Hi,
I was mucking about with a very basic SENT that just spawns a wooden crate.
I noticed that the crate doesn't have the same properties as a crate spawned from the Q menu like being smashed to bits with crowbar, making sounds when colliding with the world etc.. the same applies with the explosive barrel.
Is there a way to inherit the basic properties / behavior of the model as you'd expect in a scripted SENT or does it all need to be manually coded?
By the way I downloaded a few SENTS from toybox and noticed that they suffer from the same problem.
Many thanks.
You need to code the properties of the model into the sent.
Thanks!
I think, anyway.
For a sent to act like an explosive barrel, you would need to do something like this.
On Create, set ents health to 100.
When hit, enthp=enthp-20, and then, if enthp<=20 ent.Remove(). You would also need to code the explosion, which I don't know how.
[b][url=http://wiki.garrysmod.com/?title=Entity.GibBreakServer]Entity.GibBreakServer [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]
[b][url=http://wiki.garrysmod.com/?title=Entity.GibBreakClient]Entity.GibBreakClient [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]
I haven't tested these with SENTs but I assume they work.
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