I just networked the name of the entity and loaded those scripts for that clientside entity when it's created.
garry On Sun, Jun 15, 2008 at 7:47 PM, John <[EMAIL PROTECTED]> wrote: > I've got it to link the server Lua classes to entities, but I need the > server Lua entity to link with a client Lua entity. In C++ this is done > using the > IMPLEMENT_NETWORKCLASS_ALIASED( BaseLuaWeapon, DT_BaseLuaWeapon ) macro, > I've tried to unpick it but cant seem to generate the datatable dynamically. > > > On Sun, Jun 15, 2008 at 6:49 PM, Nuno Silva <[EMAIL PROTECTED]> > wrote: > >> Do you think it would be okay if i post code snippets on how to do common >> things in the SDK? >> >> On Sun, Jun 15, 2008 at 6:34 PM, Tom Leighton <[EMAIL PROTECTED] >> > >> wrote: >> >> > I can only assume he meant in your code how did you link two entities >> > created with lua together (say server/client entities) >> > >> > However that would simply be a case of copying the LINK_ENTITY_TO_CLASS >> > code you already have and just creating the same entity with the same >> > name on the clientside -- the engine afaik picks up the entity name >> > automatically. >> > >> > Garry Newman wrote: >> > > I don't really understand the question. The entities are linked >> > > already, in the engine. In what way do you mean linked on the client? >> > > >> > > garry >> > > >> > > On Sun, Jun 15, 2008 at 12:01 PM, John <[EMAIL PROTECTED]> wrote: >> > > >> > >> You didn't answer my question though :( >> > >> >> > >> On Sun, Jun 15, 2008 at 11:40 AM, Garry Newman <[EMAIL PROTECTED] >> > >> > >> wrote: >> > >> >> > >> >> > >>> Most of this is done in Lua. I have a searchable version of all the >> > >>> Lua code here: >> > >>> >> > >>> http://code.garrysmod.com/ >> > >>> >> > >>> Here's how the balloon is made (Even though it doesn't make much >> sense) >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?show=/garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/balloon.lua >> > >>> >> > >>> All the sandbox entities are here >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?into=garrysmod/gamemodes/sandbox/entities/entities >> > >>> >> > >>> The balloon just uses a motion controller to pull upwards (see the >> > >>> physicssimulate function) >> > >>> >> > >>> >> > >>> >> > >> http://code.garrysmod.com/?show=garrysmod/gamemodes/sandbox/entities/entities/gmod_balloon/init.lua >> > >>> >> > >>> I simplified the motion controller a bit for Lua, but there's some >> > >>> examples of using it in the sdk (I think the gravity gun uses one) >> > >>> >> > >>> garry >> > >>> On Sat, Jun 14, 2008 at 3:28 PM, Adam Donovan < >> [EMAIL PROTECTED] >> > > >> > >>> wrote: >> > >>> >> > >>>> Yeah Garry I would like to see how you coded balloons..:) as well as >> > >>>> >> > >>> basic >> > >>> >> > >>>> functions like spawing an object(via a weapon trace im guessing) and >> > >>>> freezing it..Thanks for youe help the other day with the phycannon >> to >> > by >> > >>>> >> > >>> the >> > >>> >> > >>>> way, it worked..just now have to figure out getting the movment to >> be >> > >>>> smoother..though im guessing now its not predicted that kinda hard:) >> > >>>> cheers >> > >>>> Adam >> > >>>> _______________________________________________ >> > >>>> To unsubscribe, edit your list preferences, or view the list >> archives, >> > >>>> >> > >>> please visit: >> > >>> >> > >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >>>> >> > >>>> >> > >>>> >> > >>> _______________________________________________ >> > >>> To unsubscribe, edit your list preferences, or view the list >> archives, >> > >>> please visit: >> > >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >>> >> > >>> >> > >>> >> > >> _______________________________________________ >> > >> To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> >> > >> >> > >> >> > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > >> > > >> > > >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

