安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
But the problem with other addons is, that at first I don't know which works and which not and why. So I'd have to study/reverse engineer any of those addons. Also exceptions introduce exploits. So thats just not feasible for me.
But I'd still be interested in how it breaks them.
saving the old collision group BEFORE setting it on line 477 to NONE could fix this issue, youre doing GetCollisionGroup in freeze() after its being set to none.....
The new problem is a bug but i found it and i just fixed it (just need to test and upload it)
But I found an even bigger problem now: By default, a lot of entities you place with the toolgun (thrusters, wiremod stuff, etc) are automatically nocollided with everything. But Uke's anti spam removes that no-collide, which can become a real issue when building.
I'm guessing that has to do with ghosting props and so on... But isn't there a way to first check the no-collide state of a placed prop/entity to prevent changing it's behaviour?
My problem is that I don't have time left to work on it now since im studying which takes most of my time.
It seems to freeze entities like thrusters when placed, which can get a bit annoying since it's not normal gmod behaviour, and you don't usually touch entities that are placed with tools after placing them. I've had a few people on the server being like "WTF my car wont move"
My problem here is that darkrp doesnt give me information about who spawned that money/cheque (like most addons don't). I have to make my files locate drps spawning functions and edit them but before I have to read and understand the code of the other addons to do so. It would be more work than I have time and desire for to do this for every addon which uses its own spawning functions.
If I do this for darkrp (70%-80% yes) this would be the exception due its popularity and the amount of servers usig it. I hope you understand my problem.
lel"
What do you mean? It works with props who are also entities so instead of just claiming bullshit could you please further describe whats not working for you so I can get to work on that?
lel
This can also deny spawning but by default it just ghosts. I wanted to keep the HUD as minimalist as possible because I dont want to notice it if I dont need it / if I'm not affected by it.
And I'm glad you like it. :)