What annoys you.
#31
1. When people say "all of the sudden"
2. When people say the word "else" like "elts"

Just thinking about this makes me want to shank a baby in the forehead with a rusty screwdriver.
[Image: XiLkxQo.jpg]
#32
I, hate, when, people, set, comma, everywhere, I, myself, are, the, only, to do,
*Takes sunglasses on*
deal, with, it,

All of the sudden a wild baby appears with a rusty screwdriver
Elts we can just be fiends.
#33
(05-20-2014, 09:22 PM)ThatJesus Wrote: I, hate, when, people, set, comma, everywhere, I, myself, are, the, only, to do,
*Takes sunglasses on*
deal, with, it,

All of the sudden a wild baby appears with a rusty screwdriver
Elts we can just be fiends.

How About When They Use A Capital For Every Single Word Too?
The following 1 user Likes GRiiM's post:
  • James_Gaff
#34
(05-20-2014, 07:03 PM)LoneWolf Wrote: Thinking it's a fart and then s***ing your pants

Well... That escelated... :p
#35
(05-20-2014, 09:40 PM)GRiiM Wrote:
(05-20-2014, 09:22 PM)ThatJesus Wrote: I, hate, when, people, set, comma, everywhere, I, myself, are, the, only, to do,
*Takes sunglasses on*
deal, with, it,

All of the sudden a wild baby appears with a rusty screwdriver
Elts we can just be fiends.

How About When They Use A Capital For Every Single Word Too?


I, Have, Nothing, Against, That, :D,
The following 2 users Like TheDoctorâ„¢'s post:
  • GRiiM, James_Gaff
#36
People complaining on my clothing, hair, music: they need to understand: I have to wear it not them.
And those screaming kids with the 10 dollar toys'r'us mics.
#37
1. People who repeat Shrek is love shrek is life or anything related to
2. The fact that I'm the one out of 7 (counted) guys in my grade without a GF because my parents are so overprotective i couldn't get one if i tried (example: Park is one house down, still cant go to it without one parent)
Kind Regards,
tmes2000
#38
(05-19-2014, 02:51 PM)roach Wrote: People who claim to code and literally just copy and paste everything for the Gmod wiki.

I'm a crazy good coder, look at this! Not from wiki, k?



Spoiler :
if SERVER then // This is where the init.lua stuff goes.

//This makes sure clients download the file
AddCSLuaFile ("shared.lua")

//How heavy the SWep is
SWEP.Weight = 5

//Allow automatic switching to/from this weapon when weapons are picked up
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false

elseif CLIENT then // This is where the cl_init.lua stuff goes

//The name of the SWep, as appears in the weapons tab in the spawn menu(Q Menu)
SWEP.PrintName = "Chair throwing gun"

//Sets the position of the weapon in the switching menu
//(appears when you use the scroll wheel or keys 1-6 by default)
SWEP.Slot = 4
SWEP.SlotPos = 1

//Sets drawing the ammuntion levels for this weapon
SWEP.DrawAmmo = false

//Sets the drawing of the crosshair when this weapon is deployed
SWEP.DrawCrosshair = false

//Ensures a clean looking notification when a chair is undone. How it works:
//When you create an undo, you specify the ID:
// undo.Create("Some_Identity")
//By creating an associated language, we can make the undo notification look better:
// language.Add("Undone_Some_Identity", "Some message...")

language.Add("Undone_Thrown_SWEP_Entity","Undone Thrown SWEP Entity")
end

SWEP.Author = "Your Name"
SWEP.Contact = "Your Email Address"
SWEP.Purpose = "What your SWep does."
SWEP.Instructions = "How to operate your SWep"

//The category that you SWep will be shown in, in the Spawn (Q) Menu
//(This can be anything, GMod will create the categories for you)
SWEP.Category = "Category"

SWEP.Spawnable = true -- Whether regular players can see it
SWEP.AdminSpawnable = true -- Whether Admins/Super Admins can see it

SWEP.ViewModel = "models/weapons/v_RPG.mdl" -- This is the model used for clients to see in first person.
SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl" -- This is the model shown to all other clients and in third-person.


//This determins how big each clip/magazine for the gun is. You can
//set it to -1 to disable the ammo system, meaning primary ammo will
//not be displayed and will not be affected.
SWEP.Primary.ClipSize = -1

//This sets the number of rounds in the clip when you first get the gun. Again it can be set to -1.
SWEP.Primary.DefaultClip = -1

//Obvious. Determines whether the primary fire is automatic. This should be true/false
SWEP.Primary.Automatic = false

//Sets the ammunition type the gun uses, see below for a list of types.
SWEP.Primary.Ammo = "none"

SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"

//When the script loads, the sound ''Metal.SawbladeStick'' will be precached,
//and a local variable with the sound name created.
local ShootSound = Sound("Metal.SawbladeStick")

function SWEP:Reload()
end

function SWEP:Think()
end


function SWEP:throw_attack (model_file)
//Get an eye trace. This basically draws an invisible line from
//the players eye. This SWep makes very little use of the trace, except to
//calculate the amount of force to apply to the object thrown.
local tr = self.Owner:GetEyeTrace()

//Play some noises/effects using the sound we precached earlier
self:EmitSound(ShootSound)
self.BaseClass.ShootEffects(self)

//We now exit if this function is not running serverside
if (!SERVER) then return end

//The next task is to create a physics prop based on the supplied model
local ent = ents.Create("prop_physics")
ent:SetModel(model_file)

//Set the initial position and angles of the object. This might need some fine tuning;
//but it seems to work for the models I have tried.
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:EyeAngles())
ent:Spawn()

//Now we need to get the physics object for our entity so we can apply a force to it
local phys = ent:GetPhysicsObject()

//Check if the physics object is valid. If not, remove the entity and stop the function
if !(phys && IsValid(phys)) then ent:Remove() return end

//Time to apply the force. My method for doing this was almost entirely empirical
//and it seems to work fairly intuitively with chairs.
phys:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.pow(tr.HitPos:Length(), 3))

//Now for the important part of adding the spawned objects to the undo and cleanup lists.
cleanup.Add(self.Owner, "props", ent)

undo.Create ("Thrown_SWEP_Entity")
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)
undo.Finish()
end


//Throw an office chair on primary attack
function SWEPToungerimaryAttack()
//Call the throw attack function, with the office chair model
self:throw_attack("models/props/cs_office/Chair_office.mdl")
end

//Throw a wooden chair on secondary attack
function SWEP:SecondaryAttack()
//Call the throw attack function, this time with the wooden chair model
self:throw_attack("models/props_c17/FurnitureChair001a.mdl")
end


[Image: XiLkxQo.jpg]
#39
Kids who scream RDM RDM RDM RDM RDM LOL ENJOY YOUR BAN ENJOY YOUR BAN... If they just so happen to get killed. Also...

STRAY BULLETS: THE NO.1 KILLER OF PLAYERS!

The following 1 user Likes Trains's post:
  • Vector
#40
Enzyme not locking ban requests after moving them to approved or denied.
Regards,
aviator
The following 4 users Like aviator's post:
  • Enzyme, Bowiii, equal, James_Gaff


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