DarkRP LUA
This page explains a lot of darkrp's internal workings, what TEAM_ variables are and everything else that you have to look out for.
TEAM variables
DarkRP's jobs each have a unique TEAM number. This system uses Garry's Mod's internal team system for switching and getting teams.
This means that your jobs.lua TEAM_CITIZEN
variable is only your team number. You can get your team name with team.GetName(ply:Team())
.
BUT: This also means that these are variables which need to be loaded. TEAM_CITIZEN is nil
before the team gets created via darkrp.
If you now have a config file with a table like the following:
JOB_WHITELIST = {
[TEAM_CITIZEN] = true,
}
Then the above codepiece will create an error if its in the root codeblock of your file.
This is why most addons either run it in a timer.Simple(0,function()
or in a InitPostEntity
hook.
I personally prefer the hook variation, but to be completely "in-the-loop" with DarkRP you can also use the postLoadCustomDarkRPItems
hook.
This hook runs after the darkrp_modules
folders of your addons have been loaded, which includes the darkrpmodification's folder (which includes the jobs.lua).
So to be able to use TEAM_ variables in your config you could do the following:
hook.Add("InitPostEntity","configload",function()
JOB_WHITELIST = {
[TEAM_CITIZEN] = true,
}
end)
And to check for this you could use the following:
function DoStuff(ply)
if not JOB_WHITELIST[ply:Team()] then return end
--[[ do stuff ]]--
end
Fancy jobnames
Instead of using TEAM_
variables for your config you could also use the "fancy jobnames" (e.g. Citizen
).
To get the nice name of a job you can use team.GetName(ply:Team())
.
An advantage of using nice jobnames is that players can configure it easier without getting Attempt to index nil value
errors if they forget to remove old job configs.
Your config could look like this and load from the root of your lua file:
JOB_WHITELIST = {
["Citizen"] = true,
}
And your checking function could start like this:
function DoStuff(ply)
if not JOB_WHITELIST[team.GetName(ply:Team())] then return end
--[[ do stuff ]]--
end
This is ofcourse slower than using the TEAM_
variables version, but if speed is not an issue then you can use this version.
Performance
Many people say that DarkRP is not "good" or too slow.
I have never seen objective proof for this statement.
DarkRP is neither slow nor bad. It is old and has weird decisions in its code, yes, but that doesn't mean it's straight up bad.
Most performance problems with DarkRP come from the addons people are using. If your server has 300 workshop addons and 100 folder addons then it's no surprise that the server is lagging with 4 players.
If you are having performance problems take a look at your addons first, as DarkRP itself was never in the top 10 of resource hogs whenever I checked.
Gamemode Folder Structure
Even though the DarkRP gamemode folders are called "modules" that doesn't mean they are "modular".
You can NOT simply remove one folder from the modules directory without everything breaking apart.
You also shouldn't really change anything inside the gamemode folder. If you are running a simple RP server then you won't need to change core gamemode files.
Most things you would want to optimize, even if it is removing unneeded code, could have unintended side effects and errors later down the road. The risk of breaking something is not worth the barely noticeable performance boost.
Jobname, Nick
DarkRP overwrites the ply:Nick()
function with its own one. This means that :Nick
and :Name
are returning your DarkRP ingame name. To get the steam name you can use the new :SteamName()
function.
To get the jobname of a player you can do it via 2 different methods.
The first one is via the players "official" job table.
You can do this via e.g. print(ply:getJobTable().name)
. This gives you the jobname of a players job via its unchangeable job config.
The second method is via the players "live" job darkrpvar.
You can do this via e.g. print(ply:getDarkRPVar("job"))
. This gives you the jobname as it is currently ingame.
In comparison, the second method allows you to display a changing jobname while the first method always gets the configured one.
I personally recommend using the second method, because if you ever want to have custom jobnames or a spy job then it's better to use the dynamic variant.