I'm trying to attach a misc to an entity,
[lua]
function ENT:Initialize()
if CLIENT then
self.Misc= ClientsideModel("models/player/items/sniper/mymischere.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
end
[/lua]
But for some reason, the model isn't attached to the ent, it doesn't show up at all. Any advice?
Try self.Misc:SetNoDraw(true) in ENT:Initialize and self.Misc:DrawModel() in ENT:Draw()
[QUOTE=Robotboy655;45259438]Try self.Misc:SetNoDraw(true) in ENT:Initialize and self.Misc:DrawModel() in ENT:Draw()[/QUOTE]
Thanks for the reply.
But I get this error :(
[lua]
[ERROR] addons/myaddon/lua/entities/mynpc/shared.lua:146: attempt to index field 'Misc' (a nil value)
1. unknown - addons/myaddon/lua/entities/mynpc/shared.lua:146
[/lua]
Here is the line at 146
[lua]
self.Misc:SetNoDraw(true)
[/lua]
Edit:
This is my code
[lua]
function ENT:Draw()
self.Entity:DrawModel()
self.Misc:DrawModel()
end
function ENT:Initialize()
if CLIENT then
self.Misc= ClientsideModel("models/player/sniper.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
end
self.Misc:SetNoDraw(true)
[/lua]
[QUOTE=ErrolLiamP;45259576]Thanks for the reply.
But I get this error :(
[lua]
[ERROR] addons/myaddon/lua/entities/mynpc/shared.lua:146: attempt to index field 'Misc' (a nil value)
1. unknown - addons/myaddon/lua/entities/mynpc/shared.lua:146
[/lua]
Here is the line at 146
[lua]
self.Misc:SetNoDraw(true)
[/lua]
Edit:
This is my code
[lua]
function ENT:Draw()
self.Entity:DrawModel()
self.Misc:DrawModel()
end
function ENT:Initialize()
if CLIENT then
self.Misc= ClientsideModel("models/player/sniper.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
end
self.Misc:SetNoDraw(true)
[/lua][/QUOTE]
self.Misc only exists on the client, so you should only be running self.Misc:SetNoDraw(true) on the client.
[code]
function ENT:Initialize()
if CLIENT then
self.Misc= ClientsideModel("models/player/sniper.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
self.Misc:SetNoDraw(true)
end
end[/code]
And don't use self.Entity, use self.
[QUOTE=Robotboy655;45259694][code]
function ENT:Initialize()
if CLIENT then
self.Misc= ClientsideModel("models/player/sniper.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
self.Misc:SetNoDraw(true)
end
end[/code]
And don't use self.Entity, use self.[/QUOTE]
I took both of your tips and nothing worked :\
Weird, I happen to be using a moving nextbot with a cl_init.lua. Turns the tables at all?
Right. Nextbots don't have cl_init.lua part. They cannot have clientside Lua at all.
[QUOTE=Robotboy655;45260361]Right. Nextbots don't have cl_init.lua part. They cannot have clientside Lua at all.[/QUOTE]
[lua]
function ENT:Draw()
self.DrawModel()
self.Misc:DrawModel()
end
function ENT:Initialize()
-- if CLIENT then
if CLIENT then
self.Misc = ClientsideModel("models/player/items/sniper/snipermodel.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
self.Misc:SetNoDraw(true)
end
[/lua]
Sorry to keep dragging this out guys but it won't seem to work :(
[QUOTE=ErrolLiamP;45261330][lua]
function ENT:Draw()
self.DrawModel()
self.Misc:DrawModel()
end
function ENT:Initialize()
-- if CLIENT then
if CLIENT then
self.Misc = ClientsideModel("models/player/items/sniper/snipermodel.mdl")
self.Misc:SetPos(self:GetPos())
self.Misc:SetParent(self)
self.Misc:AddEffects(EF_BONEMERGE)
self.Misc:SetNoDraw(true)
end
[/lua]
Sorry to keep dragging this out guys but it won't seem to work :([/QUOTE]
Robotboy just explained why, so the draw hook inside of the nextbot isn't going to do anything.
[QUOTE=Robotboy655;45260361]Right. Nextbots don't have cl_init.lua part. They cannot have clientside Lua at all.[/QUOTE]
SO THAT'S WHY CLIENTSIDE MODELS NEVER FUCKING WORK
THAT'S WHY I ALWAYS HAVE TO USE PROP_PHYSICS
So why not put it in init.lua instead of shared?
[editline]1st July 2014[/editline]
To get around this, use ents.Create to make a prop_physics. Set the model and bonemerge it but DON'T Spawn() it or else your nextbot will move weirdly upon spawning.
[QUOTE=BFG9000;45263320]SO THAT'S WHY CLIENTSIDE MODELS NEVER FUCKING WORK
THAT'S WHY I ALWAYS HAVE TO USE PROP_PHYSICS
So why not put it in init.lua instead of shared?
[editline]1st July 2014[/editline]
To get around this, use ents.Create to make a prop_physics. Set the model and bonemerge it but DON'T Spawn() it or else your nextbot will move weirdly upon spawning.[/QUOTE]
I took a look at ents.create
Figured it out, thanks! :eng101:
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