Forum
CS2D Scripts Lua Scripts/Questions/HelpThe firstpost at the page.
Khaleed has written
it dont says it have error but isnt workin
YellowBanana has written
seriously, learn to script..
What is "team" in your script?
This is how it should be.
Pikachu_Lv85 has written
Maybe this will help (I am a noob...)
Khaleed has written
Some1 help i need to make it just for terrorists
Some1 help i need to make it just for terrorists
Maybe this will help (I am a noob...)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
-------------------------------------------------- -- Glowing Players Script by Unreal Software -- -- 08.11.2009 - www.UnrealSoftware.de -- -------------------------------------------------- if sample==nil then sample={} end sample.glowing={} -- I won't be using the samples table if I were you... -------------------------------------- -- GLOW -- -------------------------------------- -- Glow Function function sample.glowing.makeallglow() 	if (team==1) then 		for i=1,32,1 do 			id=image("gfx/sprites/flare2.bmp",0,0,100+i)	-- Create image @ Player 			imagecolor(id,255,255,0)				-- Make image yellow 			imageblend(id,1)						-- Make image glow 			imagealpha(id,0.5)					-- Decrease Glow Strength 		end 	end end -- Make Glow instantly after starting server sample.glowing.makeallglow() -- Make Glow after roundstart (because images are deleted on roundstart!) addhook("startround","sample.glowing.startround") function sample.glowing.startround() 	sample.glowing.makeallglow() end
seriously, learn to script..
What is "team" in your script?
This is how it should be.
it dont says it have error but isnt workin
no1 help me...
Terminator T02 has written
I need to know how to do perma like in cc rp in gamemodes like con and dm. The only thing I can't figure out is how to spawn the item on the players position that the player has selected, so I mean if he has ak47 selected when he/she wants to drop then can I spawn the exact same item, and then also take the item away from the player instead of droping it normally.
Use the hook "drop" and use strip and spawnitem when your dropping a item
banana200000 has written
Use the hook "drop" and use strip and spawnitem when your dropping a item
Terminator T02 has written
I need to know how to do perma like in cc rp in gamemodes like con and dm. The only thing I can't figure out is how to spawn the item on the players position that the player has selected, so I mean if he has ak47 selected when he/she wants to drop then can I spawn the exact same item, and then also take the item away from the player instead of droping it normally.
Use the hook "drop" and use strip and spawnitem when your dropping a item
Yeah, but the thing I need to know is which player value is the one for the selected item and how can I "unequip" the player without the player dropping the item, cause if do drop and spawnitem, then it will duplify the item, not only perma drop it.
1
2
3
4
5
6
7
8
2
3
4
5
6
7
8
addhook("drop","tdrop") fucntion tdrop(id,iid,type,ain,a,mode,x,y) 	parse("strip "..id.." "..iid) 	if(ain>0) then 	parse("spawnitem "..iid.." "..(player(id,"tilex")).." "..(player(id,"tiley"))) 	end 	return 1 end
omg its so easy to edit that and make next menu >.<
WTF?! I posted you an answer...
Patasuss has written
Intrusion has written
I have promblem with my first lua. I use "glowingplayers" but my image don't moving "free", i don't know how to make it "free"(moving with player).
what image mod do you use?
to draw image permament over player use imgmode:
200+id
Patasuss has written should work
1
2
3
4
5
6
7
8
2
3
4
5
6
7
8
addhook("drop","tdrop") fucntion tdrop(id,iid,type,ain,a,mode,x,y) 	parse("strip "..id.." "..iid) 	if(ain>0) then 	parse("spawnitem "..iid.." "..(player(id,"tilex")).." "..(player(id,"tiley"))) 	end 	return 1 end
Ok, this should work, but how do I make it only work once, then if the player wants to do it again, it will have to be called again with a sayfunction or menu button (I don't need the say or menu function, I know how to do them)
http://gist.github.com/361772
Examples:
1
2
3
4
5
6
7
8
9
10
11
12
2
3
4
5
6
7
8
9
10
11
12
require "try" try{ 	function() 		a = a/a 		return a 	end }.except(Exceptions.NilError){ 	function(caught,exp,detail) print(exp, detail) end } print("\nProgram Successfully Terminated.")
Gives the following output
1
2
3
2
3
{GlobalError, NilError, GenericError, TypeError, ValueError, ArithmeticError}	lua:5: attempt to perform arithmetic on global 'a' (a nil value) [b]Program Successfully Terminated.[/b]
The following error cases are supported.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
Exceptions.ConcatenationError Exceptions.LocalError Exceptions.StringError Exceptions.NumberError Exceptions.ValueError Exceptions.GlobalError Exceptions.GeneratorError Exceptions.NilError Exceptions.EnvironmentError Exceptions.ComparisonError Exceptions.FunctionError Exceptions.TableError Exceptions.TypeError Exceptions.ArithmeticError Exceptions.ParameterError Exceptions.AssertionError Exceptions.GenericError
All other exception classes automatically propagate to the Exceptions.GenericError class.
For example, a general exception handler can be written as
1
2
3
4
5
2
3
4
5
try{ 	[b]block[/b] }.except{ 	[b]exception handler[/b] }
Which is equivalent to
1
2
3
4
5
2
3
4
5
try{ 	[b]block[/b] }.except[u]()[/u]{ 	[b]exception handler[/b] }
1
2
3
4
5
2
3
4
5
try{ 	[b]block[/b] }.except[u](Exceptions.GenericError)[/u]{ 	[b]exception handler[/b] }
The Try-Except blocks are also contextual, meaning that if they were called from within a function, all of the local variables of the function are exposed (in a read-only manner for execution integrity) to the error handler. Thus, we can write something like the following:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
function test(a) 	try{ 		function() 			print(a/a) 		end 	}.except{ 		function(caught,exp,detail) print(exp, detail) end 	} end test(1) test(0) test() test(test) print("\nProgram Successfully Terminated.")
Which will correctly produce, even with the local values buried within the target function, intended results of a/a
1
2
3
4
5
6
2
3
4
5
6
1 -1.#IND {TypeError, NilError, ArithmeticError, ValueError, GenericError}	try.lua:162: attempt to perform arithmetic on upvalue 'a' (a nil value) {TypeError, GenericError, FunctionError, ValueError, ArithmeticError}	try.lua:162: attempt to perform arithmetic on upvalue 'a' (a function value) Program Successfully Terminated.
it don't work, and i paste here the lua
-- Glow Function
function sample.glowing.makeallglow()
for i=1,32,1 do
id=image("gfx/sprites/flare200.bmp",0,0,200+id) -- Create image @ Player
imagecolor(id,255,255,0)
imageblend(id,1)
imagealpha(id,0.5)
end
end
You say "to draw image permament over player use imgmode:
200+id" i make this but don't work
1
2
3
4
5
6
7
8
9
2
3
4
5
6
7
8
9
-- Glow Function function sample.glowing.makeallglow() 	for i=1,32,1 do 		id=image("gfx/sprites/flare200.bmp",0,0,200+i)	-- Create image @ Player 		imagecolor(id,255,255,0)	 		imageblend(id,1) 		imagealpha(id,0.5) 	end end
cause just too bored.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
--[[Real Teamdeath Match]]-- --Author : [CM]CmDark [YR] [Ldr]-- --=========================-- --[[ Note to self: Mode Type 0 Standard 1 Deathmatch 2 Teamdeathmatch 3 Construction 4 Zombies! --]] --==Variables==-- local tdmvar=false local tscore=0 local ctscore=0 --total req time in secs: reqtime=690 local minr=0 local secr=0 local secsr=0 local minst=11 local secst=30 --==Prevalues==-- math.randomseed(os.time()) parse("mp_freezetime 3") --==Hooks==-- addhook("startround","roundcheck") addhook("kill","addpoint") addhook("second","updatescore") --==Functions==-- function roundcheck(modeid) 	if modeid~=2 then 		tdmvar=false 	break 	else 		tdmvar=true 	end end function addpoint(killer , victim) local pteamk=player(killer,"team") if pteam==1 then 	tscore=tscore+1 elseif pteam==2 then 	ctscore=ctscore+1 	end if tscore==100 or ctscore==100 then 	break end end function updatescore() 	secr=secr+1 	secsr=secsr+1 	if secr==60 then 		minr=minr+1 		secr=secr-60 		minst=minst-minr 	end 	secst=secst-secr 	if tdmvar==true then 	parse('hudtxt 1 "©255000000T" 225 5 1') 	parse('hudtxt 2 "©000255000CT" 255 5 1') 	parse('hudtxt 0 "©025025025|" 240 5 1') 	parse('hudtxt 3 '..tscore..' 225 15 1') 	parse('hudtxt 4 '..ctscore..' 255 15 1') 	parse('hudtxt 5 "'..minst..':'..secst..'" 240 15 1') else 	parse('hudtxt 1') 	parse('hudtxt 2') 	parse('hudtxt 0') 	parse('hudtxt 3') 	parse('hudtxt 4') 	parse('hudtxt 5') end end
I haven't tested it.
Patassus has written
should work
1
2
3
4
5
6
7
8
2
3
4
5
6
7
8
addhook("drop","tdrop") fucntion tdrop(id,iid,type,ain,a,mode,x,y) parse("strip "..id.." "..iid) if(ain>0) then parse("spawnitem "..iid.." "..(player(id,"tilex")).." "..(player(id,"tiley"))) end return 1 end
should work
Ok, this should work, but how do I make it only work once, then if the player wants to do it again, it will have to be called again with a sayfunction or menu button (I don't need the say or menu function, I know how to do them)
max money is hmm 1000000$