Introductions/Apps/Suggestions > Server Requests/Suggestions

FloodMod [Server Suggestions]

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animediz:
i wouldnt say its illegal personally. Cause i mean its only a couple of files. Its not like its the game. But i think it might be but so is cracked steam. But like thousands of people use that lol.

animediz:
oh yeah any ruben you need to just outlaw money rounds. People think there aare to many exceptions. It needs to just be outlawed. There is no point. Cause if you ask nicely someone will let you on and then they can money  collect that way. But money rounds arent the purpose of flood. But everyday its like one continuos money round because there are so many minges in the server.

{DBD}Cobra:
May i please ask. Get rid of ar2 and para they are too powerful. Keep the mp5 its perfect. And there is a glitch. The ar2 says 70k but when you buy it, it only charges 30k

animediz:
Yeah i agree but we should get some sort of trade in cause that was 130k. You know? ppl who bought it should get something in return. And lockers at map change dont refund. Just saying.

Tomcat:
csn i halps and ill make some maps

for the rope tool btw this is the lua wit the ridged option if you need to edit it


--- Code: ---TOOL.Category = "Constraints"
TOOL.Name = "#Rope"
TOOL.Command = nil
TOOL.ConfigName = nil


TOOL.ClientConVar[ "forcelimit" ] = "0"
TOOL.ClientConVar[ "addlength" ] = "0"
TOOL.ClientConVar[ "material" ] = "cable/rope"
TOOL.ClientConVar[ "width" ] = "2"
TOOL.ClientConVar[ "rigid" ] = "0"

function TOOL:LeftClick( trace )

if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end

// If there's no physics object then we can't constraint it!
if ( SERVER && !util.IsValidPhysicsObject( trace.Entity, trace.PhysicsBone ) ) then return false end

local iNum = self:NumObjects()

local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )

if ( iNum > 0 ) then

if ( CLIENT ) then

self:ClearObjects()
return true

end

// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1

// Get information we're about to use
local Ent1,  Ent2  = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1), self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2):Length()

local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )

// Clear the objects so we're ready to go again
self:ClearObjects()

// Add The constraint to the players undo table

undo.Create("Rope")
undo.AddEntity( constraint )
undo.AddEntity( rope )
undo.SetPlayer( self:GetOwner() )
undo.Finish()

self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )

else

self:SetStage( iNum+1 )

end

return true

end

function TOOL:RightClick( trace )

if ( trace.Entity:IsValid() && trace.Entity:IsPlayer() ) then return end

local iNum = self:NumObjects()

local Phys = trace.Entity:GetPhysicsObjectNum( trace.PhysicsBone )
self:SetObject( iNum + 1, trace.Entity, trace.HitPos, Phys, trace.PhysicsBone, trace.HitNormal )

if ( iNum > 0 ) then

if ( CLIENT ) then

self:ClearObjects()
return true

end

// Get client's CVars
local forcelimit = self:GetClientNumber( "forcelimit" )
local addlength = self:GetClientNumber( "addlength" )
local material = self:GetClientInfo( "material" )
local width = self:GetClientNumber( "width" )
local rigid = self:GetClientNumber( "rigid" ) == 1

// Get information we're about to use
local Ent1,  Ent2  = self:GetEnt(1), self:GetEnt(2)
local Bone1, Bone2 = self:GetBone(1), self:GetBone(2)
local WPos1, WPos2 = self:GetPos(1),self:GetPos(2)
local LPos1, LPos2 = self:GetLocalPos(1),self:GetLocalPos(2)
local length = ( WPos1 - WPos2 ):Length()

local constraint, rope = constraint.Rope( Ent1, Ent2, Bone1, Bone2, LPos1, LPos2, length, addlength, forcelimit, width, material, rigid )

// Clear the objects and set the last object as object 1
self:ClearObjects()
iNum = self:NumObjects()
self:SetObject( iNum + 1, Ent2, trace.HitPos, Phys, Bone2, trace.HitNormal )
self:SetStage( iNum+1 )

// Add The constraint to the players undo table

undo.Create("Rope")
undo.AddEntity( constraint )
if rope then undo.AddEntity( rope ) end
undo.SetPlayer( self:GetOwner() )
undo.Finish()

self:GetOwner():AddCleanup( "ropeconstraints", constraint )
self:GetOwner():AddCleanup( "ropeconstraints", rope )

else

self:SetStage( iNum+1 )

end

return true

end

function TOOL:Reload( trace )

if (!trace.Entity:IsValid() || trace.Entity:IsPlayer() ) then return false end
if ( CLIENT ) then return true end

local  bool = constraint.RemoveConstraints( trace.Entity, "Rope" )
return bool


end

--- End code ---

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