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
>> > >>>> _______________________________________________
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>> > >>>
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>> > >>>>
>> > >>>>
>> > >>>>
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>> > >>>
>> > >>>
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>> > >>
>> > >>
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