1. Post #441
    werewolf0020's Avatar
    October 2009
    4,279 Posts
    is it me or it doesnt work in neither gmod beta and current gmod?
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  2. Post #442

    February 2012
    1 Posts
    well, sorry to disturb, but I've got a problem that my weapon hold type became a handgun while I choose my SWEP hold type into shotgun. Is there any problem? (maybe this sounds dumb.....)

    by the way, here's the shared.lua:

    http://pastebin.com/fWzpyyJr

    http://pastebin.com/fWzpyyJr

  3. Post #443

    March 2011
    5 Posts
    1 Question : How do I turn a SWEP into a Skin??
    (Example:
    M4A1 Swep ---> M4A1 Skin
    .............................................)
    So how can I do that?
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  4. Post #444
    Clavus's Avatar
    September 2009
    4,744 Posts
    is it me or it doesnt work in neither gmod beta and current gmod?
    Still haven't got around to developing a version compatible with the beta. Have a lot of other things on my plate right now.

  5. Post #445
    Fuchsia Member
    LEETNOOB's Avatar
    August 2009
    3,895 Posts
    Still haven't got around to developing a version compatible with the beta. Have a lot of other things on my plate right now.
    In the beta, whenever I equip a weapon that uses the SWEP CK code, all my weapons become pink. Any ideas how to fix that?
    I tried disabling the render.SetColorModulation (I thought maybe it was changed, kinda like file.Find was changed), but it didn't fix it.

  6. Post #446
    ASK ME ABOUT MY SAM 6420 FETISH
    ArmageddonScr's Avatar
    July 2011
    683 Posts
    it's because your doing :SetColor(r,g,b,a) instead of :SetColor(Color(r,g,b,a))
    Garry made the color functions use the Color table instead of the r,g,b arguments
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  7. Post #447
    Fuchsia Member
    LEETNOOB's Avatar
    August 2009
    3,895 Posts
    it's because your doing :SetColor(r,g,b,a) instead of :SetColor(Color(r,g,b,a))
    Garry made the color functions use the Color table instead of the r,g,b arguments
    Thanks for that!
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  8. Post #448
    k0mbine's Avatar
    January 2012
    315 Posts
    Hi, idk if I'm bumping, sorry if I am, but I'm having troubles with the viewmodels, worldmodels, and sprites etc. because when I click a folder it's not showing a preview of what the file looks like in the place it's supposed to be, like it shows v_pistol. I have 1.3 and I just can't pick a model for it in all, it's just the default pistol.
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  9. Post #449
    ChrisR's Avatar
    June 2008
    697 Posts
    I'd figure I'd pop and say Gmod13 Doesn't like the "Exist" string. For example: in the "SWEP:CreateModels" function, there's a line with this:

      string.find(v.model, ".mdl") and file.Exists ("../"..v.model) ) then 

    It'll spew out this error: bad argument #2 to 'Exists' (string expected, got no value)

  10. Post #450
    Clavus's Avatar
    September 2009
    4,744 Posts
    All reasons the SCK isn't compatible with GMod 13 are listed right here. I'll probably port the SCK over once the GMod 13 update release date is known.

  11. Post #451
    Clavus's Avatar
    September 2009
    4,744 Posts
    I've just edited the base code in the OP. I did not update the tool itself (no need for these changes).
    There are two pretty major improvements:

    * Weapons should no longer drop their elements after a lag spike (which would normally result in error spam and crying kittens). Basically the only thing I needed to do was remove the OnRemove code (which for some reason got called after a lag spike and was redundant anyway)
    * Every weapon now has its own copy of the VElements and WElements table, instead of every same weapon of the same class referencing the same tables (which, for example, meant that if you changed the color or position of a world model element in one weapon, it would show up on all weapons of the same class).
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  12. Post #452
    Kaysick's Avatar
    May 2012
    3 Posts
    All reasons the SCK isn't compatible with GMod 13 are listed right here. I'll probably port the SCK over once the GMod 13 update release date is known.
    I was about to ask why this wasn't working, but thanks for the update. Seems like a really good mod to use for SWEPS.

  13. Post #453
    ChrisR's Avatar
    June 2008
    697 Posts
    I'm having an issue. I want to move the left hand to a handle on the weapon model, I have the latest base and i made sure I copied the weapon code so the positioning should be there, but when I test it out, it doesn't move. What did I do wrong?

  14. Post #454
    Clavus's Avatar
    September 2009
    4,744 Posts
    I'm having an issue. I want to move the left hand to a handle on the weapon model, I have the latest base and i made sure I copied the weapon code so the positioning should be there, but when I test it out, it doesn't move. What did I do wrong?
    Pastebin of your code would be handy to have. Otherwise I can only guess.

    Also, I have the first GMod 13 version of the SWEP Construction Kit ready, with a completely rebuild menu:
    http://dl.dropbox.com/u/11217331/rel...kit_gmod13.zip
    No actual new features but most DNumWangs have been replaced with DNumSliders and menu elements now scale with the panel. The 'relative' parameter for elements is now a DComboBox that keeps track of what elements you can parent to.

    It's a legacy addon so just extract it to your addons folder before you start GMod 13. Once I'm happy with the features (which also means: open for requests!) and I'm sure it's pretty bug free, I'll put it in the workshop.
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  15. Post #455
    Gold Member
    noobcake's Avatar
    November 2006
    3,541 Posts
    old configurations will still work with the new one right

  16. Post #456
    Clavus's Avatar
    September 2009
    4,744 Posts
    old configurations will still work with the new one right
    They should. Haven't actually tested it yet.
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  17. Post #457

    October 2011
    1 Posts
    http://pastebin.com/WxmW45m9

    I tried to make a Plasma Cutter SWEP, but it says, Unexpected symbol near "=". I have prior experience with Lua Coding, and I make my own SWEPs. I have no idea what I did wrong, so please help me out.

  18. Post #458
    SeveredSkull's Avatar
    October 2008
    1,346 Posts
    http://pastebin.com/WxmW45m9 I tried to make a Plasma Cutter SWEP, but it says, Unexpected symbol near "=". I have prior experience with Lua Coding, and I make my own SWEPs. I have no idea what I did wrong, so please help me out.
    A line number would help dude...
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  19. Post #459
    iDekko's Avatar
    May 2012
    50 Posts
    Someone can help me at a thing? I wanna do energy rounds to my weapon. How do i can made this?

  20. Post #460
    reenesj's Avatar
    January 2012
    60 Posts
    Hey, Clavus.

    Will this amazing addon be compatible with Garry's Mod 13?
    I've made Fallout New Vegas weapons for my server.
    Without those weapons the server wouldn't be the same.
    I am using mad cows base finally got it compatible with your base :D

    Thank you again for this amazing Addons Clavus <3

  21. Post #461
    Halokiller38's Avatar
    January 2012
    205 Posts
    Nice work, mind reading my PM?

  22. Post #462
    Fuchsia Member
    LEETNOOB's Avatar
    August 2009
    3,895 Posts
    You know what you should try?
    You should try creating a single global CModel and then draw multiple instances of it with a different model.
    That way you'd have one CModel for multiple VElements and WElements.

    AFAIK it's possible, and all you have to do is use SetupBones after every model change.

  23. Post #463
    RiotServers.net
    Archemyde's Avatar
    July 2011
    571 Posts
    "OpenMenu" is a nil value.
    Would help me tremendously if you could release a fixed AND tested version. Thanks.
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  24. Post #464
    cam64DD's Avatar
    November 2008
    660 Posts
    Getting the same OpenMenu thing.
    Any fixes?

  25. Post #465
    grobov13's Avatar
    July 2007
    145 Posts
    Getting the same OpenMenu thing.
    Any fixes?
    In swep_construction_kit/shared.lua - add on top AddCSLuaFile("client.lua") under the first 'if SERVER' line
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  26. Post #466
    cam64DD's Avatar
    November 2008
    660 Posts
    Did that. Still not working.

  27. Post #467
    grobov13's Avatar
    July 2007
    145 Posts
    Did that. Still not working.
    Well it works if ya also add:

    ValidEntity = IsValid
    SinglePlayer = game.SinglePlayer


    on top of shared.lua before "if SERVER" part.

    But still, sliders are kinda fucked up so I guess its better wait for Clavus to update it

  28. Post #468
    Clavus's Avatar
    September 2009
    4,744 Posts
    Guess it's time for an update then... I'll try and work on it this week.
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  29. Post #469

    September 2012
    2 Posts
    Thank's Dude
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  30. Post #470
    Clavus's Avatar
    September 2009
    4,744 Posts
    First workshop version is live: http://steamcommunity.com/sharedfile...s/?id=99563780

    Probably still some bugs in there so let me know what you find. GMod 13 is still a minefield of niggles and tiny annoying bugs. One of the most major annoyances right now is that the viewmodel follows your cursor constantly unless you hold it over the menu. Garry is aware of this bug and he'll probably fix it soon.

    Edited:

    Ok great, Garry breaks my tool with his update the same evening I release it. You guys will have to wait.
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  31. Post #471
    reenesj's Avatar
    January 2012
    60 Posts
    First workshop version is live: http://steamcommunity.com/sharedfile...s/?id=99563780

    Probably still some bugs in there so let me know what you find. GMod 13 is still a minefield of niggles and tiny annoying bugs. One of the most major annoyances right now is that the viewmodel follows your cursor constantly unless you hold it over the menu. Garry is aware of this bug and he'll probably fix it soon.

    Edited:

    Ok great, Garry breaks my tool with his update the same evening I release it. You guys will have to wait.
    Oh no :(
    Also if you have again an update we will also need the new base codes.
    The others do not work.
    Thanks Clavus!

  32. Post #472
    Clavus's Avatar
    September 2009
    4,744 Posts
    We'll have to wait for the next GMod Beta update. Garry changed the way model scaling works, removing the simple way of scaling models differently in three dimensions. Now I can either build in an elaborate workaround to get it to work again right now, or I can wait for the next GMod update for the new function Garry promised.

  33. Post #473
    BFG9000's Avatar
    April 2011
    1,526 Posts
    I can't thank you enough for this tool Clavus. It is AMAZING.

    [img]


    The thing is though there seems to be some degree of randomness to actually getting this tool to work. Sometimes it works off the bat, sometimes I have to tweak the tables in notepad a little, and sometimes they just refuse to work.
    Still a very fun and useful tool.
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  34. Post #474
    reenesj's Avatar
    January 2012
    60 Posts
    we'll probably have to wait for him to update, but please as I said before do not forget the base codes :)

  35. Post #475
    Tidib's Avatar
    September 2011
    28 Posts
    The workshop version seems to be down, shame.
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  36. Post #476
    Clavus's Avatar
    September 2009
    4,744 Posts
    Garry didn't add the function I needed in the last update, so the wait's going to be even longer...
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  37. Post #477
    reenesj's Avatar
    January 2012
    60 Posts
    Ohno :( maybe you can inform him about this via twitter he answers people their questions on there alot I asked once and got an answer :)
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  38. Post #478

    March 2012
    149 Posts
    Clavus, did this last update bring you what you needed?

  39. Post #479
    Clavus's Avatar
    September 2009
    4,744 Posts
    Clavus, did this last update bring you what you needed?
    Almost. The new Entity:EnableMatrix function is what I was waiting for but thanks to this it's still not functional.

  40. Post #480
    BFG9000's Avatar
    April 2011
    1,526 Posts
    well, sorry to disturb, but I've got a problem that my weapon hold type became a handgun while I choose my SWEP hold type into shotgun. Is there any problem? (maybe this sounds dumb.....)

    by the way, here's the shared.lua:

    http://pastebin.com/fWzpyyJr

    http://pastebin.com/fWzpyyJr
    Funny; that same thing happened to me with my Grenade launcher when I implemented it

    Edited:

    Anyways, My purpose for coming here is...
    Will our Gmod 10 designs work in Gmod 13 once you get everything implemented? Or is the system that you use entirely different?