Ok so... I got the spawn menu working, again thanks... But now when I go to spawn a prop it breaks... Lol
Here is the code for the spawn:
[CODE]lastspawn = CurTime()
itemsactive = 0
local ply = LocalPlayer()
function spawnitem(prop)
if CurTime() > lastspawn then
lastspawn = CurTime()+10
itemsactive = itemsactive+1
local tr = ply:GetEyeTrace() -- tr now contains a trace object
local ent = ents.Create("prop_physics") -- This creates our entity
ent:SetPos(tr.HitPos) -- This positions the zombie at the place our trace hit.
ent:SetModel(prop) -- Set model of entity
print("You spawned a "..prop..".")
ent:Spawn() -- This method spawns the prop
else
print("You can't do that yet! Try again in "..CurTime()-lastspawn.." seconds.")
end
end
concommand.Add("pdrop_spawn", spawnitem)
[/CODE]
And here is the code calling to the spawn function
[CODE] icon.DoClick = function( icon ) surface.PlaySound( "ui/buttonclickrelease.wav" ) RunConsoleCommand("pdrop_spawn",v) end[/CODE]
Now... when I try to spawn a prop it gives me
[CODE]
gamemodes\propfall\gamemode\cl_spawnitem.lua:8: attempt to call method 'GetEyeTrace' (a nil value)
[/CODE]
But it had been giving me a print of "You have spawned a pdrop_spawn." I changed how ply was passed in hoping to fix it and it started giving the different error. If there is anyone that can help I will be greatly appreciative.
[editline]11:12PM[/editline]
I have also changed the variable ply to be global, and changed the name to me so it would not effect the rest of the game mode
Console commands have 3 arguments player, command, args.
[lua]
local lSpawn = 0;
local numProps = 0
local trace
concommand.Add("pdrop_spawn", function( p, c, a)
if( lSpawn < CurTime() ) then
lSpawn = CurTime() + 10;
numProps = numProps + 1;
trace = p:GetEyeTrace();
local prop = ents.Create("prop_physics");
prop:SetModel(tostring(a[1]));
prop:SetPos(trace.HitPos);
prop:Spawn();
prop:Activate();
else
p:PrintMessage(3, "Please wait: "..lSpawn - CurTime().. " before trying to create another prop.");
end
end)
[/lua]
Untested.
Thank you very much!
Now I am only missing one thing and I can't find anything on it in the wiki... using this method is there any way to activate physics on the entity?
You didnt search for very long, did you? :wink:
[b][url=http://wiki.garrysmod.com/?title=Entity.Activate]Entity.Activate [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]
I just don't know what to look for I guess.... thank you :P
[QUOTE=chief2493;23525503]using this method is there [b]any way to [u]activate[/u] physics on the [u]entity?[/u][/b][/QUOTE]
Sorry, you need to Log In to post a reply to this thread.