birjj / csgo-vscripts

Various vscripts for CS:GO I have written

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CSGO nut

3axap opened this issue · comments

commented

Hello, thank you scripting examples! Searched for examples, found you.
Can you help me a little bit? I’m not a programmer, I just can’t understand how to make a nut csgo vscript for two thing:

add prop: (line hummer or stripper)

add:
{
    "classname" "prop_dynamic"
    "angles" "0 0 0"
    "DisableBoneFollowers" "0"
    "disablereceiveshadows" "0"
    "disableshadows" "1"
    "ExplodeDamage" "0"
    "ExplodeRadius" "0"
    "fademaxdist" "0.0"
    "fademindist" "0.0"
    "fadescale" "1"
    "health" "0"
    "MaxAnimTime" "10"
    "MinAnimTime" "5"
    "model" "models/props/de_dust/hr_dust/dust_crates/dust_crate_style_01_32x16x64.mdl"
    "modelscale" "1.0"
    "PerformanceMode" "0"
    "pressuredelay" "0"
    "RandomAnimation" "0"
    "renderamt" "255"
    "rendercolor" "255 255 255"
    "renderfx" "0"
    "rendermode" "0"
    "SetBodyGroup" "0"
    "skin" "0"
    "solid" "6"
    "spawnflags" "0"
    "targetname" ""
    "origin" "563.26495 2359.2424 14.054579"
}

And how i can remove class or models?

// (stripper like)
remove:
{
"classname" "func_buyzone"
}

// 
remove:
{
"models" "models/props/de_dust/hr_dust/dust_crates/dust_crate_style_01_32x16x64.mdl"
}

Thank you very much in advance!

You can create a prop_dynamic using

newEnt <- Entities.CreateByClassname("prop_dynamic");
newEnt.SetModel("...");
newEnt.SetOrigin(Vector(0, 0, 0));

You can remove entities by first finding them, and then calling .Destroy() on them:

local ent = null;
while ((ent = Entities.FindByClassname(ent, "func_buyzone")) != null) {
  ent.Destroy();
}

You can of course replace .FindByClassname(...) with whichever find function you want.

commented

Thank you very much!

commented

One more qestion, for de_dust2.nut?

function TestDel()
{
	local ent = null;
	while ((ent = Entities.FindByClassname(ent, "func_buyzone") != null) {
	  ent.Destroy();
	}
}

And for add model?

function TestAdd()
{
	newEnt <- Entities.CreateByClassname("prop_dynamic");
	newEnt.SetModel("...");
	newEnt.SetOrigin(Vector(0, 0, 0));
	// more prop_dynamic options
}

Yes. You will obviously need to replace the "..." and Vector(0, 0, 0) with whatever you want.

commented

Thank you again!