• "SWEP.Primary.Force" not altering force.
    1 replies, posted
I've been editing Kermite's firearms to give them more of a realistic damage to the enemies. For example, shooting an enemy with a high powered shotgun will launched them a couple feet. It doesn't do that. It hardly pushes them over. [code]SWEP.ViewModel = "models/weapons/v_pist_swem29.mdl" SWEP.WorldModel = "models/weapons/w_pist_swem29.mdl" SWEP.Category = "Kermite's Pistols Weapons" SWEP.Primary.Sound = Sound("weapons/m29/deagle-1.wav") SWEP.Primary.Damage = 210 SWEP.Primary.Recoil = 19.75 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.017 SWEP.Primary.ClipSize = 6 SWEP.Primary.Delay = 0.1 [B]SWEP.Primary.Force = 10000[/B] SWEP.Primary.DefaultClip = 12 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "357"[code] The SWEP.Primary.Force doesn't seem to increase or decrease the actual force of the bullet hitting a body. I'm not sure if it only effects props and ragdolls. But the only thing that seems to change the actual force of the weapon is the damage output. I don't want to have to put, "500" for the damage output for the shotgun. I turned the force to "10,000" to actual see if it would change anything. It doesn't. The magnum still doesn't launch the NPC at all after killing it. I upped the damage from 70 -> 210 and that seemed to work. I don't want to have a super high damage output though. Not sure if it's a simple fix or not, but I'm stuck.
All those variables won't do a thing unless they're actually used. Check how the SWEP base builds its bullet struct and adjust that ([url]http://wiki.garrysmod.com/?title=Bullet[/url])
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