Strange Effect; Invisible colision mesh + Entity not changing the model on spawn.
1 replies, posted
Hello fp users,
I'm currently developing a prop placement tool, but I have a strange problem.
The effect is the next: I spawn the entity with a SWEP and, apart from the problem that the model of the entity remains the default one (what I do not want), an invisible "colision mesh" apears to be created with the default model.
The code of the spawning procedure is the next:
[lua]
if SERVER then
function SWEP:PrimaryAttack()
local tr = self.Owner:GetEyeTrace();
local e = ents.Create( self.SpawnType );
e:SetPos(tr.HitPos);
e:SetAngles(Angle(0,0,0));
e.Model = self.ModModel;
e:SetModel( self.ModModel );
e.ResultEntity = "prop_physics";
e.NeedResources = {};
if GAMEMODE_NAME == "sandbox" then
undo.Create("Assembly Buildsite");
undo.AddEntity(e);
undo.SetPlayer(self.Owner);
undo.Finish();
end
e:Spawn();
end
end
[/lua]
*Also* tryed changing the function to shared (Removing the if SERVER...) but nothing changes.
this is the initialization procedure for the entity itself (which is derived from base_gmodentity).
[lua]
function ENT:Initialize()
self:SetModel( self.Model );
self:SetPos( self:GetPos() );
self:PhysicsInit( SOLID_NONE );
self:SetMoveType( MOVETYPE_NONE );
self:SetSolid( SOLID_VPHYSICS );
end
[/lua]
Thanks for your time! :happy:
edit:
The solid mesh acts like a prop_physics with default movetype (MOVETYPE_VPHYSICS and SOLID_VPHYSICS) that means that I keep coliding with a "free invisible prop" that messes arround.
wrap initialize function in SERVER
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