• Fists dont break vents
    5 replies, posted
Hello I got theese fists from garrysmod.org and they work fine until I want to break vents on a map like jb_new_summer They do not do any damage to the vents at all. Would anybody be able to help me make them do damage on vents? Fists Link: [url]http://www.garrysmod.org/downloads/?a=view&id=131267[/url] Code From The Fists: [lua]if (SERVER) then AddCSLuaFile( "shared.lua" ) resource.AddFile("materials/vgui/entities/fists_weapon.vtf") resource.AddFile("materials/vgui/entities/fists_weapon.vmt") resource.AddFile("models/weapons/v_fists_t.dx80.vtx") resource.AddFile("models/weapons/v_fists_t.dx90.vtx") resource.AddFile("models/weapons/v_fists_t.mdl") resource.AddFile("models/weapons/v_fists_t.sw.vtx") resource.AddFile("models/weapons/v_fists_t.vvd") resource.AddFile("models/weapons/v_fists_tt.dx90.vtx") resource.AddFile("models/weapons/w_fists_t.dx80.vtx") resource.AddFile("models/weapons/w_fists_t.dx90.vtx") resource.AddFile("models/weapons/w_fists_t.mdl") resource.AddFile("models/weapons/w_fists_t.phy") resource.AddFile("models/weapons/w_fists_t.sw.vtx") resource.AddFile("models/weapons/w_fists_t.vvd") resource.AddFile("sound/weapons/Fist1.wav") resource.AddFile("sound/weapons/Fist2.wav") resource.AddFile("sound/weapons/Fist3.wav") resource.AddFile("sound/weapons/Fist4.wav") resource.AddFile("sound/weapons/Fistwall1.wav") resource.AddFile("sound/weapons/Fistmiss1.wav") resource.AddFile("sound/weapons/Fistmiss2.wav") end if (CLIENT) then SWEP.CrossHairScale = 0 SWEP.ViewModelFOV = 62 SWEP.DrawCrosshair = false SWEP.DrawAmmo = false end SWEP.Base = "weapon_base" SWEP.Author = "Serah Farron" SWEP.Instructions = "Punch Players and props" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.PrintName = "Fists" SWEP.Slot = 3 SWEP.SlotPos = 3 SWEP.ViewModel = "models/weapons/v_fists_t.mdl" SWEP.WorldModel = "models/weapons/w_fists_t.mdl" SWEP.ViewModelFlip = false SWEP.Primary.Ammo = "none" SWEP.Secondary.Ammo = "none" SWEP.Primary.Automatic = false SWEP.Primary.Damage = 0 SWEP.Primary.Delay = 0.2 SWEP.FistHit = "weapons/Fistwall1.wav" SWEP.FistHitFlesh = { "weapons/Fist1.wav", "weapons/Fist2.wav", "weapons/Fist3.wav", "weapons/Fist4.wav" } SWEP.FistMiss = { "weapons/Fistmiss1.wav", "weapons/Fistmiss2.wav" } SWEP.HoldType = "fist" SWEP.ViewPunch = Angle( -2, 0, 0 ) SWEP.Enabled = true SWEP.AnimDeploy = nil function SWEP:Initialize() self:SetWeaponHoldType( self.HoldType ) end function SWEP:Precache() util.PrecacheSound("weapons/Fist1.wav") util.PrecacheSound("weapons/Fist2.wav") util.PrecacheSound("weapons/Fist3.wav") util.PrecacheSound("weapons/Fist4.wav") util.PrecacheSound("weapons/Fistwall1.wav") util.PrecacheSound("weapons/Fistmiss1.wav") util.PrecacheSound("weapons/Fistmiss2.wav") end function SWEP:PrimaryAttack() if !self:CanPrimaryAttack() then return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self:Punch( self.Primary.Damage, self.FistHit, self.FistHitFlesh, self.FistMiss ) end function SWEP:SecondaryAttack() if !self:CanSecondaryAttack() then return end self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) self:Toggle() end function SWEP:Toggle() if self.Enabled then self.Enabled = false self:SetWeaponHoldType( normal ) self.Owner:DrawViewModel( false ) else self.Enabled = true self:SetWeaponHoldType( self.HoldType ) self.Owner:DrawViewModel( true ) end end function SWEP:Punch( dmg, hitworld_sound, hitply_sound, miss_sound ) local trace = util.TraceHull({start=self.Owner:GetShootPos(), endpos=self.Owner:GetShootPos() + self.Owner:GetAimVector() * 60, mins=Vector(-8, -8, -8), maxs=Vector(8, 8, 8), filter=self.Owner}) local sound = miss_sound if trace.Hit then if IsValid(trace.Entity) && ( trace.Entity:IsPlayer() || trace.Entity:IsNPC() ) then sound = hitply_sound else sound = hitworld_sound end end if sound && IsFirstTimePredicted() then if type(sound) == "table" then self.Weapon:EmitSound( sound[math.random(1, #sound)] ) else self.Weapon:EmitSound( sound ) end end self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER ) self.Owner:SetAnimation( PLAYER_ATTACK1 ) self.Owner:ViewPunch( self.ViewPunch ) if SERVER && IsValid( trace.Entity ) then if ( trace.Entity:IsPlayer() || trace.Entity:IsNPC() ) then trace.Entity:TakeDamage( self.Primary.Damage, self.Owner ) trace.Entity:SetVelocity( self.Owner:GetAimVector() * 768, 0 ) else local phys = trace.Entity:GetPhysicsObject() if IsValid(phys) then phys:SetVelocity( self.Owner:GetVelocity() + (self.Owner:GetAimVector() * 1024) ) end end end end function SWEP:Deploy() self.Enabled = true self:SendWeaponAnim( self.AnimDeploy or ACT_VM_DRAW ) return true end function SWEP:Reload() return false end function SWEP:CanPrimaryAttack() return true end function SWEP:CanSecondaryAttack() return false end[/lua] Any help would be appreciated.
Ummm, have you tried the default fists? they come with GMod and they're made by Robotboy
[QUOTE=jellofacey;42913806]Ummm, have you tried the default fists? they come with GMod and they're made by Robotboy[/QUOTE] I actually think they don't work either.
Yeah they dont work..[QUOTE=Robotboy655;42913857]I actually think they don't work either.[/QUOTE]
You should be able to change this: [code]if ( trace.Entity:IsPlayer() || trace.Entity:IsNPC() ) then[/code] To [code]if ( trace.Entity:IsPlayer( ) || trace.Entity:IsNPC( ) || trace.Entity:Health( ) > 0 ) then[/code] And it should then damage props in addition to the vents.
Thank you so much! This works great![QUOTE=Kogitsune;42918113]You should be able to change this: [code]if ( trace.Entity:IsPlayer() || trace.Entity:IsNPC() ) then[/code] To [code]if ( trace.Entity:IsPlayer( ) || trace.Entity:IsNPC( ) || trace.Entity:Health( ) > 0 ) then[/code] And it should then damage props in addition to the vents.[/QUOTE]
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