is it me or it doesnt work in neither gmod beta and current gmod?
is it me or it doesnt work in neither gmod beta and current gmod?
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
1 Question : How do I turn a SWEP into a Skin??
(Example:
M4A1 Swep ---> M4A1 Skin
.............................................)
So how can I do that?
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.
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!
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.
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)
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'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).
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.
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.
old configurations will still work with the new one right
They should. Haven't actually tested it yet.
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...
Someone can help me at a thing? I wanna do energy rounds to my weapon. How do i can made this?
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
Nice work, mind reading my PM?
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.
"OpenMenu" is a nil value.
Would help me tremendously if you could release a fixed AND tested version. Thanks.
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
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![]()
Guess it's time for an update then... I'll try and work on it this week.
Thank's Dude
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!
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.
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.
we'll probably have to wait for him to update, but please as I said before do not forget the base codes :)
The workshop version seems to be down, shame.
Garry didn't add the function I needed in the last update, so the wait's going to be even longer...
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 :)
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.
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?