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Norda Scripts
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๐ Osgmod Stats
Creators Stats | |
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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: | 1734903587 |
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 19
v4.0
๐ Added Player API:
meta:setCJob( job ) = Apply and Save the Job of the character.
meta:setCRPname( Character_Name , save or nil ) = Apply and save the Roleplay name of the character.
meta:SetCAge( Age , save or nil ) = For example in a Hogwarts server you want to force an age in relation to a job.
meta:SetCGenre( F or M , save or nil ) = Defines gender. M or F
meta:SetCModel( model_path , save or nil ) = Defines and save the PLayermodel.
meta:SetCSkin( var , save or nil ) = Define and save the Skin
meta:SetCBodygroup( var , save or nil ) = Define and save the Bodygroup.
meta:SetCColor( var , save or nil ) = Define and save the color selection of the playermodel
โ๏ธ Patched:
Patched <hen you change jobs and die, the player respawns with the playermodel of the database. And not the new one.
meta:setCJob( job ) = Apply and Save the Job of the character.
meta:setCRPname( Character_Name , save or nil ) = Apply and save the Roleplay name of the character.
meta:SetCAge( Age , save or nil ) = For example in a Hogwarts server you want to force an age in relation to a job.
meta:SetCGenre( F or M , save or nil ) = Defines gender. M or F
meta:SetCModel( model_path , save or nil ) = Defines and save the PLayermodel.
meta:SetCSkin( var , save or nil ) = Define and save the Skin
meta:SetCBodygroup( var , save or nil ) = Define and save the Bodygroup.
meta:SetCColor( var , save or nil ) = Define and save the color selection of the playermodel
โ๏ธ Patched:
Patched <hen you change jobs and die, the player respawns with the playermodel of the database. And not the new one.
v4.1
Patch a Lua error in the admin panel when trying to change the style when the inventory has never been opened.
It indicates that one of its 3 variables is nil:
-load_personnel_frame
-load_block_equipments
-load_Information
The error does not exist if you have already opened the inventory once before.
It indicates that one of its 3 variables is nil:
-load_personnel_frame
-load_block_equipments
-load_Information
The error does not exist if you have already opened the inventory once before.
v4.0
๐งฑ Improved:
+ Work on Compatibility with Harry Potters Wands completed.
+ Fixed when weapons sometimes drop into the ground.
+ No physical movement when dropping which allows to have zero impact on the netgraph. It can also avoid collisions and also collision spam.
โ๏ธ Patched:
Patched a error Lua related to: player:DropWeapon( wep )
+ Work on Compatibility with Harry Potters Wands completed.
+ Fixed when weapons sometimes drop into the ground.
+ No physical movement when dropping which allows to have zero impact on the netgraph. It can also avoid collisions and also collision spam.
โ๏ธ Patched:
Patched a error Lua related to: player:DropWeapon( wep )
v3.9
๐งฑ Improved:
From the configuration file you need to find the variable: cfg.Save_Job_PModel and set it to 0.
cfg.Save_Job_PModel = 0 -- If you change jobs, your character model does not move. Save_Job_PModel Prevents DarkRP from replacing the character model and saving when you change jobs. In short, you will change jobs without losing the current model. 1 = Change the playermodel and save it when the job is changed.
From the configuration file you need to find the variable: cfg.Save_Job_PModel and set it to 0.
cfg.Save_Job_PModel = 0 -- If you change jobs, your character model does not move. Save_Job_PModel Prevents DarkRP from replacing the character model and saving when you change jobs. In short, you will change jobs without losing the current model. 1 = Change the playermodel and save it when the job is changed.
v2.0
๐ Added:
Added a variable to disable the option: Your news in the home screen and context menu
cfg.enable_ingame_news=1 --1=ON | 0=OFF
Add preset System for the maps.
Add in the wiki about how work the preset system: Line 101
โก Optimization:
Optimisation that Multiply by 5 the ability to place ghost entities on the map. You can go from 1000 ghost entities, to 5000 ghost entities now.
Added a variable to disable the option: Your news in the home screen and context menu
cfg.enable_ingame_news=1 --1=ON | 0=OFF
Add preset System for the maps.
Add in the wiki about how work the preset system: Line 101
โก Optimization:
Optimisation that Multiply by 5 the ability to place ghost entities on the map. You can go from 1000 ghost entities, to 5000 ghost entities now.
v2.0
๐งฑ Improved:
Major change for more optimization and less requests for the same operation.
The tab is no longer updated on the server side when a skin, bodygroup or colour is selected. The preview is only done on the client side. The command is only sent once when a skin is changed.
โ๏ธ Patched:
Fixes a conflict where only admins were allowed to do certain actions in the public side shop.
Major change for more optimization and less requests for the same operation.
The tab is no longer updated on the server side when a skin, bodygroup or colour is selected. The preview is only done on the client side. The command is only sent once when a skin is changed.
โ๏ธ Patched:
Fixes a conflict where only admins were allowed to do certain actions in the public side shop.
v1.4
๐งฑ Improved:
Optimisation of source code size. Lighter file size and 4 less Lua files. So please remove the old addon when installing.
โ๏ธ Patched:
Fixed a major conflict that could cause skins, colours and bodygroups to be impossible to change.
Correction of some translations
Optimisation of source code size. Lighter file size and 4 less Lua files. So please remove the old addon when installing.
โ๏ธ Patched:
Fixed a major conflict that could cause skins, colours and bodygroups to be impossible to change.
Correction of some translations
v1.0
Initial version
v1.3
โ๏ธ Patch:
Patch Lua error: cl_bodygroups_wardrobes.lua:33: attempt to index field 'OwnerSteamID' (a nil value)
Patch Lua error: cl_bodygroups_wardrobes.lua:33: attempt to index field 'OwnerSteamID' (a nil value)
v1.21
โ๏ธ Patched :
Patch a Lua error from version 1.2.
Patch a Lua error from version 1.2.
v3.9
๐งฑ Improved :
If you forget the StackMax variable in the item whitelist configuration then the stackmax will default to 1 for the item.
If you forget the StackMax variable in the item whitelist configuration then the stackmax will default to 1 for the item.
v1.3
๐งฑ Improved :
This update You can now see the name of objects when you hover over them. Both from the inventory and the trade window. The item pack icons no longer display a grey cube when 3D mode is activated.
This update You can now see the name of objects when you hover over them. Both from the inventory and the trade window. The item pack icons no longer display a grey cube when 3D mode is activated.
v3.1
โ๏ธ Patched:
Patch Lua Error cl_escape_menu.lua:61: attempt to index field 'OwnerSteamID' (a nil value)
Patch Lua Error cl_escape_menu.lua:61: attempt to index field 'OwnerSteamID' (a nil value)
v1.2
๐งฑ Improved:
You know among my systems the principle of spawn entities on the ground and add them to an NPC by detection which allows you not to have to write the class names manually, it avoids syntax errors resulting sometimes to errors which do not have place to exist and those which ignore what is a class to be able to work with more intuitive tools. So by detection there were no more syntax errors to deal with. And it goes faster.
In this update I'm doing even better, I'm adding a new API that allows you to no longer spawn entities on the ground to detect them, but to open the spawnmenu of the item pack. The menu opens and you just have to click on the items in the list. They will be added in the menu of the script opened in the background.
You know among my systems the principle of spawn entities on the ground and add them to an NPC by detection which allows you not to have to write the class names manually, it avoids syntax errors resulting sometimes to errors which do not have place to exist and those which ignore what is a class to be able to work with more intuitive tools. So by detection there were no more syntax errors to deal with. And it goes faster.
In this update I'm doing even better, I'm adding a new API that allows you to no longer spawn entities on the ground to detect them, but to open the spawnmenu of the item pack. The menu opens and you just have to click on the items in the list. They will be added in the menu of the script opened in the background.
v1.6
โ๏ธ Patched:
Patch a confmict with the skin dealer
Patch a confmict with the skin dealer
v1.1
๐ Added:
+ 1 new items added in materials entities: Adhesive tape,
+ 1 new category created: Electronic component. For your craft ideas and other uses.
+ 11 new items added in electronics entities: ,Fuse , Car battery, Circuit, Resistance, Magnetic coil, Chip, Processor, Cable, Condenser, Light bulb, LED.
+ 1 Category Weapons added. These are weapons already on your server and spawnable. This allows you to still have a spawnmenu if you disable the sandbox gamemode.
+ 1 new items added in materials entities: Adhesive tape,
+ 1 new category created: Electronic component. For your craft ideas and other uses.
+ 11 new items added in electronics entities: ,Fuse , Car battery, Circuit, Resistance, Magnetic coil, Chip, Processor, Cable, Condenser, Light bulb, LED.
+ 1 Category Weapons added. These are weapons already on your server and spawnable. This allows you to still have a spawnmenu if you disable the sandbox gamemode.
v3.8
โ๏ธ Patched:
Corrige quand certaines armes spawn invisible. With the new chat command: /drop
Corrige quand certaines armes spawn invisible. With the new chat command: /drop
v3.8
โ๏ธ Patched :
If you don't have the inventory system installed then this patch is for you. It fixes a Lua error preventing the chat: /selection and /character commands from being used.
Lua error patched: sv_character_creator_db.lua:387: attempt to call field 'nord_inv_plyinit' (a nil value)
If you don't have the inventory system installed then this patch is for you. It fixes a Lua error preventing the chat: /selection and /character commands from being used.
Lua error patched: sv_character_creator_db.lua:387: attempt to call field 'nord_inv_plyinit' (a nil value)
v2.7
๐ Added:
- You have the possibility to block the entity drop to the floor from the furniture. Some servers may want to optimise their server as much as possible by blocking this feature. This is allowed by the variable: cfg.Drop_Lock in the configuration file.
cfg.Drop_Lock = 0
-- 0 = User can drop on the ground.
-- 1 = User can not drop the loot from a furniture.
๐งฑ Improved:
- If you have enabled 3D icon mode then the 2D icons in my Entities Pack will no longer display a grey cube for 2D models.
- You have the possibility to block the entity drop to the floor from the furniture. Some servers may want to optimise their server as much as possible by blocking this feature. This is allowed by the variable: cfg.Drop_Lock in the configuration file.
cfg.Drop_Lock = 0
-- 0 = User can drop on the ground.
-- 1 = User can not drop the loot from a furniture.
๐งฑ Improved:
- If you have enabled 3D icon mode then the 2D icons in my Entities Pack will no longer display a grey cube for 2D models.
v1.8
๐งฑ Improved:
You will be able to activate the images of the 3D models without having problems with the 2D models in the panel of management.
You will be able to activate the images of the 3D models without having problems with the 2D models in the panel of management.
v1.6
๐งฑ Improved:
The icons of the entity created from: Gmod Items Packs, are compatible for the entity which do not have a 3D model. The icon will no longer be a grey cube but directly the image of the 2D entity.
The icons of the entity created from: Gmod Items Packs, are compatible for the entity which do not have a 3D model. The icon will no longer be a grey cube but directly the image of the 2D entity.
v2.7
โ๏ธ Patched:
Lua Error : attempt to call global 'printmsg' (a nil value)
Lua Error : attempt to call global 'printmsg' (a nil value)
v3.7
This is a major update: In some word: Optimisation, Aesthetics. Compatibility. Additional features. Improved ergonomics.
๐ Added :
-Description is items is added to the left-click menu.
-The class of an object can be copied to the clipboard from the inventory. This helps in the configuration and development of a server. No need to open the gmod spawnmenu to do this. If you have the objects in the inventory.
-You can now drop your weapons stored in your inventory.
-Dropped weapons are no longer picked up automatically. You have to press USE to pick them up. This ensures that nothing is accidentally picked up. You remain in control of what you do.
-Added the /drop /dropweap command to the inventory system. This allows you to drop the weapon in hand with the ammunition in the magazine in memory. This compensates for the /drop of DarkRP which is problematic. Moreover the object generated by the command /drop of DarkRP does not return the name of class of the weapon but an object which has for name of class: spawned_weapon. This creates many problems with many addons, including mine.
๐งฑ Improved :
-Significant improvements to the aesthetics and animations of objects in the interface.
-Right-clicking on an object no longer opens its description as its description is added to the left-click menu.
The right click allows you to directly drop all the objects in the slot with a single click.
-Removal of the scroll menu when clicking on an object.
-No need to click on an object to see its name displayed. When you hover over it the name of the item appears at the top of the inventory.
-The name of the categories is displayed when you change it at the top of the inventory.
๐ Added :
-Description is items is added to the left-click menu.
-The class of an object can be copied to the clipboard from the inventory. This helps in the configuration and development of a server. No need to open the gmod spawnmenu to do this. If you have the objects in the inventory.
-You can now drop your weapons stored in your inventory.
-Dropped weapons are no longer picked up automatically. You have to press USE to pick them up. This ensures that nothing is accidentally picked up. You remain in control of what you do.
-Added the /drop /dropweap command to the inventory system. This allows you to drop the weapon in hand with the ammunition in the magazine in memory. This compensates for the /drop of DarkRP which is problematic. Moreover the object generated by the command /drop of DarkRP does not return the name of class of the weapon but an object which has for name of class: spawned_weapon. This creates many problems with many addons, including mine.
๐งฑ Improved :
-Significant improvements to the aesthetics and animations of objects in the interface.
-Right-clicking on an object no longer opens its description as its description is added to the left-click menu.
The right click allows you to directly drop all the objects in the slot with a single click.
-Removal of the scroll menu when clicking on an object.
-No need to click on an object to see its name displayed. When you hover over it the name of the item appears at the top of the inventory.
-The name of the categories is displayed when you change it at the top of the inventory.
v1.5
โ๏ธ Patched :
Fixes the background texture error on some servers. If you don't have this problem you can ignore it.
Fixes the background texture error on some servers. If you don't have this problem you can ignore it.
v1.4
๐งฑ Improved :
No more problems with missing textures with this update. Missing icons are automatically generated using the 3D model of the object. If you prefer custom icons, this is still possible. If you create your own icons, they will take priority.
No more problems with missing textures with this update. Missing icons are automatically generated using the 3D model of the object. If you prefer custom icons, this is still possible. If you create your own icons, they will take priority.
v1.9
๐งฑ Improved :
Better system for items icons.
If the icons do not exist then it will be the icons of the 3D objects. If the objects do not have a 3D model then it will be the default 2D icons. This makes it possible to answer different methods quickly and to avoid having missing textures in place of the icons. You can always override them if you want to make your own icons.
Better system for items icons.
If the icons do not exist then it will be the icons of the 3D objects. If the objects do not have a 3D model then it will be the default 2D icons. This makes it possible to answer different methods quickly and to avoid having missing textures in place of the icons. You can always override them if you want to make your own icons.
v3.6
โ๏ธ Patched :
Corrects the Lua error if an object cannot be stored because it would not be in the whitelist: sv_norda_inventory_system.lua:405: attempt to index local 'p' (a nil value)
๐งฑ Improved :
Optimisation of the Swep code: Hand Inventory
Corrects the Lua error if an object cannot be stored because it would not be in the whitelist: sv_norda_inventory_system.lua:405: attempt to index local 'p' (a nil value)
๐งฑ Improved :
Optimisation of the Swep code: Hand Inventory
v3.5
๐งฑ Improved :
When the option is set to Icon in 3D model. 2D objects that do not have a model will display the original 2D object icons.
When the option is set to Icon in 3D model. 2D objects that do not have a model will display the original 2D object icons.
v2.6
๐งฑ Improved :
Upgrade of the functionality linked to the variable: Show_Icon.
Before Show_Icon on 0 only displayed 3D models. So 2D objects were displayed instead as a big cube. This has been solved. You can mix the two. 3D models will have 3D icons and non-model objects will have their 2D icons.
cfg.Show_Icon=0 --0 = Show 3D model and 2D icons when there is no 3D model, 1 = Show entity icon
Upgrade of the functionality linked to the variable: Show_Icon.
Before Show_Icon on 0 only displayed 3D models. So 2D objects were displayed instead as a big cube. This has been solved. You can mix the two. 3D models will have 3D icons and non-model objects will have their 2D icons.
cfg.Show_Icon=0 --0 = Show 3D model and 2D icons when there is no 3D model, 1 = Show entity icon
v3.4
๐งฑ Improved :
When you try to store a blacklisted item the player will be notified.
When you try to store a blacklisted item the player will be notified.