• SENT gaining physical properties of model?
    4 replies, posted
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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