Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
and i gues i have to add Enhanced PlayerModel Selector to the server resurce list to?
Step 1: Uncheck Enforce Playermodel in settings for EPMS, client settings for EPMS (each player will have to do this), and TTT2 settings.
Step 2: On server create folder structure: garrysmod\addons\applymodels\lua\server\applymodels.lua
Step 3: Write the following to applymodels.lua
hook.Add( "TTTPrepareRound", "RandomizeTPercentage", function()
for k, v in pairs( player.GetAll() ) do
RunConsoleCommand("ulx_logecho", "0")
RunConsoleCommand("ulx", "cexec", tostring(v:GetName()), "playermodel_apply")
RunConsoleCommand("ulx_logecho", "1")
end
end )
hook.Add( "TTTBeginRound", "UpdatePlayerModels", function()
for k, v in pairs ( player.GetAll() ) do
RunConsoleCommand("ulx_logecho", "0")
RunConsoleCommand("ulx", "cexec", tostring(v:GetName()), "playermodel_apply")
RunConsoleCommand("ulx_logecho", "1")
end
end )
Step 4: Save your applymodels.lua file and either change maps or restart your server, not sure which is required.
This will make the server send a "playermodel_apply" to each active player at the start of each prep phase and round start. Much better than binding a key and spamming it.
timer.Simple(1, function() round = true end)
for k, v in pairs ( player.GetAll() ) do
RunConsoleCommand("ulx_logecho", "0")
RunConsoleCommand("ulx", "cexec", tostring(v:GetName()), "playermodel_apply")
RunConsoleCommand("ulx_logecho", "1")
end
end )
hook.Add( "PlayerSpawn", "PlayerLoadingOut", function( ply )
RunConsoleCommand("ulx_logecho", "0")
RunConsoleCommand("ulx", "cexec", tostring(ply:GetName()), "playermodel_apply")
RunConsoleCommand("ulx_logecho", "1")
end )
Ended up working better for me in the end, to get players to respawn with their model if they respawn in the middle of a round. Have not yet stability tested.