammo each clip can hold before you have to reload ( -1 = Infinate)
function getDefClipSecondary() return 255; end -- How much secondary ammo is in the gun when it's spawned (Should be more than the clip can hold) ( -1 = Infinate)
function getSecondaryAmmoType() return "XBowBolt"; end -- Secondary ammo type; NOTE - this only matters when you plan on picking up more ammo for the gun later! It does not effect the performance of the gun whatsoever. (Pistol, 357, Buckshot, SMG1, smg1_grenade, AR2, AR2AltFire, XBowBolt, rpg_round, grenade, slam)
function getSecondaryScriptOverride() return 2; end -- 0 = Don't override (shoot bullets, make sound and flash), 1 = Just make flash/sounds (no bullets), 2 = Just animations, 3 = Do nothing (Still calls onSecondaryAttack)
function getTracerFreqSecondary() return 1; end -- How often a secondary ammo bullet is a tracer round (0 = no tracers, 1 = every bullet is a tracer, 2 = every other bullet is a tracer, etc.)
function getBulletSpreadSecondary() return vector3(0.0, 0.0, 0.0); end -- Secondary fire bullet spread, not view shake (X=down, Y=left, Z=clockwise spin)
function getViewKickSecondary() return vector3(0.0, 0.0, 0.0); end -- View kick for secondary fire (X=down, Y=left, Z=clockwise spin) (You can use negatives to make it go the opposite direction)
function getViewKickRandomSecondary() return vector3(0.0, 0.0, 0.0); end -- Veiw kick random for secondary fire (X=up or down, Y=left or right, Z=clockwise or counterclockwise spin)

function cc_gdrweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end

_PlayerRemoveAllWeapons( target );

end

ULX_CONCOMMAND( "ulx_removeweps", cc_gdrweps, ACCESS_SLAY, "Removes all of a players weapons", 1, "remove" )




function cc_gdgweps( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end

_PlayerGiveItem( target, "weapon_physcannon" )
_PlayerGiveItem( target, "weapon_physgun" )
_PlayerGiveItem( target, "weapon_tool" )
_PlayerGiveItem( target, "weapon_357" )
_PlayerGiveItem( target, "weapon_ar2" )
_PlayerGiveItem( target, "weapon_bugbait" )
_PlayerGiveItem( target, "weapon_crossbow" )
_PlayerGiveItem( target, "weapon_crowbar" )
_PlayerGiveItem( target, "weapon_frag" )
_PlayerGiveItem( target, "weapon_pistol" )
_PlayerGiveItem( target, "weapon_rpg" )
_PlayerGiveItem( target, "weapon_shotgun" )
_PlayerGiveItem( target, "weapon_smg1" )
_PlayerGiveItem( target, "weapon_stunstick" )

end

ULX_CONCOMMAND( "ulx_giveweps", cc_gdgweps, ACCESS_SLAY, "Gives a player all their weapons back", 1, "give" )




function cc_disattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end

_PlayerDisableAttack( target, true );

end

ULX_CONCOMMAND( "ulx_disableattack", cc_disattack, ACCESS_SLAY, "Disable a players ability to attack", 1, "disable" )

function cc_enattack( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end

_PlayerDisableAttack( target, false );

end

ULX_CONCOMMAND( "ulx_enableattack", cc_enattack, ACCESS_SLAY, "Enables a players ability to attack", 1, "enable" )

function cc_ulxfind( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end


local mepos = _EntGetPos(userid)
local userpos = _EntGetPos(target)
local toadd = vector3(0,0,2000)
local toadd2 = vector3(0,0,40)
local topme = vecAdd( mepos, toadd2);
local toppos = vecAdd( userpos, toadd);

_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(mepos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")

_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(topme)
_EffectSetScale(200)
_EffectSetMagnitude(10)
_EffectSetRadius(20)
_EffectDispatch("GunShipTracer")

_EffectInit()
_EffectSetEnt(target)
_EffectSetOrigin(userpos)
_EffectSetStart(toppos)
_EffectSetScale(50)
_EffectSetMagnitude(5)
_EffectSetRadius(10)
_EffectDispatch("FadingLineTeam")

local player = _PlayerInfo( target, "name");

_GModText_Start( "CloseCaption_Bold" );
_GModText_SetColor( 255,0,0,255 );
_GModText_SetTime( 10, 0, 0.5 ); --How long it stays, and the fading times
_GModText_SetEntityOffset( vector3( 0, 0, 40 ) ); --Messages appear 35 Units above Players
_GModText_SetEntity( target ); --Entity/Player the message will follow
_GModText_SetText( "Player: "..player ); --Set the message
_GModText_Send( 0, 50+userid );




ulx_tsay( userid, "Player "..player.." has been located." ) ;



end

--Optional, I'd prefer if it was left alone--
function givecred()
for i = 1, _MaxPlayers() do
ulx_tsay( i, "Find Player script by Golden-Death." ) ;
end
end

CONCOMMAND("findcredit", givecred)
--End optional--
ULX_CONCOMMAND( "ulx_find", cc_ulxfind, _, "Locates a player for you", 1, "!find" )

function cc_playerflag( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end

local red = 255;
local green = 255;
local blue = 255;
local alpha = 255;
local textsize = 1; -- small!

local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}


if argv[ 2 ] ~= nil then -- set the text
if (argv[ 3 ] ~= nil) then
textsize_temp = tonumber(argv[ 3 ]) + 1
if(textsize_temp >= 1 and textsize_temp <= 8) then
textsize = textsize_temp
end
end
if(argv[ 4 ] ~= nil) then
-- Red color
red_temp = tonumber(argv[ 4 ])
if(red_temp <= 255 and red_temp >= 0) then
red = red_temp;
end
green = 0;
blue = 0;
end
if(argv[ 5 ] ~= nil) then
-- green color
green_temp = tonumber(argv[ 5 ])
if(green_temp <= 255 and green_temp >= 0) then
green = green_temp;
end
blue = 0;
end
if(argv[ 6 ] ~= nil) then
-- blue color
blue_temp = tonumber(argv[ 6 ])
if(blue_temp <= 255 and blue_temp >= 0) then
blue = blue_temp;
end
end
if(argv[ 7 ] ~= nil) then
-- Alpha
alpha_temp = tonumber(argv[ 7 ])
if(alpha_temp <= 255 and alpha_temp >= 0) then
alpha = alpha_temp;
end
end
_GModText_Start( texts[textsize] );
_GModText_SetColor( red, green, blue, alpha );
_GModText_SetTime( 9999, 0, 0 );
_GModText_SetEntityOffset( vector3( 0, 0, 60 ) );
_GModText_SetEntity( target );
_GModText_SetText( argv[2] );
_GModText_Send( 0, 2000+target );
else
-- Remove otherwise
_GModText_Hide( 0, 2000+target );
end
end

ULX_CONCOMMAND( "ulx_flag", cc_playerflag, ACCESS_CHAT, "<user> [<text> [<text size> [<red> [<green> [<blue> [<alpha>]]]]]] - sets a text on a players head, readable for all, except him", 1, "!flag",false)

function cc_playerminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Start("gmod/white")
_GModRect_SetPos(0.0, 0.0, 1, 1)
_GModRect_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), 230)
_GModRect_SetTime(9999, 0.5, 0.5)
_GModRect_Send(target, 500)
local texts = {"ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"}
if(argv[ 2 ] == nil) then
argv[ 2 ] = "MingeBag";
end
for i=1,150 do
_GModText_Start( texts[math.random(1,table.getn(texts))] );
_GModText_SetColor(math.random(0,255), math.random(0,255), math.random(0,255), math.random(0,255) );
_GModText_SetPos(math.random(), math.random())
_GModText_SetTime( 9999, 0.5*i, 0 );
_GModText_SetText( argv[2] );
_GModText_Send( target, 3000+i );
end
end

ULX_CONCOMMAND( "ulx_minge", cc_playerminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!minge",false)

function cc_playerunminge( userid, args, argv, argc )
local target = getUser( userid, argv[ 1 ] )
if target == nil then
return
end
_GModRect_Hide(target, 500)
for i=1,150 do
_GModText_Hide( target, 3000+i );
end
end

ULX_CONCOMMAND( "ulx_unminge", cc_playerunminge, ACCESS_CHAT, "<user> - minges a player by sending MingeBag on his screen and making the background very weird", 1, "!unminge",false)

function cc_antistuck( userid, args, argv, argc )
if(userid == 0) then return end
local player_pos = _EntGetPos(userid);
local stuck_vector = vector3(50,50,50);
if(math.random(0,1) == 1) then
stuck_vector.x = stuck_vector.x*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.y = stuck_vector.y*(-1)
end
if(math.random(0,1) == 1) then
stuck_vector.z = stuck_vector.z*0.5;
end
_EntSetPos(userid,vecAdd(player_pos,stuck_vector)) ;
end

ULX_CONCOMMAND( "ulx_stuck", cc_antistuck, _, "unstucks a player", 0, "/stuck")
Also wohin mit denen ?

Mac
04.08.2007, 14:22
Also die .lua´s kommen immer in gmod9/lua/ und dann in den ordner je was das ist z.b. waffe in weapons usw...

0wL
04.08.2007, 14:33
Ok dann mach ich jetzt "weapon_flygun.lua" in "../lua/weapons/weapon flygun(neuer ordner)
rein.
Und wohin die anderen?

Mr.Man
04.08.2007, 14:38
Machs doch einfach so:
gmod9/lua/*ordnername*/waffe.lua

der Ordnername kann das sein: 0wL's DL Weps
oder
Downloaded Weps
waffe.lua ist z.b. weapon_flygun.lua .
Da tust du dann immer deine v9 Lua dateien rein ;)

0wL
04.08.2007, 14:45
Und wo gehören die anderen 3 hin in gamemodes oder includes .
Sorry das ich mich so doof anstelle aber ich kenn mich 0 mit lua aus. Und ich will das alles funktioniert.

Mr.Man
04.08.2007, 15:15
Was machen die denn?

0wL
04.08.2007, 15:27
findplayer.lua = gebste im chat "!findplayer %name%" ein und dann kommen ist über dem kopf vom spieler den du einegegebn hast in rot "Player: %name".
avon_extra_fun_commands.lua = !flag / ulx_flag
- <user> [<text> [<text size> [<red> [<green> [<blue> [<alpha>]]]]]]
-- Textsize : "ToolModeHelp","ToolMode","DefaultSmall","Default","Trebuchet24","CloseCaption_Normal","CloseCaption_Bold","ClientTitleFont"
--- !minge / ulx_mnge
---- Minge : <user> [<text>]
----- /stuck / ulx_stuck
gd_pack.lua = !give (name) to give them all weapons
!remove (name) to remove all their weapons.
!disable (name) to disable mouse click (No attack)
!enable (name) opposite of above

Lucid
05.08.2007, 02:46
die drei ULX plugins kommen nach /gmod9/lua/ulx/modules/
vorraussetzung ist das du ULX v1.13 hast

fuer meine flygun erstellst du einen neuen ordner im /gmod9/lua/weapons/ verzeichnis und entpackst die lua datei in den erstellten ordner.

MarvZombie
05.08.2007, 03:09
Ich finde, die Leute sollten ihre Sachen besser packen. Man sollte in dem Archiv alle Ordner fertig haben:

Also lua/weapons/flygun/flygun.lua
und nicht nur einfach flygun.lua

Das wäre für Anfänger viel leichter.

Was ich auch immer geil find sind unnötige Ordner.

meineSWEP/lua/weapons/flygun/flygun.lua
ganz extrem war bei einer Waffe:
ORDNER/garrysmod/garrysmod/ORDNER/garrysmod/garrysmod/addons/ORDNER/usw...

Gleich mal 6 überflüssige Ordner. Da hat man dann auch keinen Bock mehr aufs runterladen...
Wenn die Leute das alles vernünftig packen würden, hätten viele Neueinsteiger viel weniger Probleme!

So, das war meine Meinung dazu...

Lucid
05.08.2007, 04:20
Ich finde, die Leute sollten ihre Sachen besser packen. Man sollte in dem Archiv alle Ordner fertig haben:

Also lua/weapons/flygun/flygun.lua
und nicht nur einfach flygun.lua

Das wäre für Anfänger viel leichter.

Was ich auch immer geil find sind unnötige Ordner.

meineSWEP/lua/weapons/flygun/flygun.lua
ganz extrem war bei einer Waffe:
ORDNER/garrysmod/garrysmod/ORDNER/garrysmod/garrysmod/addons/ORDNER/usw...

Gleich mal 6 überflüssige Ordner. Da hat man dann auch keinen Bock mehr aufs runterladen...
Wenn die Leute das alles vernünftig packen würden, hätten viele Neueinsteiger viel weniger Probleme!

So, das war meine Meinung dazu...

ok, danke !
ich werd das in meiner swep beruecksichtigen und korrigieren :D

0wL
05.08.2007, 10:50
Nur avon_extra_fun_commands.lua geht ob findplayer.lua geht kp hab ich nich geteste und die anden 2 gehen nicht.