• Why my effects work in singleplayer but not in multiplayer?
    5 replies, posted
[b]Objective: [/b]I'm trying to get my effects appear in multiplayer. They work perfectly fine on singleplayer but in multiplayer, I can't even see my bullets or bullet holes. [b]Error: [/b]Effects don't appear in multiplayer at all. [b]Code: [/b] [lua] --SHARED.LUA function SWEP:PrimaryAttack() if (self.Weapon:CanPrimaryAttack() != true) then return end self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) self.Weapon:EmitSound( ShootSound ) self.Weapon:SetNextPrimaryFire( CurTime() + GetConVarNumber(tostring("frugle_smgreload"))) bullet = {} bullet.Src = self.Owner:GetShootPos() bullet.Attacker = self.Owner bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector(0.03,0.03,0.03) bullet.Num = 1 bullet.Damage = math.random(2,5) bullet.Force = 3 bullet.Tracer = 1 bullet.TracerName = "Tracer" bullet.Callback = function( attacker, tr, dmginfo ) local tr = self.Owner:GetEyeTrace() local effectdata = EffectData() effectdata:SetStart(tr.HitPos) effectdata:SetOrigin( tr.HitPos ) effectdata:SetScale( 1 ) effectdata:SetNormal( tr.HitNormal ) effectdata:SetMagnitude( 4 ) effectdata:SetRadius( 8 ) util.Effect("cball_bounce", effectdata) end if (!SERVER) then return end self.Owner:FireBullets( bullet ) self.Weapon:TakePrimaryAmmo(1) end[/lua] [b]Notes: [/b]Help is greatly appreciated
I've tried to do it like it's done on manhack gun but it still doesn't work :( Automerge didn't work... Anyway here two screenshots if that helps. Singleplayer: [img]http://dl.dropbox.com/u/99834/gmodwepon/splayer.png[/img] Multiplayer: [img]http://dl.dropbox.com/u/99834/gmodwepon/mplayer.png[/img]
You need to put [lua]if (!SERVER) then return end[/lua] below [lua]self.Owner:FireBullets( bullet )[/lua] Calling FireBullets on the client is what allows it to render the tracers and other clientside effects related to the bullets.
Thanks but that didn't work :(
Of course I removed it. [editline]06:00PM[/editline] and put it below EDIT: I finally got it working! I changed [lua]if (self.Weapon:CanPrimaryAttack() != true) then return end[/lua] to [lua]if (self.Weapon:CanPrimaryAttack() == false) then return end[/lua] No idea why it started working after that.
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