local cvarMaxTotal = CreateConVar( "stacker_max_total", -1, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max amount of props that a player can have spawned from stacker
local cvarMaxTotal = CreateConVar( "stacker_max_total", -1, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max amount of props that a player can have spawned from stacker
local cvarMaxCount = CreateConVar( "stacker_max_count", 30, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max amount of props that can be stacked at a time
local cvarMaxCount = CreateConVar( "stacker_max_count", 30, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max amount of props that can be stacked at a time
local cvarMaxOffX = CreateConVar( "stacker_max_offsetx", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the x plane that stacked props can be offset (for individual control)
local cvarMaxOffX = CreateConVar( "stacker_max_offsetx", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the x plane that stacked props can be offset (for individual control)
local cvarMaxOffY = CreateConVar( "stacker_max_offsety", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the y plane that stacked props can be offset (for individual control)
local cvarMaxOffY = CreateConVar( "stacker_max_offsety", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the y plane that stacked props can be offset (for individual control)
local cvarMaxOffZ = CreateConVar( "stacker_max_offsetz", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the z plane that stacked props can be offset (for individual control)
local cvarMaxOffZ = CreateConVar( "stacker_max_offsetz", 500, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- defines the max distance on the z plane that stacked props can be offset (for individual control)
local cvarStayInWorld = CreateConVar( "stacker_stayinworld", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be restricted to spawning inside the world or not (addresses possible crashes)
local cvarStayInWorld = CreateConVar( "stacker_stayinworld", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be restricted to spawning inside the world or not (addresses possible crashes)
local cvarFreeze = CreateConVar( "stacker_force_freeze", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn frozen or not
local cvarFreeze = CreateConVar( "stacker_force_freeze", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn frozen or not
local cvarWeld = CreateConVar( "stacker_force_weld", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn welded or not
local cvarWeld = CreateConVar( "stacker_force_weld", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn welded or not
local cvarNoCollide = CreateConVar( "stacker_force_nocollide", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn nocollided or not
local cvarNoCollide = CreateConVar( "stacker_force_nocollide", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines whether props should be forced to spawn nocollided or not
local cvarDelay = CreateConVar( "stacker_delay", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines the amount of time that must pass before a player can use stacker again
local cvarDelay = CreateConVar( "stacker_delay", 0, bit.bor( FCVAR_NOTIFY, FCVAR_REPLICATED, FCVAR_SERVER_CAN_EXECUTE ) ) -- determines the amount of time that must pass before a player can use stacker again
if ( IsValid( ply ) and !ply:IsAdmin() ) then ply:PrintMessage( HUD_PRINTTALK, "You must be in the 'admin' usergroup to change this cvar" ) return false end
if ( IsValid( ply ) and !ply:IsAdmin() ) then ply:PrintMessage( HUD_PRINTTALK, "You must be in the 'admin' usergroup to change this cvar" ) return false end
if ( !tonumber( arg ) ) then return false else return true end
if ( !tonumber( arg ) ) then return false else return true end