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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