When I make my dynamite explode. Well it explodes riight and all! But it does no damage! To nothing.
[lua]function ENT:Explode( delay, ply )
if ( !self.Entity:IsValid() ) then return end
ply = ply or self.Entity
local _delay = delay or 0
if ( _delay == 0 ) then
util.BlastDamage( self.Entity, ply, self.Entity:GetPos(), radius, self.Damage )
print(self.Damage)
local effectdata = EffectData()
effectdata:SetOrigin( self.Entity:GetPos() )
util.Effect( self.EffectName, effectdata, true, true )
if ( !self.Remove_on_xplode ) then
self.Entity:Remove()
return
end
else
timer.Simple( delay, self.Explode, self, 0, ply )
end
end[/lua]
I really dont see why!
Is damage working otherwise? If not, turn sbox_godmode to 0.
It is working otherwise. Also I was standing on th dynamite trying to change radius to 5k nothing changed! Also I copied it from the Default Dynamite sent. Only made it modular.
[QUOTE=Gbps;17781532]Is damage working otherwise? If not, turn sbox_godmode to 0.[/QUOTE]
God mode has nothing to do with entities!
Well it still not works.... I really dont see why!
[QUOTE=commander204;17812898]Well it still not works.... I really dont see why![/QUOTE]
Dumb question but did you try replacing the variables by hard values?
You could also use an env_physexplosion but it's trickier.
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