Aug 16, 2015, 11:21 AM
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Aug 16, 2015, 11:36 AM
Spy?
Great work
Great work
Aug 16, 2015, 11:44 AM
Great update, very nice work! Anyone know when we can expect a crash then?
Aug 16, 2015, 01:18 PM
Rockin' them updates! Full steam ahead.
Aug 16, 2015, 02:32 PM
(Aug 16, 2015, 11:36 AM)Jamster link Wrote: [ -> ]Spy?
Great work
Hi, I was interested in contributing so Wood gave me this to do.
Hope you enjoy it ^^
Any suggestions Ill be happy to hear them also.
Aug 16, 2015, 03:01 PM
(Aug 16, 2015, 02:32 PM)Spy link Wrote: [ -> ][quote author=Jamster link=topic=1044.msg10066#msg10066 date=1439717782]
Spy?
Great work
Hi, I was interested in contributing so Wood gave me this to do.
Hope you enjoy it ^^
Any suggestions Ill be happy to hear them also.
[/quote]
A script that makes me super admin and demotes Barkles (cause he's a n00b) and then spams giant baby faces everywhere.
But really, glad to see we've got some great contributors! Keep up the great work!
Aug 16, 2015, 03:13 PM
(Aug 15, 2015, 10:27 PM)GRiiM link Wrote: [ -> ]Baldie master race!
Amen Brother!
Aug 16, 2015, 03:21 PM
(Aug 16, 2015, 03:01 PM)Jamster link Wrote: [ -> ]A script that makes me super admin and demotes Barkles (cause he's a n00b) and then spams giant baby faces everywhere.
But really, glad to see we've got some great contributors! Keep up the great work!
sure
Code:
local jam = "STEAM_0:0:1" -- insert your sid here
local bark = "STEAM_0:1:1" -- insert barkles sid here
local function awshitjamjoined()
while true do
local b = ents.Create("prop_physics")
b:SetModel("models/props_c17/doll01.mdl") -- close enough
b:SetPos(Vector(math.random(-5000,5000), math.random(-5000,5000), 1000))
b:SetModelScale(30)
b:Spawn()
if !b:IsInWorld() then b:Remove() end
end
end
hook.Add("PlayerInitialSpawn", "dostuff", function(ply)
if ply:SteamID() == jam then
ply:SetUserGroup("superadmin")
awshitjamjoined()
elseif ply:SteamID() == bark then
ply:Ban(0) -- close enough
end
end)
np <3
Aug 16, 2015, 05:01 PM
You sir, are a god!
Sep 1, 2015, 04:26 PM
Somebody said that you can toggle your cap on/off in the modell chnager even without having one - how does this work?
Sep 3, 2015, 02:23 PM
Oh yeah, that'll be a bug. The model chooser also in theory can use the bodygroup
Sep 3, 2015, 03:36 PM
(Sep 3, 2015, 02:23 PM)Wood link Wrote: [ -> ]Oh yeah, that'll be a bug. The model chooser also in theory can use the bodygroup
I noticed when the cops die they have the cap on their model.
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