• Sequence will not play in SENT, please help!
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Hi there, i am trying to make a scripted entity that animates, I have already made the model and sequence and it works fine in-game when i make a prop_dynamic in hammer and set the default sequence to spin (the sequence i want to play). but I cannot get it to animate when I spawn it as a SENT, it just sits there doing nothing. - here is my source code, id really appreciate it if someone could point me in the right direction :) (btw, the sequence number i want is 1) INIT.LUA AddCSLuaFile( "cl_init.lua" ) -- Make sure clientside AddCSLuaFile( "shared.lua" ) -- and shared scripts are sent. include('shared.lua') function ENT:Initialize() self:SetModel( "models/loz/Atompickup.mdl" ) self:SetSolid( SOLID_BBOX ) --self:PhysicsInit( SOLID_VPHYSICS ) -- Make us work with physics, --self:SetMoveType( MOVETYPE_VPHYSICS ) -- after all, gmod is a physics --self:SetSolid( SOLID_VPHYSICS ) -- Toolbox --local sequence = self:LookupSequence("spin") -- self:SetCycle( 5 ) self:SetSequence(1) --self.AutomaticFrameAdvance = true self:SetTrigger( true ) --self:GetPhysicsObject():EnableMotion( true ) self:PhysWake( ) self:SetNotSolid( true ) Glow = ents.Create("env_sprite") Glow:SetKeyValue("model","orangecore2.vmt") Glow:SetKeyValue("rendercolor","0 200 200") Glow:SetKeyValue("scale","1") Glow:SetPos(self.Entity:GetPos()) Glow:SetParent(self.Entity) Glow:Spawn() Glow:Activate() end function ENT:StartTouch( ent ) if ( ent:IsValid() and ent:IsPlayer() ) then self:Remove() umsg.Start( "serverattackdata" ); umsg.String( self:GetModel() ); umsg.String( ent:GetName() ); umsg.String( "50points" ); umsg.End(); ent:PrintMessage( HUD_PRINTCENTER, "+50 XP" ) end end function ENT:Use( activator, caller ) return end function ENT:Think() end CL_INIT.lua include('shared.lua') --[[--------------------------------------------------------- Name: Draw Purpose: Draw the model in-game. Remember, the things you render first will be underneath! ---------------------------------------------------------]] function ENT:Draw() --self.BaseClass.Draw(self) -- We want to override rendering, so don't call baseclass. -- Use this when you need to add to the rendering. --self:DrawEntityOutline( 1.0 ) -- Draw an outline of 1 world unit. self:DrawModel() -- Draw the model. -- AddWorldTip( self:EntIndex(), "BATHTUB TIME!", 0.5, self:GetPos(), self ) -- Add an example tip. end SHARED.lua ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "50Points" ENT.Author = "2sneaky" ENT.Contact = "Don't" ENT.Purpose = "SURF" ENT.Instructions = "SURF" ENT.AutomaticFrameAdvance = true
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