I'm just trying to draw a halo around a prop that is being thrown but it gives me an error saying: function arguments expected near '.'
Any help?
code:
[CODE]
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
self:halo.Add({ent}, Color(255, 0, 0), 5, 5, 2)
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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]
Try this, because halo.Add is a stanalone function but only on client. So you send then ent to the client and get them to add a halo to it. (wont work for players that joined after prop was thrown
[LUA]
util.AddNetworkString("AddHaloToThrownProp")
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
net.Start("AddHaloToThrownProp")
net.WriteEntity(ent)
net.Broadcast()
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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
if CLIENT then
net.Receive("AddHaloToThrownProp", function()
local ent = net.ReadEntity()
halo.Add({ent}, Color(255, 0, 0), 5, 5, 2)
end)
end
[/LUA]
[QUOTE=rtm516;50435234]Try this, because halo.Add is a stanalone function but only on client. So you send then ent to the client and get them to add a halo to it. (wont work for players that joined after prop was thrown
[LUA]
util.AddNetworkString("AddHaloToThrownProp")
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
net.Start("AddHaloToThrownProp")
net.WriteEntity(ent)
net.Broadcast()
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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
if CLIENT then
net.Receive("AddHaloToThrownProp", function()
local ent = net.ReadEntity()
halo.Add({ent}, Color(255, 0, 0), 5, 5, 2)
end)
end
[/LUA][/QUOTE]
It still says function arguments expected near '.'
[QUOTE=Lord_Melvin;50436408]It still says function arguments expected near '.'[/QUOTE]
what line?
Try this.
client-side only.
Can't remember where i got it, something to do with garry changing the halo.add functions.
[lua]
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
local RemoveHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Remove
[/lua]
Regarding your previous post, i checked the code rtm posted and it seems to be correct.
Maybe you are still using the old code?
I say this because this line in your original code:
[lua]
self:halo.Add({ent}, Color(255, 0, 0), 5, 5, 2)
[/lua]
would throw that kind of error.
[QUOTE=Pyro-Fire;50438252]Try this.
client-side only.
Can't remember where i got it, something to do with garry changing the halo.add functions.
[lua]
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
local RemoveHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Remove
[/lua]
Regarding your previous post, i checked the code rtm posted and it seems to be correct.
Maybe you are still using the old code?
I say this because this line in your original code:
[lua]
self:halo.Add({ent}, Color(255, 0, 0), 5, 5, 2)
[/lua]
would throw that kind of error.[/QUOTE]
Yes, I accidently left the old code :p. Anyway, what do I do with this code?
I tried this but it says that
lua:174: attempt to index global 'halo' (a nil value)
[CODE]
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
if CLIENT then
net.Receive("AddHaloToThrownProp", function()
local ent = net.ReadEntity()
AddHalo({ent}, Color(255, 0, 0), 5, 5, 2)
end)
end[/CODE]
[QUOTE=Lord_Melvin;50438639]
lua:174: attempt to index global 'halo' (a nil value)
[CODE]
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
if CLIENT then[/CODE][/QUOTE]
[QUOTE=Pyro-Fire;50438252]client-side only.[/QUOTE]
*Breaks out the spoon*
[lua]
if CLIENT then
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
[/lua]
Why would the function be within 20 tables named the same thing? I don't even think Garry could make a mistake as big as that.....
Just use [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/halo/Add]halo.Add[/url], you don't need to make it local.
[QUOTE=Lord_Melvin;50436408]It still says function arguments expected near '.'[/QUOTE]
What is on the line where it errors? We can't help you without knowing
[QUOTE=Pyro-Fire;50438252]Try this.
client-side only.
Can't remember where i got it, something to do with garry changing the halo.add functions.
[lua]
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
local RemoveHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Remove
[/lua]
[/QUOTE]
[lua]print( halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo == halo )
true[/lua]
whoever taught you this clearly didn't know what they were talking about.
[QUOTE=bigdogmat;50438751]Why would the function be within 20 tables named the same thing? I don't even think Garry could make a mistake as big as that.....
[/QUOTE]
It's not a mistake.
Apparently it was for use as a placeholder until the function was removed, to prevent people using it.
Just checked, seems like the new halo.Add is already there so that halo spam can be ignored. Just use halo.Add()
(it's still there and works though)
Second.
[QUOTE=bigdogmat;50438751]What is on the line where it errors? We can't help you without knowing[/QUOTE]
[QUOTE=Lord_Melvin;50438639]Yes, I accidently left the old code :p. Anyway, what do I do with this code?[/QUOTE]
Rip
[QUOTE=Pyro-Fire;50438786]
(it's still there and works though)
[/QUOTE]
Unless it's added in through the c side, then no it doesn't work. [URL="https://github.com/garrynewman/garrysmod/blob/451b4ff5d1aea7b9b06a8024ef706c248a79647e/garrysmod/lua/includes/modules/halo.lua"]This [/URL]is where it's defined in Gmod
[QUOTE=Pyro-Fire;50438715]*Breaks out the spoon*
[lua]
if CLIENT then
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
[/lua][/QUOTE]
Lol ok, Well I'm not getting any errors but there is still not halo :/\
[CODE]
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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
if CLIENT then
local AddHalo = halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.halo.Add
net.Receive("AddHaloToThrownProp", function()
local ent = net.ReadEntity()
AddHalo({ent}, Color(255, 0, 0), 5, 5, 2)
end)
end[/CODE]
Don't use that long chain of tables, just use halo.Add. Also, you have to add the entity to have a halo every frame. So try something like this
[code]
if CLIENT then
local List = {}
net.Receive("AddHaloToThrownProp", function()
List[#List + 1] = net.ReadEntity()
end)
hook.Add("PreDrawHalos", "DrawThrownPropHalos", function()
hola.Add(List, Color(255, 0, 0), 5, 5, 2)
end)
end
[/code]
[QUOTE=bigdogmat;50439259]Don't use that long chain of tables, just use halo.Add. Also, you have to add the entity to have a halo every frame. So try something like this
[code]
if CLIENT then
local List = {}
net.Receive("AddHaloToThrownProp", function()
List[#List + 1] = net.ReadEntity()
end)
hook.Add("PreDrawHalos", "DrawThrownPropHalos", function()
hola.Add(List, Color(255, 0, 0), 5, 5, 2)
end)
end
[/code][/QUOTE]
It's still not working. I know I'm in the client so thats not the problem. I tried putting the code in the throwchair func but that didn't work either. I'm most likely missing something so obvious aren't I?
[CODE]
code:
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
ent:SetModel( model_file )
if CLIENT then
local List = {}
net.Receive("AddHaloToThrownProp", function()
List[#List + 1] = net.ReadEntity()
end)
hook.Add("PreDrawHalos", "DrawThrownPropHalos", function()
halo.Add(List, Color(255, 0, 0), 5, 5, 2)
end)
end
--
-- 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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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]
[LUA]
if SERVER then
util.AddNetworkString("AddHaloToThrownProp")
end
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
net.Start("AddHaloToThrownProp")
net.WriteEntity(ent)
net.Broadcast()
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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
if CLIENT then
local List = {}
net.Receive("AddHaloToThrownProp", function()
List[#List + 1] = net.ReadEntity()
end)
hook.Add("PreDrawHalos", "DrawThrownPropHalos", function()
halo.Add(List, Color(255, 0, 0), 5, 5, 2)
end)
end
[/LUA]
[QUOTE=rtm516;50439717][LUA]
if SERVER then
util.AddNetworkString("AddHaloToThrownProp")
end
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
--
-- 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
--
local trail = util.SpriteTrail( ent,0,Color(200,0,0,50) ,false, 15, 15, 2.5, 0.00625,"trails/arm.vmt")
net.Start("AddHaloToThrownProp")
net.WriteEntity(ent)
net.Broadcast()
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() + AngleRand():Forward() * 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 * 150000
velocity = velocity + ( VectorRand() * 100 ) -- a random element
phys:ApplyForceCenter( velocity )
timer.Simple(10, 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
if CLIENT then
local List = {}
net.Receive("AddHaloToThrownProp", function()
List[#List + 1] = net.ReadEntity()
end)
hook.Add("PreDrawHalos", "DrawThrownPropHalos", function()
halo.Add(List, Color(255, 0, 0), 5, 5, 2)
end)
end
[/LUA][/QUOTE]
It worked! Thanks a ton!
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