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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