• Doing things when a shot entity collides
    4 replies, posted
Well, how does one do? I have no ideas thus far.
Give more details what you've said makes no sense.
I want to call a function when "ent" collides with an object. (This is how it is made, inside of a SWEP:PrimaryAttack function) [CODE] local ent = ents.Create( "prop_ragdoll" ) ent:SetPos( pos ) ent:SetAngles( self.Owner:EyeAngles() ) ent:SetModel( self.Owner:GetModel() ) ent:Spawn() ent:SetMoveCollide( MOVECOLLIDE_FLY_BOUNCE ) [/CODE] Sort of like the TF2 demoman's grenade launcher, the grenade explodes on contact (i beleive, not an avid tf2 player). This looks promising [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/GM/ShouldCollide]GM:ShouldCollide[/url]
[img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/ENTITY/PhysicsCollide]ENT:PhysicsCollide[/url] [editline]1st October 2017[/editline] Or [url]https://wiki.garrysmod.com/page/ENTITY/Touch[/url]
I was going to say, "but its not a SENT or whatever and gpriohjirjojw3t" and then i saw this [url]http://wiki.garrysmod.com/page/Entity/AddCallback[/url] lol thx
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