• Change view angels (If thats correct name for it)
    0 replies, posted
Ok guys, so basicly I got this code here Init.lua (ent) : [lua] function ENT:Initialize() self.DieTime = CurTime() + 9 local pl = self.Entity:GetOwner() local aimvec = pl:GetAimVector() self.Entity.Team = pl:Team() self.Entity:SetPos(pl:GetShootPos() + pl:GetAimVector() * 30) self.Entity:SetAngles(pl:GetAimVector():Angle()* math.random(1,45)) self.Entity:SetModel("models/weapons/w_knife_t.mdl") self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetCollisionGroup(COLLISION_GROUP_INTERACTIVE) local phys = self.Entity:GetPhysicsObject() if phys:IsValid() then phys:SetMass(200) end self.Touched = {} self.OriginalAngles = self.Entity:GetAngles() end [/lua] And the shared.lua (basic weapon) [lua] if SERVER then concommand.Add("Shootknife", function(ply) if ply:IsUserGroup("owner") or ply:IsUserGroup("coleader") or ply:IsUserGroup("thirdleader") then local Knife = ents.Create("knifettt") ply:EmitSound(ShootSound) Knife:SetPos(ply:EyePos()+ ply:GetAimVector()* 16) Knife:SetAngles(ply:EyeAngles()) Knife:SetPhysicsAttacker(ply) Knife:SetOwner(ply) Knife:Spawn() Knife:GetPhysicsObject():ApplyForceCenter(ply:GetAimVector():GetNormalized()* math.pow(ply:GetEyeTrace().HitPos:Length(), 3)) Knife:GetPhysicsObject():ApplyForceOffset(VectorRand()* math.Rand(10000,30000), ply:GetShootPos()+ VectorRand()* math.Rand(0.5,1.5)) end end) end [/lua] But now when I shoot the knife it goes spin around like crazy, I wanted it like, its still affected by gravity but the spinning needs to stop and the sharp side of the knife goes forward. Thanks ^^
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