Okay so i have the harpoon gun and it works perfectly but when i shoot the harpoons the ACTUAL harpoon that comes out and sticks to walls or npcs doesn't last longer than a couple seconds, it disappears really fast... is there any way i can increase the time that the harpoon stays on the map?
Look in the gun somewhere for remove() or something, and you should see a timer as well.
nope there isnt anything like that... weird.. cause before i posted i spent a lot of time looking at the coding trying to find something but there isnt. any other suggestions?
any one got any ideas?
Can you post the code/give me the link to the addon?
heres link :
[url]http://www.garrysmod.org/downloads/?a=view&id=37074[/url]
and code:
[QUOTE]
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
SWEP.HoldType = "Pistol"
end
if ( CLIENT ) then
SWEP.PrintName = "Harpoon Cannon"
SWEP.Author = "Fijet"
SWEP.Slot = 5
SWEP.SlotPos = 7
SWEP.ViewModelFOV = 62
SWEP.IconLetter = "x"
end
------------General Swep Info---------------
SWEP.Author = "Fijet"
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = "Stick Some Combine To The Walls!"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
-----------------------------------------------
------------Models---------------------------
SWEP.ViewModel = "models/weapons/v_RPG.mdl"
SWEP.WorldModel = "models/weapons/w_rocket_launcher.mdl"
-----------------------------------------------
-------------Primary Fire Attributes----------------------------------------
SWEP.Primary.Delay = 0.5 --In seconds
SWEP.Primary.Recoil = 0 --Gun Kick
SWEP.Primary.Damage = 100 --Damage per Bullet
SWEP.Primary.NumShots = 1 --Number of shots per one fire
SWEP.Primary.Cone = 0 --Bullet Spread
SWEP.Primary.ClipSize = -1 --Use "-1 if there are no clips"
SWEP.Primary.DefaultClip = -1 --Number of shots in next clip
SWEP.Primary.Automatic = true --Pistol fire (false) or SMG fire (true)
SWEP.Primary.Ammo = "none" --Ammo Type
-------------End Primary Fire Attributes------------------------------------
-------------Secondary Fire Attributes-------------------------------------
SWEP.Secondary.Delay = 0.9
SWEP.Secondary.Recoil = 0
SWEP.Secondary.Damage = 100
SWEP.Secondary.NumShots = 1
SWEP.Secondary.Cone = 0
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
-------------End Secondary Fire Attributes--------------------------------
-- function SWEP:Reload() --To do when reloading
-- end
function SWEP:Think() -- Called every frame
end
function SWEP:Initialize()
util.PrecacheSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav")
end
---------------------------------------------------------------------------
function SWEP:PrimaryAttack()
self.Weapon:EmitSound("weapons/iceaxe/iceaxe_swing1.wav")
self.Weapon:SetNextPrimaryFire(CurTime() + 0.1)
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
if SERVER then
local bar = ents.Create("prop_physics")
bar:SetModel("models/props_junk/harpoon002a.mdl")
bar:SetAngles(self.Owner:EyeAngles())-- Angle(0,90,0))
bar:SetPos(self.Owner:GetShootPos())
bar:SetOwner(self.Owner)
bar:SetPhysicsAttacker(self.Owner)
bar:Spawn()
local phys = bar:GetPhysicsObject()
phys:ApplyForceCenter(self.Owner:GetAimVector() * 1999999999999)
phys:AddAngleVelocity(Vector(0,5000000,0))
bar:Fire("kill", "", 5)
end
end
---------------------------------------------------------------------------
---------------------------------------------------------------------------
function SWEP:SecondaryAttack()
self.Weapon:EmitSound("weapons/iceaxe/iceaxe_swing1.wav")
self.Weapon:SetNextSecondaryFire(CurTime() + 0.5)
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
if SERVER then
local bar = ents.Create("prop_physics")
bar:SetModel("models/props_junk/watermelon01.mdl")
bar:SetAngles(self.Owner:EyeAngles())-- Angle(0,90,0))
bar:SetPos(self.Owner:GetShootPos())
bar:SetOwner(self.Owner)
bar:SetPhysicsAttacker(self.Owner)
bar:Spawn()
local phys = bar:GetPhysicsObject()
phys:ApplyForceCenter(self.Owner:GetAimVector() * 1999999999)
phys:AddAngleVelocity(Vector(0,5000000,0))
bar:Fire("kill", "", 5)
end
end
-------------------------------------------------------------------[/QUOTE]
I believe what you are looking for is the line:
bar:Fire("kill", "", 5)
Basically, it's firing the "kill" input to the bar, with a delay of 5 (seconds?)
Therefore, change the 5 to something higher, and voila.
Or just remove that line, and they won't go away at all.
wow thanks Chris that worked... -___- i have been trying to find that forever THANK YOU SOOOOO MUCH :D
i didn't want to download the swep just to look at the code, i was 90% sure THAT was the line of code too :\
[QUOTE=sarmen123;19946357]wow thanks Chris that worked... -___- i have been trying to find that forever THANK YOU SOOOOO MUCH :D[/QUOTE]
No problem, glad to help :)
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