• How to make a trail follow a thrown prop
    7 replies, posted
So i'm making a SWEP that throws a prop, but I want a trail to follow it once it's thrown. How do I do that? Here is my code: [CODE]SWEP.Author = "Lord_Melvin" -- These two options will be shown when you have the weapon highlighted in the weapon selection menu SWEP.Instructions = "fires a regular punch" SWEP.Spawnable = true SWEP.AdminOnly = false SWEP.Category = "One Piece" SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false SWEP.Slot = 1 SWEP.SlotPos = 2 SWEP.DrawAmmo = false SWEP.DrawCrosshair = true SWEP.ViewModel = "models/weapons/v_smg1.mdl" SWEP.WorldModel = "models/weapons/w_smg1.mdl" local ShootSound = "weapons/one piece/fist/pistal.mp3" local DeploySound = "weapons/one piece/fist/gomu gomu no.mp3" function SWEP:Deploy() self:EmitSound( DeploySound ) end function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire( CurTime() + 0.1 ) self:ThrowChair( "models/props/luffy/fist/fist.mdl" ) end -- -- Called when the rightmouse button is pressed -- function SWEP:SecondaryAttack() -- Note we don't call SetNextSecondaryFire here because it's not -- automatic and so we let them fire as fast as they can click. -- Call 'ThrowChair' on self with this model self:ThrowChair( "models/props/luffy/fist/fist.mdl" ) end -- -- A custom function we added. When you call this the player will fire a chair! -- function SWEP:ThrowChair( model_file ) -- -- Play the shoot sound we precached earlier! -- self:EmitSound( ShootSound ) -- -- If we're the client then this is as much as we want to do. -- We play the sound above on the client due to prediction. -- ( if we didn't they would feel a ping delay during multiplayer ) -- if ( CLIENT ) then return end -- -- Create a prop_physics entity -- local ent = ents.Create( "prop_physics" ) -- -- Always make sure that created entities are actually created! -- if ( !IsValid( ent ) ) then return end -- -- Set the entity's model to the passed in model -- ent:SetModel( model_file ) -- -- Set the position to the player's eye position plus 16 units forward. -- Set the angles to the player'e eye angles. Then spawn it. -- ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) ) ent:SetAngles( self.Owner:EyeAngles() ) ent:Spawn() -- -- Now get the physics object. Whenever we get a physics object -- we need to test to make sure its valid before using it. -- If it isn't then we'll remove the entity. -- local phys = ent:GetPhysicsObject() if ( !IsValid( phys ) ) then ent:Remove() return end -- -- Now we apply the force - so the chair actually throws instead -- of just falling to the ground. You can play with this value here -- to adjust how fast we throw it. -- local velocity = self.Owner:GetAimVector() velocity = velocity * 10000 velocity = velocity + ( VectorRand() * 1000 ) -- a random element phys:ApplyForceCenter( velocity ) timer.Simple(2.5, function() if ent:IsValid() then ent:Remove() end end) -- -- Assuming we're playing in Sandbox mode we want to add this -- entity to the cleanup and undo lists. This is done like so. -- cleanup.Add( self.Owner, "props", ent ) undo.Create( "Thrown_punch" ) undo.AddEntity( ent ) undo.SetPlayer( self.Owner ) undo.Finish() end[/CODE]
Run this on the entity once you spawn it serverside: [url]https://wiki.garrysmod.com/page/util/SpriteTrail[/url] Make sure you store the return value to a variable, so if you undo the prop you can remove the trail as well.
I'm getting some errors, I also want to know if I need a string texture and were do I find my ent? [CODE]function SWEP:ThrowChair( model_file ) -- -- Play the shoot sound we precached earlier! -- self:EmitSound( ShootSound ) -- -- If we're the client then this is as much as we want to do. -- We play the sound above on the client due to prediction. -- ( if we didn't they would feel a ping delay during multiplayer ) -- if ( CLIENT ) then return end -- -- Create a prop_physics entity -- local ent = ents.Create( "prop_physics" ) -- -- Always make sure that created entities are actually created! -- if ( !IsValid( ent ) ) then return end -- -- Set the entity's model to the passed in model -- util.SpriteTrail( ent,0,Color(255,163,128,255) ,true, 100, 100, 2.5, 0.0025) ent:SetModel( model_file ) -- -- Set the position to the player's eye position plus 16 units forward. -- Set the angles to the player'e eye angles. Then spawn it. -- ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) ) ent:SetAngles( self.Owner:EyeAngles() ) ent:Spawn() -- -- Now get the physics object. Whenever we get a physics object -- we need to test to make sure its valid before using it. -- If it isn't then we'll remove the entity. -- local phys = ent:GetPhysicsObject() if ( !IsValid( phys ) ) then ent:Remove() return end -- -- Now we apply the force - so the chair actually throws instead -- of just falling to the ground. You can play with this value here -- to adjust how fast we throw it. -- local velocity = self.Owner:GetAimVector() velocity = velocity * 10000 velocity = velocity + ( VectorRand() * 1000 ) -- a random element phys:ApplyForceCenter( velocity ) timer.Simple(2.5, function() if ent:IsValid() then ent:Remove() end end) -- -- Assuming we're playing in Sandbox mode we want to add this -- entity to the cleanup and undo lists. This is done like so. -- cleanup.Add( self.Owner, "props", ent ) undo.Create( "Thrown_punch" ) undo.AddEntity( ent ) undo.SetPlayer( self.Owner ) undo.Finish() end[/CODE] [editline]12th May 2016[/editline] Error: [ERROR] addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101: bad argument #9 to 'SpriteTrail' (string expected, got no value) 1. SpriteTrail - [C]:-1 2. ThrowChair - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101 3. unknown - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:46
Ok I switched the ent and I got this error [ERROR] addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101: Tried to use a NULL entity! 1. SpriteTrail - [C]:-1 2. ThrowChair - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101 3. unknown - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:46 Code: [CODE]function SWEP:ThrowChair( model_file ) -- -- Play the shoot sound we precached earlier! -- self:EmitSound( ShootSound ) -- -- If we're the client then this is as much as we want to do. -- We play the sound above on the client due to prediction. -- ( if we didn't they would feel a ping delay during multiplayer ) -- if ( CLIENT ) then return end -- -- Create a prop_physics entity -- local ent = ents.Create( "prop_physics" ) -- -- Always make sure that created entities are actually created! -- if ( !IsValid( ent ) ) then return end -- -- Set the entity's model to the passed in model -- util.SpriteTrail( ThrowChair,0,Color(255,163,128,255) ,true, 100, 100, 2.5, 0.0025) ent:SetModel( model_file ) -- -- Set the position to the player's eye position plus 16 units forward. -- Set the angles to the player'e eye angles. Then spawn it. -- ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) ) ent:SetAngles( self.Owner:EyeAngles() ) ent:Spawn() -- -- Now get the physics object. Whenever we get a physics object -- we need to test to make sure its valid before using it. -- If it isn't then we'll remove the entity. -- local phys = ent:GetPhysicsObject() if ( !IsValid( phys ) ) then ent:Remove() return end -- -- Now we apply the force - so the chair actually throws instead -- of just falling to the ground. You can play with this value here -- to adjust how fast we throw it. -- local velocity = self.Owner:GetAimVector() velocity = velocity * 100000 velocity = velocity + ( VectorRand() * 1000 ) -- a random element phys:ApplyForceCenter( velocity ) timer.Simple(2.5, function() if ent:IsValid() then ent:Remove() end end) -- -- Assuming we're playing in Sandbox mode we want to add this -- entity to the cleanup and undo lists. This is done like so. -- cleanup.Add( self.Owner, "props", ent ) undo.Create( "Thrown_punch" ) undo.AddEntity( ent ) undo.SetPlayer( self.Owner ) undo.Finish() end[/CODE]
Well, obviously it's a null entity, nowhere in the code do I see another instance of "ThrowChair" as an entity... If you take a close look at the wiki, it says its first argument is an entity and ThrowChair isn't an entity, it's a method of "SWEP". Replace "ThrowChair" with "ent" which is the entity the SWEP creates. Finally, as previously mentioned: [QUOTE]Make sure you store the return value to a variable, so if you undo the prop you can remove the trail as well.[/QUOTE] Make a reference to the return value of util.SpriteTrail, which is another entity, so that you may remove it when the thrown entity is removed, or manipulate it after it's created.
[QUOTE=McDunkable;50310984]Well, obviously it's a null entity, nowhere in the code do I see another instance of "ThrowChair" as an entity... If you take a close look at the wiki, it says its first argument is an entity and ThrowChair isn't an entity, it's a method of "SWEP". Replace "ThrowChair" with "ent" which is the entity the SWEP creates. Finally, as previously mentioned: Make a reference to the return value of util.SpriteTrail, which is another entity, so that you may remove it when the thrown entity is removed, or manipulate it after it's created.[/QUOTE] Sorry for being so needy but how would I store the return value to a variable? Like this? [CODE]local trail = util.SpriteTrail( ent,0,Color(255,163,128,255) ,true, 100, 100, 2.5, 0.0025)[/CODE] Once again, sorry for being so hopeless. I'm new to lua and I should probably already know how to do this. :frown:
Like that, except make it a variable of the thrown entity itself, that way you can access it outside of that scope, as in your example, it's a local variable. ent.trail = .... You should probably keep track of the thrown entities as well by adding them onto a table of SWEP then removing them as they get removed.
[QUOTE=McDunkable;50314621]Like that, except make it a variable of the thrown entity itself, that way you can access it outside of that scope, as in your example, it's a local variable. ent.trail = .... You should probably keep track of the thrown entities as well by adding them onto a table of SWEP then removing them as they get removed.[/QUOTE] I got this error: [ERROR] addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101: bad argument #9 to 'SpriteTrail' (string expected, got no value) 1. SpriteTrail - [C]:-1 2. ThrowChair - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:101 3. unknown - addons/one piece swep/lua/weapons/weapon_punch/shared.lua:46 Here is my code: [CODE]function SWEP:ThrowChair( model_file ) -- -- Play the shoot sound we precached earlier! -- self:EmitSound( ShootSound ) -- -- If we're the client then this is as much as we want to do. -- We play the sound above on the client due to prediction. -- ( if we didn't they would feel a ping delay during multiplayer ) -- if ( CLIENT ) then return end -- -- Create a prop_physics entity -- local ent = ents.Create( "prop_physics" ) -- -- Always make sure that created entities are actually created! -- if ( !IsValid( ent ) ) then return end -- -- Set the entity's model to the passed in model -- ent.trail = util.SpriteTrail( ent,0,Color(255,163,128,255) ,true, 100, 100, 2.5, 0.0025) ent:SetModel( model_file ) -- -- Set the position to the player's eye position plus 16 units forward. -- Set the angles to the player'e eye angles. Then spawn it. -- ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) ) ent:SetAngles( self.Owner:EyeAngles() ) ent:Spawn() -- -- Now get the physics object. Whenever we get a physics object -- we need to test to make sure its valid before using it. -- If it isn't then we'll remove the entity. -- local phys = ent:GetPhysicsObject() if ( !IsValid( phys ) ) then ent:Remove() return end -- -- Now we apply the force - so the chair actually throws instead -- of just falling to the ground. You can play with this value here -- to adjust how fast we throw it. -- local velocity = self.Owner:GetAimVector() velocity = velocity * 100000 velocity = velocity + ( VectorRand() * 1000 ) -- a random element phys:ApplyForceCenter( velocity ) timer.Simple(2.5, function() if ent:IsValid() then ent:Remove() end end) -- -- Assuming we're playing in Sandbox mode we want to add this -- entity to the cleanup and undo lists. This is done like so. -- cleanup.Add( self.Owner, "props", ent ) undo.Create( "Thrown_punch" ) undo.AddEntity( ent ) undo.SetPlayer( self.Owner ) undo.Finish() end[/CODE] [editline]14th May 2016[/editline] Nvm I got it working!
Sorry, you need to Log In to post a reply to this thread.