I currently have a troll knife where the world model is a pistol, but the entity is a knife. The problem is that when the knife is thrown, the code reverts back to the original knife's code. Can anyone tell me how to disable the knife's secondary fire? Here is the code:
[CODE]if SERVER then
AddCSLuaFile( "shared.lua" )
end
SWEP.HoldType = "pistol"
if CLIENT then
SWEP.PrintName = "Troll Knife"
SWEP.Slot = 9
SWEP.ViewModelFlip = false
SWEP.EquipMenuData = {
type = "item_weapon",
desc = "Everyone else sees a pistol, but you see the knife!"
};
SWEP.Icon = "VGUI/ttt/icon_trollknife"
end
SWEP.Base = "weapon_tttbase"
SWEP.UseHands = true
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 54
SWEP.ViewModel = "models/weapons/cstrike/c_knife_t.mdl"
SWEP.WorldModel = "models/weapons/w_pist_fiveseven.mdl"
SWEP.DrawCrosshair = false
SWEP.Primary.Damage = 2000
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Force = 10
SWEP.Primary.Automatic = true
SWEP.Primary.Delay = 1.1
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -11
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Delay = 1.4
SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_TRAITOR} -- only traitors can buy
SWEP.LimitedStock = true -- only buyable once
SWEP.WeaponID = AMMO_KNIFE
SWEP.IsSilent = true
-- Pull out faster than standard guns
SWEP.DeploySpeed = 2
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
if not IsValid(self.Owner) then return end
self.Owner:LagCompensation(true)
local spos = self.Owner:GetShootPos()
local sdest = spos + (self.Owner:GetAimVector() * 70)
local kmins = Vector(1,1,1) * -10
local kmaxs = Vector(1,1,1) * 10
local tr = util.TraceHull({start=spos, endpos=sdest, filter=self.Owner, mask=MASK_SHOT_HULL, mins=kmins, maxs=kmaxs})
-- Hull might hit environment stuff that line does not hit
if not IsValid(tr.Entity) then
tr = util.TraceLine({start=spos, endpos=sdest, filter=self.Owner, mask=MASK_SHOT_HULL})
end
local hitEnt = tr.Entity
-- effects
if IsValid(hitEnt) then
self.Weapon:SendWeaponAnim( ACT_VM_HITCENTER )
local edata = EffectData()
edata:SetStart(spos)
edata:SetOrigin(tr.HitPos)
edata:SetNormal(tr.Normal)
edata:SetEntity(hitEnt)
if hitEnt:IsPlayer() or hitEnt:GetClass() == "prop_ragdoll" then
util.Effect("BloodImpact", edata)
end
else
self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER )
end
if SERVER then
self.Owner:SetAnimation( PLAYER_ATTACK1 )
end
if SERVER and tr.Hit and tr.HitNonWorld and IsValid(hitEnt) then
if hitEnt:IsPlayer() then
-- knife damage is never karma'd, so don't need to take that into
-- account we do want to avoid rounding error strangeness caused by
-- other damage scaling, causing a death when we don't expect one, so
-- when the target's health is close to kill-point we just kill
if hitEnt:Health() < (self.Primary.Damage + 10) then
self:StabKill(tr, spos, sdest)
else
local dmg = DamageInfo()
dmg:SetDamage(self.Primary.Damage)
dmg:SetAttacker(self.Owner)
dmg:SetInflictor(self.Weapon or self)
dmg:SetDamageForce(self.Owner:GetAimVector() * 20)
dmg:SetDamagePosition(self.Owner:GetPos())
dmg:SetDamageType(DMG_SLASH)
hitEnt:DispatchTraceAttack(dmg, spos + (self.Owner:GetAimVector() * 3), sdest)
end
end
end
self.Owner:LagCompensation(false)
end
function SWEP:StabKill(tr, spos, sdest)
local target = tr.Entity
local dmg = DamageInfo()
dmg:SetDamage(2000)
dmg:SetAttacker(self.Owner)
dmg:SetInflictor(self.Weapon or self)
dmg:SetDamageForce(self.Owner:GetAimVector())
dmg:SetDamagePosition(self.Owner:GetPos())
dmg:SetDamageType(DMG_SLASH)
-- now that we use a hull trace, our hitpos is guaranteed to be
-- terrible, so try to make something of it with a separate trace and
-- hope our effect_fn trace has more luck
-- first a straight up line trace to see if we aimed nicely
local retr = util.TraceLine({start=spos, endpos=sdest, filter=self.Owner, mask=MASK_SHOT_HULL})
-- if that fails, just trace to worldcenter so we have SOMETHING
if retr.Entity != target then
local center = target:LocalToWorld(target:OBBCenter())
retr = util.TraceLine({start=spos, endpos=center, filter=self.Owner, mask=MASK_SHOT_HULL})
end
-- create knife effect creation fn
local bone = retr.PhysicsBone
local pos = retr.HitPos
local norm = tr.Normal
local ang = Angle(-28,0,0) + norm:Angle()
ang:RotateAroundAxis(ang:Right(), -90)
pos = pos - (ang:Forward() * 7)
local prints = self.fingerprints
local ignore = self.Owner
target.effect_fn = function(rag)
-- we might find a better location
local rtr = util.TraceLine({start=pos, endpos=pos + norm * 40, filter=ignore, mask=MASK_SHOT_HULL})
if IsValid(rtr.Entity) and rtr.Entity == rag then
bone = rtr.PhysicsBone
pos = rtr.HitPos
ang = Angle(-28,0,0) + rtr.Normal:Angle()
ang:RotateAroundAxis(ang:Right(), -90)
pos = pos - (ang:Forward() * 10)
end
local knife = ents.Create("prop_physics")
knife:SetModel("models/weapons/w_knife_t.mdl")
knife:SetPos(pos)
knife:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
knife:SetAngles(ang)
knife.CanPickup = false
knife:Spawn()
local phys = knife:GetPhysicsObject()
if IsValid(phys) then
phys:EnableCollisions(false)
end
constraint.Weld(rag, knife, bone, 0, 0, true)
-- need to close over knife in order to keep a valid ref to it
rag:CallOnRemove("ttt_knife_cleanup", function() SafeRemoveEntity(knife) end)
end
-- seems the spos and sdest are purely for effects/forces?
target:DispatchTraceAttack(dmg, spos + (self.Owner:GetAimVector() * 20), sdest)
-- target appears to die right there, so we could theoretically get to
-- the ragdoll in here...
self:Remove()
end
function SWEP:SecondaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER )
if SERVER then
local ply = self.Owner
if not IsValid(ply) then return end
ply:SetAnimation( PLAYER_ATTACK1 )
local ang = ply:EyeAngles()
if ang.p < 90 then
ang.p = -10 + ang.p * ((90 + 10) / 90)
else
ang.p = 360 - ang.p
ang.p = -10 + ang.p * -((90 + 10) / 90)
end
local vel = math.Clamp((90 - ang.p) * 5.5, 550, 800)
local vfw = ang:Forward()
local vrt = ang:Right()
local src = ply:GetPos() + (ply:Crouching() and ply:GetViewOffsetDucked() or ply:GetViewOffset())
src = src + (vfw * 1) + (vrt * 3)
local thr = vfw * vel + ply:GetVelocity()
local knife_ang = Angle(-28,0,0) + ang
knife_ang:RotateAroundAxis(knife_ang:Right(), -90)
local knife = ents.Create("ttt_knife_proj")
if not IsV
Delete SWEP:SecondaryAttack() or wrap it with /* and */.
-snip-
Remove
[code]
function SWEP:SecondaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay )
self.Weapon:SendWeaponAnim( ACT_VM_MISSCENTER )
if SERVER then
local ply = self.Owner
if not IsValid(ply) then return end
ply:SetAnimation( PLAYER_ATTACK1 )
local ang = ply:EyeAngles()
if ang.p < 90 then
ang.p = -10 + ang.p * ((90 + 10) / 90)
else
ang.p = 360 - ang.p
ang.p = -10 + ang.p * -((90 + 10) / 90)
end
local vel = math.Clamp((90 - ang.p) * 5.5, 550, 800)
local vfw = ang:Forward()
local vrt = ang:Right()
local src = ply:GetPos() + (ply:Crouching() and ply:GetViewOffsetDucked() or ply:GetViewOffset())
src = src + (vfw * 1) + (vrt * 3)
local thr = vfw * vel + ply:GetVelocity()
local knife_ang = Angle(-28,0,0) + ang
knife_ang:RotateAroundAxis(knife_ang:Right(), -90)
local knife = ents.Create("ttt_knife_proj")
if not IsValid(knife) then return end
knife:SetPos(src)
knife:SetAngles(knife_ang)
knife:Spawn()
knife.Damage = self.Primary.Damage
knife:SetOwner(ply)
local phys = knife:GetPhysicsObject()
if IsValid(phys) then
phys:SetVelocity(thr)
phys:AddAngleVelocity(Vector(0, 1500, 0))
phys:Wake()
end
self:Remove()
end
end
[/code]
[url]http://www.youtube.com/watch?v=GdQL872E0pI[/url]
:rock: 'Then I conceal and complete at time, pictures of Fon the Saray's fashion. And you gotta read my sumarize, cause I was nominated to the Adefashion' (8)
Thank you everyone! I really appreciate it!
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