I am relatively new to lua (have experience with python, html) and I am trying to make a SWep for the AVP 2010 Predator PlayerModels addon. I would like to make a SWep which throws the BattleDisk(?) model and sticks into whatever it hits. Here is what I've got so far using a basic SWep layout with some modifications:
[CODE]if SERVER then -- This is where the init.lua stuff goes.
--This makes sure clients download the file
AddCSLuaFile ("shared.lua")
--How heavy the SWep is
SWEP.Weight = 5
--Allow automatic switching to/from this weapon when weapons are picked up
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
elseif CLIENT then -- This is where the cl_init.lua stuff goes
--The name of the SWep, as appears in the weapons tab in the spawn menu(Q Menu)
SWEP.PrintName = "BattleDisk"
--Sets the position of the weapon in the switching menu
--(appears when you use the scroll wheel or keys 1-6 by default)
SWEP.Slot = 4
SWEP.SlotPos = 1
--Sets drawing the ammuntion levels for this weapon
SWEP.DrawAmmo = false
--Sets the drawing of the crosshair when this weapon is deployed
SWEP.DrawCrosshair = false
language.Add("Undone_Thrown_SWEP_Entity","Undone Thrown SWEP Entity")
end
-- =====INFO=====
SWEP.Author = "dr1p"
SWEP.Contact = "lmao"
SWEP.Purpose = "Predator Combat Disk SWEP"
SWEP.Instructions = "Sights: Line visible blade up with target"
--The category that you SWep will be shown in, in the Spawn (Q) Menu
--(This can be anything, GMod will create the categories for you)
SWEP.Category = "Predator Weapons"
-- =====SPAWN PERMISSION=====
SWEP.Spawnable = true -- Whether regular players can see it
SWEP.AdminSpawnable = true -- Whether Admins/Super Admins can see it
-- =====VIEW MODEL/SIGHT=====
SWEP.HoldType = "knife"
SWEP.ViewModelFOV = 112.56281407035
SWEP.ViewModelFlip = false
SWEP.UseHands = false
SWEP.ViewModel = "models/predatorbattledisc.mdl"
SWEP.WorldModel = "models/predatorbattledisc.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {
["battledisc_root"] = { scale = Vector(0.996, 0.996, 0.996), pos = Vector(11.666, -8.705, -8.705), angle = Angle(-178.89, -132.223, -3.333) }
}
-- =====PRIMARY-FIRE SETTINGS=====
SWEP.Primary.ClipSize = 10
SWEP.Primary.DefaultClip = 10
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.Damage = 100
-- =====UNUSED FUNCTIONS=====
function SWEP:Reload()
end
function SWEP:Think()
end
-- =====SOUNDS=====
--When the script loads, the sound ''Metal.SawbladeStick'' will be precached,
--and a local variable with the sound name created.
local ShootSound = Sound("Metal.SawbladeStick")
-- =====THROW FUNCTIONS=====
function SWEP:throw_attack (model_file)
--Get an eye trace. This basically draws an invisible line from
--the players eye. This SWep makes very little use of the trace, except to
--calculate the amount of force to apply to the object thrown.
local tr = self.Owner:GetEyeTrace()
--Play some noises/effects using the sound we precached earlier
self:EmitSound(ShootSound)
self.BaseClass.ShootEffects(self)
--We now exit if this function is not running serverside
if (!SERVER) then return end
--The next task is to create a physics prop based on the supplied model
local ent = ents.Create("prop_physics")
ent:SetModel(model_file)
--Set the initial position and angles of the object. This might need some fine tuning;
--but it seems to work for the models I have tried.
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:EyeAngles())
ent:Spawn()
--Now we need to get the physics object for our entity so we can apply a force to it
local phys = ent:GetPhysicsObject()
--Check if the physics object is valid. If not, remove the entity and stop the function
if !(phys && IsValid(phys)) then ent:Remove() return end
phys:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.pow(tr.HitPos:Length(), 3))
--Now for the important part of adding the spawned objects to the undo and cleanup lists.
cleanup.Add(self.Owner, "props", ent)
undo.Create ("Thrown_SWEP_Entity")
undo.AddEntity (ent)
undo.SetPlayer (self.Owner)
undo.Finish()
end
-- =====ATTACK FUNCTIONS=====
--Throw a battledisk on primary attack
function SWEP:PrimaryAttack()
--Call the throw attack function, with the battledisk model
self:throw_attack("models/predatorbattledisc.mdl")
end
[/CODE]
The viewmodel spawns large and in my head, the worldmodel does not spawn, and I have no clue how to even begin to make it stick into terrain/models. Any help would be appreciated :).
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