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Thema: Mein erster Gmod Mod...ein paar fragen

  1. #1

    Standard 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!
    ~*Andynator*~

  2. #2

    Standard AW: Mein erster Gmod Mod...ein paar fragen

    Was haben Lua-Fragen mit Mods & Addons zu tun?

    > Verschoben...

  3. #3

    Standard AW: Mein erster Gmod Mod...ein paar fragen

    Sry

    Kann mir jetz wer helfen`?
    ~*Andynator*~

  4. #4
    TheStargater
    Avatar von TheStargater

    Standard 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.

  5. #5

    Standard 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)
    ~*Andynator*~

  6. #6

    Standard 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.

  7. #7

    Standard AW: Mein erster Gmod Mod...ein paar fragen

    ja nur in welche datei soll ich das Editieren?
    Die Waffen^
    ~*Andynator*~

  8. #8

    Standard AW: Mein erster Gmod Mod...ein paar fragen

    Wenn du nen eigenen Gamemode machst,müsstes du das in deiner Init.lua machen können.

  9. #9

    Standard 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?
    ~*Andynator*~

  10. #10

    Standard AW: Mein erster Gmod Mod...ein paar fragen

    Nirgendswo?
    Das ist die Base Gamemode?

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