Mein erster Gmod Mod...ein paar fragen
Hallo!
Ich bin kein LUA Profi, um genau zu sein bin ich ein Lua noob!
Naja ich brauch eigentlich nur eins!
Garry hat den Base Gamemode gemacht damit man eine Mod Grundlage hat, meine Frage ist, wie kann ich die Waffen austauschen, und Stargate Waffen reintun, damit man beim Start nur mit Stargate Waffen started?
Cool wäre noch wenn mir jemand sagen könnte wie ich zwei Teams hinbekomme, und die Zwei Teams mt Unterschidlichen Waffen Starten!
Aber mir reicht wenn ich das erste weis!
Danke!
AW: Mein erster Gmod Mod...ein paar fragen
Was haben Lua-Fragen mit Mods & Addons zu tun?
> Verschoben...
AW: Mein erster Gmod Mod...ein paar fragen
Sry
Kann mir jetz wer helfen`?
AW: Mein erster Gmod Mod...ein paar fragen
ich geb dir ein tipp:
finde es selber heraus. probiers erstmal aus ob du es hinbekommst und dann kannste wieder kommen.
AW: Mein erster Gmod Mod...ein paar fragen
Was glaubst du hab ich?
Natürlich habn ichs versucht!
Aber das ist für mich Japanisch oO! (Nicht wortwörtlich)
AW: Mein erster Gmod Mod...ein paar fragen
Du müsstes nur mit den TeamLibrary und den
PlayerSpawn hook arbeiten(bzw den PlayerInitalSpawn für das setzen des Team des Spieler)
Ist sehr einfach,müsste auch ein Anfänger schaffen.
Ps. Ich gebe immer nur Anregungen,damit ihr was lernt und nicht einfach kopiert.
AW: Mein erster Gmod Mod...ein paar fragen
ja nur in welche datei soll ich das Editieren?
Die Waffen^
AW: Mein erster Gmod Mod...ein paar fragen
Wenn du nen eigenen Gamemode machst,müsstes du das in deiner Init.lua machen können.
AW: Mein erster Gmod Mod...ein paar fragen
Code:
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include( "shared.lua" )
include( "ai_translations.lua" )
SWEP.Weight = 5 // Decides whether we should switch from/to this
SWEP.AutoSwitchTo = true // Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true // Auto switch from if you pick up a better weapon
local ActIndex = {}
ActIndex[ "pistol" ] = ACT_HL2MP_IDLE_PISTOL
ActIndex[ "smg" ] = ACT_HL2MP_IDLE_SMG1
ActIndex[ "grenade" ] = ACT_HL2MP_IDLE_GRENADE
ActIndex[ "ar2" ] = ACT_HL2MP_IDLE_AR2
ActIndex[ "shotgun" ] = ACT_HL2MP_IDLE_SHOTGUN
ActIndex[ "rpg" ] = ACT_HL2MP_IDLE_RPG
ActIndex[ "physgun" ] = ACT_HL2MP_IDLE_PHYSGUN
ActIndex[ "crossbow" ] = ACT_HL2MP_IDLE_CROSSBOW
ActIndex[ "melee" ] = ACT_HL2MP_IDLE_MELEE
ActIndex[ "slam" ] = ACT_HL2MP_IDLE_SLAM
ActIndex[ "normal" ] = ACT_HL2MP_IDLE
/*---------------------------------------------------------
Name: SetWeaponHoldType
Desc: Sets up the translation table, to translate from normal
standing idle pose, to holding weapon pose.
---------------------------------------------------------*/
function SWEP:SetWeaponHoldType( t )
local index = ActIndex[ t ]
if (index == nil) then
Msg( "SWEP:SetWeaponHoldType - ActIndex[ \""..t.."\" ] isn't set!\n" )
return
end
self.ActivityTranslate = {}
self.ActivityTranslate [ ACT_HL2MP_IDLE ] = index
self.ActivityTranslate [ ACT_HL2MP_WALK ] = index+1
self.ActivityTranslate [ ACT_HL2MP_RUN ] = index+2
self.ActivityTranslate [ ACT_HL2MP_IDLE_CROUCH ] = index+3
self.ActivityTranslate [ ACT_HL2MP_WALK_CROUCH ] = index+4
self.ActivityTranslate [ ACT_HL2MP_GESTURE_RANGE_ATTACK ] = index+5
self.ActivityTranslate [ ACT_HL2MP_GESTURE_RELOAD ] = index+6
self.ActivityTranslate [ ACT_HL2MP_JUMP ] = index+7
self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] = index+8
self:SetupWeaponHoldTypeForAI( t )
end
// Default hold pos is the pistol
SWEP:SetWeaponHoldType( "pistol" )
/*---------------------------------------------------------
Name: weapon:TranslateActivity( )
Desc: Translate a player's Activity into a weapon's activity
So for example, ACT_HL2MP_RUN becomes ACT_HL2MP_RUN_PISTOL
Depending on how you want the player to be holding the weapon
---------------------------------------------------------*/
function SWEP:TranslateActivity( act )
if ( self.Owner:IsNPC() ) then
if ( self.ActivityTranslateAI[ act ] ) then
return self.ActivityTranslateAI[ act ]
end
return -1
end
if ( self.ActivityTranslate[ act ] != nil ) then
return self.ActivityTranslate[ act ]
end
return -1
end
/*---------------------------------------------------------
Name: OnRestore
Desc: The game has just been reloaded. This is usually the right place
to call the GetNetworked* functions to restore the script's values.
---------------------------------------------------------*/
function SWEP:OnRestore()
end
/*---------------------------------------------------------
Name: AcceptInput
Desc: Accepts input, return true to override/accept input
---------------------------------------------------------*/
function SWEP:AcceptInput( name, activator, caller, data )
return false
end
/*---------------------------------------------------------
Name: KeyValue
Desc: Called when a keyvalue is added to us
---------------------------------------------------------*/
function SWEP:KeyValue( key, value )
end
/*---------------------------------------------------------
Name: OnRemove
Desc: Called just before entity is deleted
---------------------------------------------------------*/
function SWEP:OnRemove()
end
/*---------------------------------------------------------
Name: Equip
Desc: A player or NPC has picked the weapon up
---------------------------------------------------------*/
function SWEP:Equip( NewOwner )
end
/*---------------------------------------------------------
Name: EquipAmmo
Desc: The player has picked up the weapon and has taken the ammo from it
The weapon will be removed immidiately after this call.
---------------------------------------------------------*/
function SWEP:EquipAmmo( NewOwner )
end
/*---------------------------------------------------------
Name: OnDrop
Desc: Weapon was dropped
---------------------------------------------------------*/
function SWEP:OnDrop()
end
/*---------------------------------------------------------
Name: ShouldDropOnDie
Desc: Should this weapon be dropped when its owner dies?
---------------------------------------------------------*/
function SWEP:ShouldDropOnDie()
return true
end
/*---------------------------------------------------------
Name: GetCapabilities
Desc: For NPCs, returns what they should try to do with it.
---------------------------------------------------------*/
function SWEP:GetCapabilities()
return CAP_WEAPON_RANGE_ATTACK1 | CAP_INNATE_RANGE_ATTACK1
end
/*---------------------------------------------------------
Name: NPCShoot_Secondary
Desc: NPC tried to fire secondary attack
---------------------------------------------------------*/
function SWEP:NPCShoot_Secondary( ShootPos, ShootDir )
self:SecondaryAttack()
end
/*---------------------------------------------------------
Name: NPCShoot_Secondary
Desc: NPC tried to fire primary attack
---------------------------------------------------------*/
function SWEP:NPCShoot_Primary( ShootPos, ShootDir )
self:PrimaryAttack()
end
// These tell the NPC how to use the weapon
AccessorFunc( SWEP, "fNPCMinBurst", "NPCMinBurst" )
AccessorFunc( SWEP, "fNPCMaxBurst", "NPCMaxBurst" )
AccessorFunc( SWEP, "fNPCFireRate", "NPCFireRate" )
AccessorFunc( SWEP, "fNPCMinRestTime", "NPCMinRest" )
AccessorFunc( SWEP, "fNPCMaxRestTime", "NPCMaxRest" )
WO soll ich da jetz was eintragen/hinzufügen/ersetzen?
AW: Mein erster Gmod Mod...ein paar fragen
Nirgendswo?
Das ist die Base Gamemode?