That tells me which part was hit, not which player. I'm basically creating a gun which lists players who have been shot (as part of a gamemode I'm making).
Use the callback in FireBullets.
[lua]bullet.Callback = function( att, tr, dmg )
if tr.Entity:IsValid() then
-- tr.Entity is the player hit
end
end[/lua]
[code]function TracePlayer()
trace = util.GetPlayerTrace( self.Entity:GetOwner())
traceRes=util.TraceLine(trace)
if traceRes.Entity:IsValid() and traceRes.Entity:IsPlayer()
return traceRes.Entity
end
end[/code]
[QUOTE=raBBish;29653452]Use the callback in FireBullets.
[lua]bullet.Callback = function( att, tr, dmg )
if tr.Entity:IsValid() then
-- tr.Entity is the player hit
end
end[/lua][/QUOTE]
This or
[lua]
hook.Add("EntityTakeDamage", "SomeBitchGotHit", function(ent, inflictor, attacker, amount )
if ent:IsPlayer() and ent:Alive() then
--ent is your hit player
end
end)[/lua]
[QUOTE=Feihc;29668567]This or
[lua]
hook.Add("EntityTakeDamage", function(ent, inflictor, attacker, amount )
if ent:IsPlayer() and ent:Alive() then
--ent is your hit player
end
end)[/lua][/QUOTE]
You forgot the hook's unique name argument. :colbert:
[QUOTE=_Kilburn;29669027]You forgot the hook's unique name argument. :colbert:[/QUOTE]
Woops. Fixed.
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