• Mad cows Mad Charge weapon problem with respawn doors.
    6 replies, posted
have Mad Charge and the doors didnt respawn... Sorry about my bad english. I have Darkrp 2.4.3 weapon_mad_charge Shared.lua [CODE] // Variables that are used on both client and server SWEP.Base = "weapon_mad_base" SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_slam.mdl" SWEP.WorldModel = "models/weapons/w_slam.mdl" SWEP.HoldType = "slam" SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.Primary.Sound = Sound("") SWEP.Primary.Recoil = 0 SWEP.Primary.Damage = 0 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.075 SWEP.Primary.Delay = 5 SWEP.Primary.ClipSize = -1 // Size of a clip SWEP.Primary.DefaultClip = 1 // Default number of bullets in a clip SWEP.Primary.Automatic = false // Automatic/Semi Auto SWEP.Primary.Ammo = "Thumper" SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.ShellEffect = "none" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.ShellDelay = 0 SWEP.Pistol = true SWEP.Rifle = false SWEP.Shotgun = false SWEP.Sniper = false SWEP.RunArmOffset = Vector (-0.5928, 0, 6.3399) SWEP.RunArmAngle = Vector (-19.4462, -2.5193, 0) /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/c4/c4_disarm.wav") util.PrecacheSound("weapons/c4/c4_explode1.wav") util.PrecacheSound("weapons/c4/c4_click.wav") util.PrecacheSound("weapons/c4/c4_plant.wav") util.PrecacheSound("weapons/c4/c4_beep1.wav") end /*--------------------------------------------------------- Name: SWEP:PrimaryAttack() Desc: +attack1 has been pressed. ---------------------------------------------------------*/ function SWEP:PrimaryAttack() // Holst/Deploy your fucking weapon if (not self.Owner:IsNPC() and self.Owner:KeyDown(IN_USE)) then bHolsted = !self.Weapon:GetDTBool(0) self:SetHolsted(bHolsted) self.Weapon:SetNextPrimaryFire(CurTime() + 0.3) self.Weapon:SetNextSecondaryFire(CurTime() + 0.3) self:SetIronsights(false) return end /* if self.Weapon:GetNWBool("Planted") then self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE) self.Weapon:EmitSound("Streetwar.d3_c17_10b_mine_mode") for k, ent in pairs(ents.GetAll()) do if ent:GetClass() == "ent_mad_charge" and ent.Owner == self.Owner then timer.Simple(1, function() ent:Explosion() ent:Remove() end) self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DETONATE) end end self.Weapon:SetNextPrimaryFire(CurTime() + 2) self.Weapon:SetNextSecondaryFire(CurTime() + 2) self.Weapon:SetNWBool("Planted", false) timer.Simple(0.5, function() self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_HOLSTER) end) timer.Simple(1, function() if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then self:Deploy() else self.Weapon:Remove() self.Owner:ConCommand("lastinv") end end) return end */ if (not self:CanPrimaryAttack()) then return end local tr = {} tr.start = self.Owner:GetShootPos() tr.endpos = self.Owner:GetShootPos() + 100 * self.Owner:GetAimVector() tr.filter = {self.Owner} local trace = util.TraceLine(tr) self.Weapon:SetNextPrimaryFire(CurTime() + 0.5) self.Weapon:SetNextSecondaryFire(CurTime() + 0.5) if not trace.Hit or trace.Entity:GetClass() ~= "prop_door_rotating" or trace.HitWorld then if (SERVER) then self.Owner:PrintMessage(HUD_PRINTTALK, "Explosive charge can only be installed on doors!") end return end self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay) self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay) self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH) timer.Simple(0.5, function() if (not self.Owner:Alive() or self.Weapon:GetOwner():GetActiveWeapon():GetClass() ~= "weapon_mad_charge" or not IsFirstTimePredicted()) then return end self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_ATTACH2) local tr = {} tr.start = self.Owner:GetShootPos() tr.endpos = self.Owner:GetShootPos() + 100 * self.Owner:GetAimVector() tr.filter = {self.Owner} local trace = util.TraceLine(tr) if not trace.Hit or trace.Entity:GetClass() ~= "prop_door_rotating" or trace.HitWorld then timer.Simple(0.6, function() if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then self:Deploy() else self.Weapon:Remove() self.Owner:ConCommand("lastinv") end end) return end self.Owner:SetAnimation(PLAYER_ATTACK1) self:TakePrimaryAmmo(1) if (CLIENT) then return end Charge = ents.Create("ent_mad_charge") Charge:SetPos(trace.HitPos + trace.HitNormal) trace.HitNormal.z = -trace.HitNormal.z Charge:SetAngles(trace.HitNormal:Angle() - Angle(270, 180, 180)) Charge.Owner = self.Owner Charge:Spawn() if trace.Entity and trace.Entity:IsValid() and trace.Entity:GetClass() == "prop_door_rotating" then if not trace.Entity:IsNPC() and not trace.Entity:IsPlayer() and trace.Entity:GetPhysicsObject():IsValid() then constraint.Weld(Charge, trace.Entity) end else Charge:SetMoveType(MOVETYPE_NONE) end timer.Simple(0.6, function() if (not self.Owner:Alive() or self.Weapon:GetOwner():GetActiveWeapon():GetClass() ~= "weapon_mad_charge") or not IsFirstTimePredicted() then return end // self.Weapon:SetNWBool("Planted", true) self:Deploy() end) end) end /*--------------------------------------------------------- Name: SWEP:SecondaryAttack() Desc: +attack2 has been pressed. ---------------------------------------------------------*/ function SWEP:SecondaryAttack() end /*--------------------------------------------------------- Name: SWEP:CanPrimaryAttack() Desc: Helper function for checking for no ammo. ---------------------------------------------------------*/ function SWEP:CanPrimaryAttack() if (self.Owner:GetAmmoCount(self.Primary.Ammo) <= 0) or (self.Owner:WaterLevel() > 2) then self.Weapon:SetNextPrimaryFire(CurTime() + 0.5) return false end if (not self.Owner:IsNPC()) and (self.Owner:KeyDown(IN_SPEED)) then self.Weapon:SetNextPrimaryFire(CurTime() + 0.5) return false end return true end /*--------------------------------------------------------- Name: SWEP:Deploy() Desc: Whip it out. ---------------------------------------------------------*/ function SWEP:Deploy() // if self.Weapon:GetNWBool("Planted") then // self.Weapon:SendWeaponAnim(ACT_SLAM_DETONATOR_DRAW) // else self.Weapon:SendWeaponAnim(ACT_SLAM_TRIPMINE_DRAW) // end self.Weapon:SetNextPrimaryFire(CurTime() + self.DeployDelay) self.Weapon:SetNextSecondaryFire(CurTime() + self.DeployDelay) self.ActionDelay = (CurTime() + self.DeployDelay) return true end /*--------------------------------------------------------- Name: SWEP:Holster() ---------------------------------------------------------*/ function SWEP:Holster() if (CLIENT) and self.Ghost:IsValid() then self.Ghost:SetColor(255, 255, 255, 0) end return true end /*--------------------------------------------------------- Name: SWEP:OnRemove() Desc: Called just before entity is deleted. ---------------------------------------------------------*/ function SWEP:OnRemove() if (CLIENT) and self.Ghost:IsValid() then self.Ghost:SetColor(255, 255, 255, 0) end return true end [/CODE] cl_init.lua [CODE] include('shared.lua') SWEP.PrintName = "EXPLOSIVE CHARGE" // 'Nice' Weapon name (Shown on HUD) SWEP.Slot = 4 // Slot in the weapon selection menu SWEP.SlotPos = 1 // Position in the slot SWEP.Ghost = NULL // Override this in your SWEP to set the icon in the weapon selection if (file.Exists(
An error would be helpful. Also, try added MsgN("Message Here") to it in key places and see what is being run and what isn't.
[QUOTE=Lucky9Two;44213307]An error would be helpful. Also, try added MsgN("Message Here") to it in key places and see what is being run and what isn't.[/QUOTE] No error... The doors dont respawn.
When I was working on adding the door blasting back into my Mad Cow derived SWeps it would give an error when the door respawn timer went off. As I said, try putting print statements into it at various places and it will tell you what is being run and what isn't. If none of them are being called, the function is not being called at all in the first place.
[QUOTE=Lucky9Two;44248323]When I was working on adding the door blasting back into my Mad Cow derived SWeps it would give an error when the door respawn timer went off. As I said, try putting print statements into it at various places and it will tell you what is being run and what isn't. If none of them are being called, the function is not being called at all in the first place.[/QUOTE] This is the picture without any lua error... [url]http://img585.imageshack.us/img585/218/tg89.png[/url] ....
You're missing what I've told you twice now. Put print statements into your code and see what is being run.
[QUOTE=hanm13;44268515]This is the picture without any lua error... [url]http://img585.imageshack.us/img585/218/tg89.png[/url] ....[/QUOTE] i allready fixed the charge and everything c: [url]https://www.dropbox.com/sh/nmw7h48sdg8r1ld/ndS5nR7s15[/url] (the charge alone) the error is actually in the ent_mad_Charge
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