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Norda Scripts
76561198033784269๐จ Creator
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๐ Osgmod Stats
Creators Stats | |
---|---|
โ๏ธ Scripts created: | 79 scripts |
โญ๏ธ 568 Reviews: | โ โ โ โ โ |
๐ช Averages on 568 Reviews: | 4.98/5 |
๐ Sales: | 10950 |
๐ Updates released: | 1305 updates |
Users Stats | |
๐ Commented scripts: | 168 |
โ๏ธ Coffee offered: | 0 |
๐ Last login: | 1734878782 |
๐พ Joined: | 1432600035 |
Forums Stats | |
๐ Forum Posts: | 169 |
โฉ๏ธ Forum Reply: | 76 |
โค๏ธ Reactions Given: | 25 |
๐ณ Reactions Received: | 63 |
โญ๏ธ 1305 Updates released
All updates published by Norda Scripts - page 16
v2.3
โ๏ธ Patched & Improvement:
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Thirst System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Thirst System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
v2.7
โ๏ธ Patch & Improvement:
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Hunger System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Hunger System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
v2.6
โ๏ธ Patch & Improvement:
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Stamina System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Stamina System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
v2.9
โ๏ธ Patch & Improvement:
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Health System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in Health System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
v4.2
โ๏ธ Patched & Improvement:
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in XP and Leveling System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
Fixed a source of conflict for those not using Norda Inventory System. Automatic whitelisting of items included in XP and Leveling System creates a trace that makes it look like my inventory is installed on the other systems of my other scripts. This poses a problem when the inventory was not installed, for example the crafting system will propose to display icons according to the settings made in the inventory system to provide the same style of item icons.
v3.9
โ๏ธ Patched:
This update fixes the problem when you can't apply a model different from the base money. This means that cfg.Credit_Model will be dissociated from cfg.Money_Model. In order to assign another money to another type of money such as Credits.
If you use custom models for credits on your server, this update is for you. If you've disabled it because you don't need it, you can ignore it.
This update fixes the problem when you can't apply a model different from the base money. This means that cfg.Credit_Model will be dissociated from cfg.Money_Model. In order to assign another money to another type of money such as Credits.
If you use custom models for credits on your server, this update is for you. If you've disabled it because you don't need it, you can ignore it.
v1.1
โ๏ธ Patched:
Correction of an aesthetic detail. When you open the Admin menu and then the editor mode, the button text turns white. it's a problem if the button has a white background.
Correction of an aesthetic detail. When you open the Admin menu and then the editor mode, the button text turns white. it's a problem if the button has a white background.
v1.5
๐ฎ Removed:
Following an update, the function CheckWPMDL to generate weapons icons no longer works. Delete the local function: CheckWPMDL .
โ๏ธ Patched:
Weapon icons are generated correctly.
Following an update, the function CheckWPMDL to generate weapons icons no longer works. Delete the local function: CheckWPMDL .
โ๏ธ Patched:
Weapon icons are generated correctly.
v1.3
๐งฑ Improved:
Reduce source code size
โ๏ธ Patched:
Fixed icon generation system.
Reduce source code size
โ๏ธ Patched:
Fixed icon generation system.
v2.0
๐ Added:
Object names are displayed on object images when hovered over with the cursor.
๐งฑ Improved:
Optimization of icon generation system.
โ๏ธ Patched:
Fixed icon generation for some weapons.
Object names are displayed on object images when hovered over with the cursor.
๐งฑ Improved:
Optimization of icon generation system.
โ๏ธ Patched:
Fixed icon generation for some weapons.
v1.9
โ๏ธ Patched :
Patched when opening the system from the admin panel and closing the window, the mouse remains displayed.
Patched when opening the system from the admin panel and closing the window, the mouse remains displayed.
v3.0
Add a shortcut button for Gmod Documents Editor system
โฐ Screenshot shortcut button of Gmod Documents Editor system
โฐ Screenshot shortcut button of Gmod Documents Editor system
v1.3
๐ Added :
Compatibility with Gmod Documents Editor system, The dynamic codes of a door linked to a document will be automatically updated thanks to the {{code}} tag placed in the document linked to this door.
๐งฑ Improved:
Keypad display optimization.
Compatibility with Gmod Documents Editor system, The dynamic codes of a door linked to a document will be automatically updated thanks to the {{code}} tag placed in the document linked to this door.
๐งฑ Improved:
Keypad display optimization.
v3.8
โ๏ธ Patched :
When dropping a stack of items from inventory (Gmod Advanced Inventory System). For example, 5 medkits. The quantity of items that fit in the stack of a single entity is taken into account. So if you sell 1 medkit at $1. It will be sold for $5 because there are 5 of them.
When dropping a stack of items from inventory (Gmod Advanced Inventory System). For example, 5 medkits. The quantity of items that fit in the stack of a single entity is taken into account. So if you sell 1 medkit at $1. It will be sold for $5 because there are 5 of them.
v3.7
โ๏ธ Patched :
Lua Error Patch [nordahl_store_builder] */cl_store_builder.lua:138: attempt to concatenate local 'mdl' (a nil value)
Lua Error Patch [nordahl_store_builder] */cl_store_builder.lua:138: attempt to concatenate local 'mdl' (a nil value)
v1.2
โ๏ธ Patched:
Corrects a conflict when opening the Admin menu from the interface. Although there are two other ways to open the keyboard system administration interface, the button to access it is operational.
Corrects a conflict when opening the Admin menu from the interface. Although there are two other ways to open the keyboard system administration interface, the button to access it is operational.
v1.2
โ๏ธ Patched :
Fixes the problem of remote door opening.
Fixes the problem of remote door opening.
v3.6
๐งฑ Improved :
- cfg.item_no_img was removed from the config file. This allowed to display this image instead of the item images without spawnicones.
+ cfg.Image_Entity_Icon = 1, has been added, it allows to display the spawn icons in priority. If they don't exist, the 3D models will be displayed as a backup. This means that the standard icon for objects without icons is no longer displayed. If disabled it will only display the 3D icons.
+ cfg.Image_Model_Icon = 1, has been added, it allows to generate an icon of the absent item from its model.
โ๏ธ Patched :
The name of the item is displayed in the store summary instead of the item 's class name.
โ ๏ธ If you already have your icons this update is not important for you. Otherwise the items must be replaced in the store to see the 3D icons because in the previous version the model was not a registered option.
- cfg.item_no_img was removed from the config file. This allowed to display this image instead of the item images without spawnicones.
+ cfg.Image_Entity_Icon = 1, has been added, it allows to display the spawn icons in priority. If they don't exist, the 3D models will be displayed as a backup. This means that the standard icon for objects without icons is no longer displayed. If disabled it will only display the 3D icons.
+ cfg.Image_Model_Icon = 1, has been added, it allows to generate an icon of the absent item from its model.
โ๏ธ Patched :
The name of the item is displayed in the store summary instead of the item 's class name.
โ ๏ธ If you already have your icons this update is not important for you. Otherwise the items must be replaced in the store to see the 3D icons because in the previous version the model was not a registered option.
v3.5
๐ Added :
Added the possibility to choose to disable the possibility for the merchant to sell and buy in order to make special merchants for selling and others for buying.
To do this add an empty field in the text configuration area to disable the choice line in the dialog.
+Question 21 Added in the Wiki about this new feature.
Added the possibility to choose to disable the possibility for the merchant to sell and buy in order to make special merchants for selling and others for buying.
To do this add an empty field in the text configuration area to disable the choice line in the dialog.
+Question 21 Added in the Wiki about this new feature.
v3.4
๐งฑ Improved :
Change the UI to show display name rather than the class name.
Yo go to buy the "Repair Kit 100%" it said "Select "vc_pickup_healthkit_100" with money (2,000 $)"
Now : "Select "Repair Kit 100%" with money (2,000 $)".
โ๏ธ Patched :
Corrects a translation mistake.
Change the UI to show display name rather than the class name.
Yo go to buy the "Repair Kit 100%" it said "Select "vc_pickup_healthkit_100" with money (2,000 $)"
Now : "Select "Repair Kit 100%" with money (2,000 $)".
โ๏ธ Patched :
Corrects a translation mistake.
v4.9
๐ Added :
If you use the right click with the tool hand to open the inventory an option allows to choose between two methods. One fully client-side and the other serverside. Sometimes it will be necessary to choose the second option when you have installed or used a gamemode that does not allow the first option to work properly.
cfg.Hand_Right_Clic=2 -- 0 = Drop items | 1 = Open inventory with ClientSide method (optimized) | 2 = Open inventory with Serverside method (If your server configuration don't allow to work with the option #1)
๐งฑ Improved :
The name of the objects is displayed instead of the class name of the weapon or entity. When you look at them on the ground.
If you use the right click with the tool hand to open the inventory an option allows to choose between two methods. One fully client-side and the other serverside. Sometimes it will be necessary to choose the second option when you have installed or used a gamemode that does not allow the first option to work properly.
cfg.Hand_Right_Clic=2 -- 0 = Drop items | 1 = Open inventory with ClientSide method (optimized) | 2 = Open inventory with Serverside method (If your server configuration don't allow to work with the option #1)
๐งฑ Improved :
The name of the objects is displayed instead of the class name of the weapon or entity. When you look at them on the ground.
v1.3
โ๏ธ Patched :
Fixes a conflict with the radiation system
Fixes a conflict with the radiation system
v4.2
๐ Added :
Add in config file the variables cfg.Script_Radiation and cfg.Script_FatigueWhich allows to display the stats of new scripts (fatigue and radiation) if installed.
cfg.Script_Radiation = 1 // : Gmod Radiation System
cfg.Script_Fatigue = 1 // : Gmod Fatigue & sleep System
โ๏ธ Patched:
Fixes the problems that appeared since the new Gmod update.
๐งฑ Improved :
Optimization of the display of the bars in the stats.
Aesthetic improvement of the bars.
Add in config file the variables cfg.Script_Radiation and cfg.Script_FatigueWhich allows to display the stats of new scripts (fatigue and radiation) if installed.
cfg.Script_Radiation = 1 // : Gmod Radiation System
cfg.Script_Fatigue = 1 // : Gmod Fatigue & sleep System
โ๏ธ Patched:
Fixes the problems that appeared since the new Gmod update.
๐งฑ Improved :
Optimization of the display of the bars in the stats.
Aesthetic improvement of the bars.
v4.8
โ๏ธ Patched :
Fixed a problem with the last Gmod update.
๐งฑ Improved :
Optimization of the inventory display.
Fixed a problem with the last Gmod update.
๐งฑ Improved :
Optimization of the inventory display.
v3.8
โ๏ธ Patched:
Patch Lua Error:
[nordahl_safezones_systems] addons/nordahl_safezones_systems/lua/entities/zworld_safezone_square/init.lua:110: attempt to call global 'Immunise' (a nil value)
Patch Lua Error:
[nordahl_safezones_systems] addons/nordahl_safezones_systems/lua/entities/zworld_safezone_square/init.lua:110: attempt to call global 'Immunise' (a nil value)
v1.5
โ๏ธ Patched:
+Fixes the error when you enable options for DarkRP in the configuration file and do not use DarkRP.
+Corrects when the resale of items is limited to 1000 items.
๐งฑ Improved :
+Corrects and improves the pnj economy system.
+I've also improved a few things like the messages of the uninstalled scripts. If you don't have the pocket or the DarkRP you don't need to choose where to place the object. It will automatically go to the available locations.
+Fixes the error when you enable options for DarkRP in the configuration file and do not use DarkRP.
+Corrects when the resale of items is limited to 1000 items.
๐งฑ Improved :
+Corrects and improves the pnj economy system.
+I've also improved a few things like the messages of the uninstalled scripts. If you don't have the pocket or the DarkRP you don't need to choose where to place the object. It will automatically go to the available locations.
v3.7
๐ Added :
Add variable in the config file:
cfg.TimeBeforeFire = 1 --How long a player can shoot with a weapon when he loses his safezone protection. (Defaut 1 Secondes)
๐งฑ Improved :
Optimization of the safezone system and loops.
Add variable in the config file:
cfg.TimeBeforeFire = 1 --How long a player can shoot with a weapon when he loses his safezone protection. (Defaut 1 Secondes)
๐งฑ Improved :
Optimization of the safezone system and loops.
v3.1
๐งฑ Improved :
Remove and replace SetGlobalString.
Reduction of the size of the code.
DRM removed.
Remove and replace SetGlobalString.
Reduction of the size of the code.
DRM removed.