• mod_studio: MOVETYPE_FOLLOW with no model.
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I know there are plenty of posts on google about this error message, but I have went through multiple pages and can't find anything related to what I am doing or why it is happening in this case. I am running the prophunt gamemode and I want the "hunters" team to display hands on their guns instead of just having floating guns. I was able to make this work perfectly with the code below, however after playing a round on the hunters team and then switching to the props team my console gets spammed with this error message: [CODE] mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. mod_studio: MOVETYPE_FOLLOW with no model. [/CODE] to add the hands all I did was go into gamemodes/prop_hunt/player_class/class_hunter.lua and added "pl:SetupHands()" to the OnSpawn function, and I also added the PlayerSetHandsModel function to the file. [CODE] // Create new class local CLASS = {} // Some settings for the class CLASS.DisplayName = "Hunter" CLASS.WalkSpeed = 230 CLASS.CrouchedWalkSpeed = 0.2 CLASS.RunSpeed = 230 CLASS.DuckSpeed = 0.2 CLASS.DrawTeamRing = false // Called by spawn and sets loadout function CLASS:Loadout(pl) pl:GiveAmmo(64, "Buckshot") pl:GiveAmmo(255, "SMG1") pl:Give("weapon_crowbar") pl:Give("weapon_shotgun") pl:Give("weapon_smg1") pl:Give("item_ar2_grenade") local cl_defaultweapon = pl:GetInfo("cl_defaultweapon") if pl:HasWeapon(cl_defaultweapon) then pl:SelectWeapon(cl_defaultweapon) end end -- Choose the model for hands according to their player model. function CLASS:PlayerSetHandsModel( ply, ent ) local simplemodel = player_manager.TranslateToPlayerModelName( ply:GetModel() ) local info = player_manager.TranslatePlayerHands( simplemodel ) if ( info ) then ent:SetModel( info.model ) ent:SetSkin( info.skin ) ent:SetBodyGroups( info.body ) end end // Called when player spawns with this class function CLASS:OnSpawn(pl) pl:SetupHands() local unlock_time = math.Clamp(HUNTER_BLINDLOCK_TIME - (CurTime() - GetGlobalFloat("RoundStartTime", 0)), 0, HUNTER_BLINDLOCK_TIME) //function MyLockFunc() //function MyUnlockFunc() local unblindfunc = function() //MyUnblindFunc(pl.Blind(false)) pl:Blind(false) end local lockfunc = function() //MyLockFunc(pl.Lock()) pl.Lock(pl) end local unlockfunc = function() //MyUnlockFunc(pl.UnLock()) pl.UnLock(pl) end if unlock_time > 2 then pl:Blind(true) timer.Simple(unlock_time, unblindfunc) timer.Simple(2, lockfunc) timer.Simple(unlock_time, unlockfunc) end end // Called when a player dies with this class function CLASS:OnDeath(pl, attacker, dmginfo) pl:CreateRagdoll() pl:UnLock() end // Register player_class.Register("Hunter", CLASS) [/CODE] I really don't understand why this is interfering with the props team at all since this code is only inside of the "class_hunter.lua" file. Any suggestions?
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