• Help with setting an entities weight in script (not using the weight tool in game)
    6 replies, posted
Alright so simple enough I would think, I want to change the weight of a spawned entity. My problem however doesn't seem as easy as ENT:SetWeight and after sometime trying to search the net, I've had no luck. I would probably have better luck if the search for FacePunch wasn't for mods only every time I thought maybe I can use it. Anyone wanna give me a quick example so I can get this fixed?
Mass is the correct term for it when dealing with physics. [b][url=http://wiki.garrysmod.com/?title=PhysObj.SetMass]PhysObj.SetMass [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b]
Ty, sir, very appreciated.
Thanks for the tip, but this doesn't seem to work. What am I doing wrong? It may have something to do with self.Entity:GetPhysicsObject instead of self:GetPhysicsObject(), since that's the only thing different from the wiki page. [lua] function ENT:Initialize() self.On = false self.Entity:SetModel("models/car/1.mdl") self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetMoveType(MOVETYPE_VPHYSICS) self.Entity:SetSolid(SOLID_VPHYSICS) local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() end phys:SetMass( 2000 ) end [/lua]
change your 'local phys = self.Entity:GetPhysicsObject()' to 'local phys = self:GetPhysicsObject()' That's whats working for me. I believe its due to the 'self' already realizing itself as an entity (could be wrong, just my theory)
For a start self.Entity is deprecated, just use self instead. You should also set the mass inside your IsValid function, one last thing which state are you running this code in? (Client/Server?)
Server.
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