• How to Make Entity Spawn Where Player is Looking At
    3 replies, posted
Hello, I'm currently making a gamemode and have a question. I am trying to make an entity spawn where the player looks as it will be an entity the player buys. I have tried looking into other gamemode codes that have this to see IF I could figure it out but I am at a total loss. Heres the code: [CODE] //spawn profitables function BuyBronzePrinter( ply, cmd ) if ply:GetMoney() >= 2000 then ply:TakeMoney( 2000 ) local pos = ply:GetPos() bronze=ents.Create("money_printer_bronze") bronze:SetPos(Vector(_ply:GetEyeTrace().HitPos.x, _ply:GetEyeTrace().HitPos.y, _ply:GetPos().z + 10)) bronze.Owner = ply bronze:SetColor(205, 127, 50, 100 ) bronze:SetRenderMode( RENDERMODE_TRANSALPHA ) bronze:Spawn() ply:ChatPrint("You got a Bronze Printer!") --print "You got a x!" in the chat else ply:ChatPrint("Not enough dosh for that one!") end end concommand.Add("buybronzeprinter", BuyBronzePrinter) [/CODE] I can not figure this out at all, if one of you could help me It would be greatly appreciated. Thanks!
[code] bronze:SetPos(Vector(_ply:GetEyeTrace().HitPos.x, _ply:GetEyeTrace().HitPos.y, _ply:GetPos().z + 10)) [/code] Why do you do _ply instead of ply... the underscore probably makes the language think you're referencing a nil value. Just try ply.
It helps if you post any errors you're seeing. And no, not "probably" — it [i]is[/i] nil. 1) _ply is nil 2) bronze should be a local variable 3) localize the results of ply:GetEyeTrace() instead of calling it repeatedly 4) if you look at the structure for [url=http://wiki.garrysmod.com/page/Structures/TraceResult]trace results[/url], you see it has a HitPos field. use that. 5) you probably want to use a normal trace instead of ply:GetEyeTrace() unless you want players to be able to spawn money printers from across the map.
Again I was referencing code for the setpos, I'm not that familiar with Tracing so I'm really lost on how to handle this. I will look more into tracing. I'll get back to you on those errors edit: Finally Figured it out, Thanks for stearing me in the right direction!
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