• Set custom entity to be pick-upable
    3 replies, posted
I have a simple custom entity that I want the player to be able to pickup when pressing use. However, it looks like the model I am using has too much mass. This is what I've tried so far: [lua]if SERVER then AddCSLuaFile("shared.lua") end ENT.Type = "anim" ENT.Base = "base_anim" if SERVER then function ENT:Initialize() self:SetModel("models/props_c17/consolebox01a.mdl") self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) local phys = self:GetPhysicsObject() if IsValid(phys) then phys:AddGameFlag(4) -- PLAYER_HELD phys:ClearGameFlag(32) -- HEAVY_OBJECT phys:ClearGameFlag(128) -- NO_PLAYER_PICKUP phys:SetMass(5) phys:Wake() end end -- ... end -- ...[/lua] I tried setting / clearing some flags that looked relevant, but it still isn't working.
I tried simply using the gravity gun instead, but it is also unable to pick up the entity.
[QUOTE=Ziks;41047559]I tried simply using the gravity gun instead, but it is also unable to pick up the entity.[/QUOTE] If that doesn't work you may need to do the TTT approach where it welds another entity to it with a ShadowMove and hook it on the use button gm hook
You might be able to use the PlayerUse hook and call player:PickupObject(ent) The GameFlag 'player_held' might also be interfering since that's meant for the engine to do stuff to entities that are currently being held.
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