So i've got this trail gun for my minigames server and the trails from the trail gun became solid when the gamemode was fixed for GM13. I've been attempting to figure out why, but I can't find it.
This is for the trail entity, not the actual weapon.
[CODE]AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
/*---------------------------------------------------------
Initialize
---------------------------------------------------------*/
function ENT:Initialize()
self:SetModel( "models/Gibs/HGIBS.mdl" )
self:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
local phys = self.Entity:GetPhysicsObject()
local trail = util.SpriteTrail(self.Entity, 0, Color(255, 255, 255, 255), false, 10, 10, 4, 1/(10+10)*0.5, string.gsub(self:GetOwner():GetNWString("currtrail"), "vtf", "vmt"))
self.NextThink = CurTime() + 1
if ( phys:IsValid() ) then
phys:Wake()
phys:SetMass( 1 )
end
self:GetPhysicsObject():SetMass( 1 )
end
/*---------------------------------------------------------
Think
---------------------------------------------------------*/
function ENT:Think()
self.lifetime = self.lifetime or CurTime() + 20
if CurTime() > self.lifetime then
self:Remove()
end
end
/*---------------------------------------------------------
Disable
---------------------------------------------------------*/
/*---------------------------------------------------------
PhysicsCollided
---------------------------------------------------------*/
function ENT:PhysicsCollide( data, phys )
local Ent = data.HitEntity
if !(IsValid( Ent ) and Ent:IsWorld()) then return end
if Ent:IsWorld() then
util.Decal( "ManhackCut", data.HitPos + data.HitNormal, data.HitPos - data.HitNormal )
elseif Ent.Health then
if not(Ent:IsPlayer() and Ent:IsNPC() and Ent:GetClass() == "prop_ragdoll") then
util.Decal( "ManhackCut", data.HitPos + data.HitNormal, data.HitPos - data.HitNormal )
end
if (Ent:IsPlayer() and Ent:IsNPC() and Ent:GetClass() == "prop_ragdoll") then
local effectdata = EffectData()
effectdata:SetStart( data.HitPos )
effectdata:SetOrigin( data.HitPos )
effectdata:SetScale( 1 )
util.Effect( "BloodImpact", effectdata )
end
end
self.Entity:SetOwner( NUL )
self.Entity:Remove()
end
/*---------------------------------------------------------
Use
---------------------------------------------------------*/
function ENT:Use( activator, caller )
end
[/CODE]
Any help is appreciated, thanks.
Sorry, you need to Log In to post a reply to this thread.