• Gmod 12 custom bullet goes throught npcs but not parts of the world.
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Simple. The custom bullet im making (BASED OFF the rocket from dans_SNPCS) throught npc's but not parts of the world and props. What is wrong with my script? AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include('shared.lua') //ENT.CanExplode = false function ENT:Initialize() local function ICanExplode() self.CanExplode = true; end math.randomseed(CurTime()) self.firesound = CreateSound(self,"weapons/rpg/rocket1.wav") self.exploded = false self.Entity:SetModel( "models/weapons/w_missile_launch.mdl" ) self.Entity:PhysicsInit( SOLID_VPHYSICS ) -- Make us work with physics, self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) --after all, gmod is a physics self.Entity:SetSolid( SOLID_VPHYSICS ) -- Toolbox //self.Entity:SetMaterial("models/props_combine/stasisshield_sheet") util.SpriteTrail(self, 0, Color(255,255,255,179), false, 12, 1, 4, 1/(10+1)*0.5, "trails/smoke.vmt"); //self.Entity:SetColor(0,0,0,255) //self.Entity:Ignite( 120, 40 ) self.dietime = CurTime() + 4 self.firesound:Play() local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() phys:EnableGravity(false) end //timer.Simple(1,ICanExplode()) end function ENT:OnTakeDamage( dmginfo ) self.Entity:TakePhysicsDamage( dmginfo ) end function ENT:PhysicsCollide() if ( self.exploded == false) then util.BlastDamage(self.Entity, self.Entity, self.Entity:GetPos(), 100, 250) local effectdata = EffectData() effectdata:SetOrigin(self.Entity:GetPos()) util.Effect( "Explosion", effectdata ) self.exploded = true self:EmitSound("weapons/explode3.wav") self.firesound:Stop() print("Exploded due to collision with world") end end function ENT:Think() if ( self.dietime < CurTime() ) then util.BlastDamage(self.Entity, self.Entity, self.Entity:GetPos(), 100, 250) local effectdata = EffectData() effectdata:SetOrigin(self.Entity:GetPos()) util.Effect( "Explosion", effectdata ) self.exploded = true self:EmitSound("weapons/explode3.wav") self.firesound:Stop() print("Exploded due to time out") end if self.exploded == true then self:Remove() end self:NextThink( CurTime() ) return true end /* function ENT:Touch() if ( self.exploded == false) then util.BlastDamage(self.Entity, self.Entity, self.Entity:GetPos(), 100, 250) local effectdata = EffectData() effectdata:SetOrigin(self.Entity:GetPos()) util.Effect( "Explosion", effectdata ) self.exploded = true self:EmitSound("weapons/explode3.wav") self.firesound:Stop() print("Exploded due to collision") end end */ So how can i make it so that the projectile hits the npc and explodes. Its hard to kill floating npcs if i can't shoot a rocket at it. Thanks.
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