So before i paste my code in i want to say with the current code i get stuck on the chair, Can someone tell me what to change to make sure i do not get stuck on the gun?
-- Information --
SWEP.PrintName = "Chair Thrower" -- Name of SWEP
SWEP.Author = "JrLemonsHD" -- Author's Name
SWEP.Instructions = "Left Click To Fire A Chair!" -- How to use SWEP
-- Spawn Information --
SWEP.Spawnable = true -- Is it Spawnable?
SWEP.AdminOnly = true -- Is it Admin Only?
-- Clip Information --
SWEP.Primary.ClipSize = -1 -- Left Click Clip Size?
SWEP.Primary.DefaultClip = -1 -- Left Click Default Clip Size
SWEP.Primary.Automatic = true -- Automatic?
SWEP.Primary.Ammo = "none" -- Left Click Ammo?
SWEP.Secondary.ClipSize = -1 -- Right Click ClipSize?
SWEP.Secondary.DefaultClip = -1 -- Right Click Default Clip Size
SWEP.Secondary.Automatic = false -- Automatic?
SWEP.Secondary.Ammo = "none" -- Right Click Ammo?
-- More Information --
SWEP.Weight = 5 -- How much does it weigh?
SWEP.AutoSwitchTo = false -- Auto Switch To When Spawned?
SWEP.AutoSwitchFrom = false -- Auto Switch From It?
SWEP.Slot = 1 -- Slot Number?
SWEP.SlotPos = 2 -- Slot Position?
SWEP.DrawAmmo = false -- Draw Ammo?
SWEP.DrawCrosshair = true -- Make Crosshairs?
-- Models --
SWEP.ViewModel = "models/weapons/v_pistol.mdl" -- What you see
SWEP.WorldModel = "models/weapons/w_pistol.mdl" -- What other's see
-- Sound Prechache --
local ShootSound = Sound ( "Metal.SawbladeStick" ) -- Prechache Sound, Used later on
-- Chair Shoot On Left Click
function SWEP:PrimaryAttack()
-- Weapon is automatic. Function Call below defines firerate
-- Set to shoot every 0.5 Seconds
self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
-- Call "Throw Chair" on self with this model
self:ThrowChair( "models/props/cs_office/Chair_office.mdl" )
end
function SWEP:SecondaryAttack()
-- Weapon is not automatic so no call needed.
self:ThrowChair( "models/props_c17/FurnitureChair001a.mdl" )
end
-- Custom Function
function SWEP:ThrowChair( model_file )
-- Play the shoot that is precached
self:EmitSound( ShootSound )
if ( CLIENT ) then return end
-- Create 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
ent:SetModel( model_file)
-- Set the position to player's eye position plus 16 units forward.
-- Sets the angles to the player's eye angles. Then spawn it.
ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) )
ent:SetAngles( self.Owner:EyeAngles() )
ent:Spawn()
-- Get Prop Physics
local phys = ent:GetPhysicsObject()
if ( !IsValid( phys ) ) then ent:Remove() return end
-- Apply Force
local velocity = self.Owner:GetAimVector()
velocity = velocity * 100
velocity = velocity + ( VectorRand() * 10 ) -- Random Element
phys:ApplyForceCenter( velocity )
-- This is just a random function in-case you are in sandbox mode!
cleanup.Add( self.Owner, "props", ent )
undo.Create( "Thrown_Chair" )
undo.AddEntity( ent )
undo.SetPlayer ( self.Owner )
undo.Finish()
end
Wrong subforum
Wrong section and please use [code] tags for ease thx
[code]
function RightSection( subforum )
if subforum == "Garry's Mod" then
return true
else
return false
end
end[/code]
Sorry, you need to Log In to post a reply to this thread.