• PAC Outfit Entity
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Hey guys I am trying to make an entity that when you press E on it, it equips a PAC outfit. I know that you have to do setup, but I am not sure where to put it in the file. I was hoping someone can point me where to put it. Here is the code: AddCSLuaFile("shared.lua") include("shared.lua") local outfit = { -- start of outfit.txt     [1] = {     ["children"] = {         [1] = {             ["children"] = {                 [1] = {                     ["children"] = {                     },                     ["self"] = {                         ["ClassName"] = "proxy",                         ["UniqueID"] = "3120004463",                         ["Expression"] = "hsv_to_color(time()*100)",                         ["GlobalID"] = "4180875644",                         ["VariableName"] = "Color",                     },                 },             },             ["self"] = {                 ["UniqueID"] = "884479784",                 ["GlobalID"] = "1864536752",                 ["Position"] = Vector(0, 0, 28),                 ["Size"] = 2.175,                 ["Color"] = Vector(255, 12, 0),                 ["EditorExpand"] = true,                 ["Model"] = "models/pac/default.mdl",                 ["ClassName"] = "model",                 ["Name"] = "ball",             },         },     },     ["self"] = {         ["ClassName"] = "group",         ["OwnerName"] = "self",         ["EditorExpand"] = true,         ["GlobalID"] = "3872319760",         ["UniqueID"] = "3296086797",         ["Name"] = "my outfit",         ["Description"] = "add parts to me!",     }, }, -- end of outfit.txt } function ENT:Initialize()     self:SetModel("models/Items/car_battery01.mdl")     self:PhysicsInit(SOLID_VPHYSICS)     self:SetMoveType(MOVETYPE_VPHYSICS)     self:SetSolid(SOLID_VPHYSICS)     local phys = self:GetPhysicsObject()     phys:Wake()     self.damage = 10 end function ENT:OnTakeDamage(dmg)     self.damage = self.damage - dmg:GetDamage()     if (self.damage <= 0) then         local effectdata = EffectData()         effectdata:SetOrigin(self:GetPos())         effectdata:SetMagnitude(2)         effectdata:SetScale(2)         effectdata:SetRadius(3)         util.Effect("Sparks", effectdata)         self:Remove()     end end function ENT:Use(activator, caller) activator:SetArmor(activator:Armor() + 10)     self:Remove()     activator:EmitSound("vo/sandwicheat09.mp3", 100, 100) activator:addPart(outfit) end function ENT:OnRemove()     local ply = self:Getowning_ent()     ply.maxFoods = ply.maxFoods and ply.maxFoods - 1 or 0 end This is the code I need to implement somehow: if CLIENT then  local outfit = pac.luadata.ReadFile("pac3/test.txt") pac.SetupENT(ENT) -- this can also be used in initialize using "self" instead of "ENT" function ENT:Initialize() self:AttachPACPart(outfit) end function ENT:OnRemove() self:RemovePACPart(outfit) end end
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