Recent Posts

Pages: 1 2 [3] 4 5 ... 10
Developers Corner / Re: Police spawning with a extra weapon
« Last post by JamminR on November 07, 2020, 11:56:21 AM »
Are there errors at startup in server console? What about when players join?
That code really isn't much to go on.
M9k is a custom addon, right? Could gmod or another addon be defaulting rpg insome way if player joins that doesn't have m9k?
In testing, tried removing all weapons in the job to see if rpg still assigned?
Are police added to any special group Or team? If so, any other addon that adjusts weapons based on group or team?
This very well may be an instance where you need to remove all addons, going down to base gamemode and if problem still exist, ask for help in a DarkRp or whatever gamemode community
Developers Corner / Police spawning with a extra weapon
« Last post by Sharkbait on November 05, 2020, 05:59:14 PM »
All police jobs are spawning with the default half life RPG, I don't know what would be causing this to happen I looked for any signs for fixes online but failed to find people with this same problem.

Before you ask the jobs don't have that in their "weapons"

TEAM_POLICE = DarkRP.createJob("Police Officer", {
   color = Color(25, 25, 170, 255),
   model = "models/taggart/police01/male_08.mdl",
   description = [[The protector of every citizen that lives in the city .
      You have the power to arrest criminals and protect innocents.
      Hit them with your arrest baton to put them in jail
      Bash them with a stunstick and they might learn better than to disobey
      the law.
      The Battering Ram can break down the door of a criminal with a warrant
      for his/her arrest.
      The Battering Ram can also unfreeze frozen props(if enabled).
      Type /wanted <name> to alert the public to this criminal
      OR go to tab and warrant someone by clicking the warrant button
   weapons = {"arrest_stick", "unarrest_stick", "m9k_colt1911", "stunstick", "door_ram", "m9k_mp5"},
   command = "cp",
   max = 10,
   salary = 50,
   admin = 0,
   vote = true,
   sortOrder = 1;
   category = "Police",
   hasLicense = true

that's how one of the police jobs look. No other jobs spawns with an rpg other than police jobs.

every other job that is not police, spawn with their correct weapons.
Off-Topic / Re: ULX rank other than User and Superadmin+ cant join a job
« Last post by JamminR on November 03, 2020, 05:50:39 PM »
ULX has nothing to do with jobs or teams.
ULX is administrative 'group' control.
You'll likely need to research whatever mod or gamemode controls 'jobs' and ensure it allows whatever groups ULX controls to have them.
Off-Topic / ULX rank other than User and Superadmin+ cant join a job
« Last post by Brody on November 03, 2020, 11:38:23 AM »
ULX rank other than User and Superadmin+ cant join a job
The ULX MOTD submodule only appears for users with "ulx showmotd" access. By default, only admins have access.

Give access to a group:
Code: [Select]
ulx groupallow "yourgroup" "ulx showmotd"
Give access to a user:
Code: [Select]
ulx userallow "yourname" "ulx showmotd"
Same problem!
Developers Corner / Re: Auto add users to a group
« Last post by MrPresident on October 22, 2020, 12:28:31 PM »
Totally possible.. but not without modification or writing your own code.

Hook into the command called function and then get if it was kick/ban then run your code to change their group:


Those are the functions/hooks you will need to do it.
Developers Corner / Auto add users to a group
« Last post by jut on October 22, 2020, 09:29:49 AM »
I have a question and forgive my lack of knowledge but I was wondering if it was something that is possible that if an admin/staff member were to kick or ban a user for inappropriate conduct could it trigger the system to auto add the offender to a different user group that I have made designated for players that have caused issues before?
Developers Corner / Re: ulx gag and mute with reason and time.
« Last post by JamminR on October 21, 2020, 02:33:31 PM »
Welcome to the forums. If you read the entire thread, a community member states what they had to do to get iviscosity's code working.
They also posted errors when asking about it. You're  more than welcome to revive that thread if, after attempting the fixes discussed,  are still unable to succeed. Post the error you can't figure out, with the modified code you'd tried
Pages: 1 2 [3] 4 5 ... 10