• Meat grinder
    3 replies, posted
I need help with this code I'm trying to build. I basically want it to pretend to grind up a t's body for some equipment, I know the timer function there is screwy but I don't need it to be messed with, what I need is a way to test if a body belonged to a T before I let them grind it up. After you've helped me with that you can critique the crap out of the rest of the code. [code] function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() then return end self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) local tracedata = {} tracedata.start = self.Owner:GetShootPos() tracedata.endpos = self.Owner:GetShootPos() + (self.Owner:GetAimVector() * 100) tracedata.filter = self.Owner tracedata.mins = Vector(1,1,1) * -10 tracedata.maxs = Vector(1,1,1) * 10 tracedata.mask = MASK_SHOT_HULL local tr = util.TraceHull( tracedata ) local ply = self.Owner if IsValid(tr.Entity) then --I need some way for this line to test if the ragdoll is a t's body? does anyone know how I could do that? if tr.Entity.player_ragdoll then timer.Simple(0.1, function() ply:Freeze(true) ply:SetColor(Color(255,0,0,255)) end) self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) timer.Create("GivePlyHealth_"..self.Owner:UniqueID(),0.5,6,function() self.Owner:SetHealth(self.Owner:Health()) end) timer.Simple(3.1, function() if(ply:Alive()) then ply:Freeze(false) ply:SetColor(Color(255,255,255,255)) tr.Entity:Remove() local thingy = ents.Create( "weapon_radiation" ) thingy:SetPos( ent:GetPos() ) thingy:Spawn() self:Remove() end end ) self.Owner:EmitSound("sound/minigun/spinup.wav") end end self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) end [/code]
Look at the ragdoll code and how it displays the role
Where is that?
From a quick look in terrortown/gamemode/corpse.lua [CODE] // rag.was_role gets set to the players role when they die. local role = rag.was_role if role == ROLE_TRAITOR then //Traitor corpse elseif role == ROLE_DETECTIVE then //Detective corpse else //Innocent corpse end [/CODE] rag, as its used in that example (rag.was_role), is the corpse entity. Hope that helps.
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