Hello, I have been working on a German Shepherd (Name of a dog kind) SNPC and I came across a bug were I can't fix the problem, I don't know what is problem. If you think you can help me, please do so! Thank you.
- Error -
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[ERROR] lua/includes/modules/ai_task.lua:117: bad argument #1 to 'RunEngineTask' (number expected, got nil)
1. RunEngineTask - [C]:-1
2. Run - lua/includes/modules/ai_task.lua:117
3. RunTask - gamemodes/base/entities/entities/base_ai/schedules.lua:148
4. DoSchedule - gamemodes/base/entities/entities/base_ai/schedules.lua:71
5. unknown - gamemodes/base/entities/entities/base_ai/schedules.lua:22
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- init.lua -
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')
ENT.Damage = 20
local schdChase = ai_schedule.New( "AIFighter Chase" )
schdChase:AddTask( "FindEnemy", { Class = "player", Radius = 200000 } )
schdChase:EngTask( "TASK_GET_PATH_TO_ENEMY", 0 )
schdChase:EngTask( "TASK_RUN_PATH", 0 )
schdChase:EngTask( "TASK_WAIT_FOR_MOVEMENT", 0 )
function ENT:SpawnFunction( ply, tr )
if ( !tr.Hit ) then return end
local SpawnPos = tr.HitPos + tr.HitNormal * 20
local ent = ents.Create( "npc_germanshepherd" )
ent:SetPos( SpawnPos )
ent:Spawn()
ent:Activate()
return ent
end
function ENT:Think()
local entstoattack = ents.FindInSphere(self:GetPos() + self:GetForward()*75,47)
if entstoattack != nil then
for _,v in pairs(entstoattack) do
if ( (v:IsNPC() && (v != self) && (v:GetClass() != self:GetClass()) || (v:GetClass() == "prop_physics")) )then
local sequence = self.Entity:LookupSequence("attack_leftmidbite")
self.Entity:SetSequence(sequence)
v:TakeDamage( self.Damage, self )
if v:GetClass() == "prop_physics" then
local phys = v:GetPhysicsObject()
if phys != nil && phys != NULL then
phys:ApplyForceOffset(self:GetForward()*500,Vector(math.random(-1,1),math.random(-1,1),math.random(-1,1)))
end
end
end
end
end
end
function ENT:Initialize()
self:SetModel( "models/dogmeat.mdl" )
self:SetHullType( HULL_LARGE );
self:SetHullSizeNormal();
self:SetSolid( SOLID_BBOX )
self:SetMoveType( MOVETYPE_STEP )
self:CapabilitiesAdd( CAP_MOVE_GROUND,CAP_ANIMATEDFACE,CAP_TURN_HEAD,CAP_AIM_GUN,CAP_OPEN_DOORS )
self:SetMaxYawSpeed( 5000 )
self:SetHealth ( 1000 )
end
function ENT:OnTakeDamage(dmg)
self:SetHealth(self:Health() - dmg:GetDamage())
if self:Health() <= 0 then
self:Remove()
end
end
function ENT:SelectSchedule()
self:StartSchedule( schdChase )
end
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
If you find the problem please help me!
As far as I am aware, SNPCs are currently broken in GM13
Kind of...[QUOTE=Lerpaderp;39103096]As far as I am aware, SNPCs are currently broken in GM13[/QUOTE]
Sorry, you need to Log In to post a reply to this thread.