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You must call the function attached to a variable like: entityVariable:setNoCollideAll() where entityVariable can be any variable name. You got it now?
I tested, installed wire extras, enabled the extension, and is working fine as you can see here: https://psteamcommunity.yuanyoumao.com/id/dathusbr/screenshot/2039622841082349609/ probably you disabled the holoanim extension or an update disable it. To me is working just fine. Make sure holoanim extension is enabled in the Q Menu
You could put that code inside an IF (first):
interval(300)
if(first()) {
Plys = table()
foreach(_,V:entity=Plys) {
PlayersEGP:egpHUDSetPlayer(V)
}
}
interval(300)
Plys = table()
foreach(_,V:entity=Plys) {
PlayersEGP:egpHUDSetPlayer(V)
}
I understand that each 0.3 seconds it is readding that player to the EGPHUD, but idk how i could get around that
Just get this^ in console
then again it was breaking entire servers so I can't have a say.
I tried using a swep with an E2 chip and it just removes my ability to highjump and as well activated fall damage again.
moral of the story, just download a custom fall damage addon
This will revert realistic fall damage, doesn't matter if you set it as true on the DarkRP settings.
Best option, is to download the .gma and uncompress it, and go to line 42 in nexuscore.lua
Replace the whole function with this one:
function GetFallDamage( ply, flFallSpeed )
if ( FallDamageList[ply:UniqueID()] == "DISABLE") then
return 0
end
end
And upload the folder to your /addons/ folder, and that'll fix it.
Hopefully the developer finds a permanent fix for this, since it took me over 3 hours to go through every addon (workshop and directory) to solve this issue.
Which sounds to me like it doesn't support true/false
hasNoCollideAll returns true or false but it's like e2 doesn't understand true/false booleans and evaluates false to true?
Should Nexus return 1 or 0 instead of true or false?
Am I doing something wrong?
if(TestEnt:hasNoCollideAll()){
EntisSolid = 0
print(TestEnt:hasNoCollideAll())
}
sorry i wasnt paying any miond when the code was done lol
if(BOOM && Arr[N,entity]:isPlayer()){
}
if(BOOM && Arr[N,entity]:isNPC())
{
Bomb = sentSpawn("gb5_misc_wildfire_barrel",0)
Bomb:setPos(Arr[N,entity]:pos())
entity():propBreak()
}
elseif(BOOM)
{
Arr[N,entity]:propBreak()
}
if(!Arr[N,entity]:isValid()){Arr[N,entity] = owner(),N = 1}
and it spawns them but doesnt explode them lol