So I modified the Strider Cannon swep to make it perfect and totally overpowered tool of death.
It has many functions like: bullets create debris that damage entities in range of 150, bullets can ignite npc's and props, bullets have good hit effects, and many other.
[B]problem 1[/B]: I want to make bullets ignite entities in range of 150 witch random chance, but i dont know how to do this, and any tutorial i have found wasn't about this. Also ignited props extigunish after 3 secs. and they can't be ignited again, because they are like still on fire.
[B]problem 2[/B]: Some bullet hit effects don't work, but! They were working one time.
If you can, help me please! I want to be a good coder, but I need some examples. :eng101::words:
CODE: [URL="http://pastebin.com/CZf5DLKS"]http://pastebin.com/CZf5DLKS[/URL]
[B]Sorry For Bad English[/B]
In your Callback you'd do something like:
[lua]if ( SERVER ) then
for k, v in pairs( ents.FindInRadius( BulletCallback.tr.HitPos, 150 ) ) do
if ( IsValid( v ) ) then
v:Ignite( 3 );
end
end
end[/lua]
[QUOTE=Acecool;44520526]In your Callback you'd do something like:
[lua]if ( SERVER ) then
for k, v in pairs( ents.FindInRadius( BulletCallback.tr.HitPos, 150 ) ) do
if ( IsValid( v ) ) then
v:Ignite( 3 );
end
end
end[/lua][/QUOTE]
ents.FindInRadius?
[QUOTE=HumbleTH;44521114]ents.FindInRadius?[/QUOTE]
My bad: [url]http://wiki.garrysmod.com/page/ents/FindInSphere[/url]
FindInSphere..
Thank you! But i had to put it in SWEP:PrimaryAttack. In BulletCallback it didn't worked, and created lots of errors. :dance:
What? It has to be in callback because otherwise you're only igniting things around yourself
[editline]12th April 2014[/editline]
Just replace BulletCallback.tr.hitpos with tr.HitPos
make sure tr is passed as an arg as well
I dont need to change this, it works perfectly. It ignites things around bullet hit position. And will ignite you if you shoot too close.
It looks like this:
for k, v in pairs( ents.FindInSphere( tr.HitPos, 75 ) ) do
if ( IsValid( v ) ) then
v:Ignite( 1 );
end
end
And is working!
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