• Spawn an entity when a derma button is pressed
    5 replies, posted
I could use some help I have a Derma menu all set up but I want to be able to spawn entity when a Derma button also I want the players to own the entity and be able to move it around with there phys-guns Thanks for all you help
try something like this in it [code]util.AddNetworkString("Spawn prop") net.Receive("Spawn prop", function( len, ply ) local prop = ents.Create( "prop_physics" ) prop:SetModel( "models/props_phx/cannonball_solid.mdl" ) prop:SetPos( ply:GetEyeTrace().HitPos ) prop:Spawn() end )[/code]
[QUOTE=tomis13lack2;47536210]try something like this in it [code]util.AddNetworkString("Spawn prop") net.Receive("Spawn prop", function( len, ply ) local prop = ents.Create( "prop_physics" ) prop:SetModel( "models/props_phx/cannonball_solid.mdl" ) prop:SetPos( ply:GetEyeTrace().HitPos ) prop:Spawn() end )[/code][/QUOTE] My bad I want to spawn things out of the entities tab not props
[QUOTE=LosttSpacee;47536415]My bad I want to spawn things out of the entities tab not props[/QUOTE] You could easily modify that for entities. Note the call to ents.Create().
Clientside, inside the button: [CODE]net.Start("SpawnRequest") net.WriteString("Soldier") net.SendToServer()[/CODE] Serverside:[CODE] util.AddNetworkString( "SpawnRequest" ) net.Receive( "SpawnRequest", function( length, client ) local data = net.ReadString() if data == "Soldier" then SpawnCombineS(client:GetEyeTraceNoCursor().HitPos+Vector(0,0,30)) end end function SpawnCombineS( pos ) NPC = ents.Create( "npc_combine_s" ) NPC:SetKeyValue("NumGrenades", "2") NPC:SetPos( pos ) NPC:SetKeyValue( "ignoreunseenenemies", 0 ) NPC:SetKeyValue( "spawnflags", 512 ) NPC:Spawn() end [/CODE] That's how I do it. For the players to own the prop, you could set a variable or NWString in the prop that is the player's name, for example, and check it whenever you want to know the prop's owner.
[QUOTE=Eddlm;47539110]Clientside, inside the button: [CODE]net.Start("SpawnRequest") net.WriteString("Soldier") net.SendToServer()[/CODE] Serverside:[CODE] util.AddNetworkString( "SpawnRequest" ) net.Receive( "SpawnRequest", function( length, client ) local data = net.ReadString() if data == "Soldier" then SpawnCombineS(client:GetEyeTraceNoCursor().HitPos+Vector(0,0,30)) end end function SpawnCombineS( pos ) NPC = ents.Create( "npc_combine_s" ) NPC:SetKeyValue("NumGrenades", "2") NPC:SetPos( pos ) NPC:SetKeyValue( "ignoreunseenenemies", 0 ) NPC:SetKeyValue( "spawnflags", 512 ) NPC:Spawn() end [/CODE] That's how I do it. For the players to own the prop, you could set a variable or NWString in the prop that is the player's name, for example, and check it whenever you want to know the prop's owner.[/QUOTE] Thank you so much I was still having a bit of trouble but you helped a ton!
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