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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