• A question about tracers.
    8 replies, posted
I'm making a quick little laser pistol for my community build server, And so far, I'm doing pretty good; sounds, effects, tracers, all that fancy stuff. However, I've ran into a problem. I want the pistol to have a small spread along with it, but the only thing I can adjust is the actual bullet itself, and not the tracer. Is it possible for a tracer to "follow" a bullet in random directions or am I just gonna have to scrap the spread idea?
a bullet tracer or a utilities trace?
Bullet.
Can you show the code for your bullet and tracer because it should follow the bullet 0.0
It's horribly slapped together and it needs optimization.. But here you go. [lua] self:ShootBullet( 100, 1, 0 ) // Remove 1 bullet from our clip self:TakePrimaryAmmo( 1 ) local vShootPos = self.Owner:GetShootPos() local vShootAng = self.Owner:GetAimVector() local t = {} t.caller = self.Owner t.start = vShootPos t.sang = vShootAng t.mreps = 100 t.reps = 0 t.damage = 40 t.length = 70 t.filter = self.Owner t.maxpens = 20 t.pens = 0 t.powdeg = .01 t.skew = Vector( .05, .05, .05 ) t.canbounce = true t.bounceang = .3 t.bouncechance = .4 // Punch the player's view self.Owner:ViewPunch( Angle( -1, 0, 0 ) ) self.Weapon:SetNextPrimaryFire( CurTime() + 0.08 ) local trace = self.Owner:GetEyeTrace() local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetNormal( trace.HitNormal ) effectdata:SetEntity( trace.Entity ) effectdata:SetAttachment( trace.PhysicsBone ) local effectdata = EffectData() effectdata:SetOrigin( trace.HitPos ) effectdata:SetStart( self.Owner:GetShootPos() ) effectdata:SetAttachment( 1 ) effectdata:SetEntity( self.Weapon ) util.Effect( "ToolTracer", effectdata ) if (SERVER) then local owner=self.Owner if self.Owner.SENT then owner=self.Owner.SENT.Entity end --Bleh? This swep doesn't work if this isn't here. end end function SWEP:ShootBullet( damage, num_bullets, aimcone ) local bullet = {} bullet.Num = num_bullets bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( aimcone, aimcone, 0 ) bullet.Tracer = 5000 bullet.Force = 5000 bullet.Damage = damage bullet.AmmoType = "AR2AltFire" self.Owner:FireBullets( bullet ) self:ShootEffects() end [/lua] I just want to see if I could actually make a half-decent looking swep. But this whole tracer thing is irkin' me.
Create a callback for the bullet struct, tell it where to make the effect end.
[QUOTE=amcwatters;23434124]Create a callback for the bullet struct, tell it where to make the effect end.[/QUOTE] Call me an idiot for saying this, but I honestly have no idea how to do that; I've never really had experience with bullet tracers before.
[url]http://wiki.garrysmod.com/?title=Bullet[/url]
would there happen to be a better looking example? I mean,I still don't quite understand it.
Sorry, you need to Log In to post a reply to this thread.