• My entity seems to be invisible
    4 replies, posted
Hello, ive been currently working on something, a grenade launcher to be exact. the launcher spawns these grenades, but they seem to be invisible. the particles work, but the model itself is invisible. here is my shared.lua [code] ENT.Type = "anim" ENT.PrintName = "Grenade" ENT.Author = "buu342" ENT.Contact = "" ENT.Purpose = "" ENT.Instructions = "" /*--------------------------------------------------------- OnRemove ---------------------------------------------------------*/ function ENT:OnRemove() end /*--------------------------------------------------------- PhysicsUpdate ---------------------------------------------------------*/ function ENT:PhysicsUpdate() end /*--------------------------------------------------------- PhysicsCollide ---------------------------------------------------------*/ function ENT:PhysicsCollide(data,phys) if data.Speed > 80 then self.Entity:EmitSound("Grenade.ImpactHard",100,math.random(95,105)) end local impulse = -data.Speed * data.HitNormal * .4 + (data.OurOldVelocity * -.6) phys:ApplyForceCenter(impulse) end [/code] int.lua [code] AddCSLuaFile('init.lua') AddCSLuaFile('shared.lua') include("shared.lua") /*--------------------------------------------------------- Initialize ---------------------------------------------------------*/ function ENT:Initialize() local Trail = ents.Create("info_particle_system") Trail:SetPos(self:GetPos()) Trail:SetKeyValue( "effect_name", "pipebombtrail_red" ) Trail:SetParent( self ) Trail:SetKeyValue( "start_active", "1" ) Trail:Spawn() Trail:Activate() self:SetModel("models/weapons/w_models/w_grenade_grenadelauncher.mdl") self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self:SetSolid( SOLID_VPHYSICS ) self:DrawShadow( false ) self.StopExp = false -- Don't collide with the player self:SetCollisionGroup( COLLISION_GROUP_INTERACTIVE ) self:SetNetworkedString("Owner", "World") local phys = self:GetPhysicsObject() self.Explode = CurTime() + 2.2 if (phys:IsValid()) then phys:Wake() end end local exp /*--------------------------------------------------------- Think ---------------------------------------------------------*/ function ENT:Think() if self.Explode and CurTime()>=self.Explode then self.StopExp = true self.Explode = nil self:EmitSound("BaseExplosionEffect.Sound") local ExplodeEffect = ents.Create("info_particle_system") ExplodeEffect:SetPos(self:GetPos()) ExplodeEffect:SetKeyValue( "effect_name", "Explosion" ) ExplodeEffect:SetKeyValue( "start_active", "1" ) ExplodeEffect:Spawn() ExplodeEffect:Activate() util.BlastDamage(self, self.Owner, self:GetPos(), 170,45) self:Remove() end end function ENT:Touch(ent) self:SetCollisionGroup( COLLISION_GROUP_WEAPON ) if (ent:IsNPC() or ent:IsPlayer()) and ent:IsValid() and self.StopExp == false then if self:GetVelocity():Length() >= 100 then self.Explode = CurTime() end end end [/code] cl_int.lua [code] include('shared.lua') /*--------------------------------------------------------- Draw ---------------------------------------------------------*/ function ENT:Draw() self.Entity:DrawModel() end [/code] Thanks!
You forgot to add AddCSLuaFile("cl_init.lua") in init.lua.
did, still not working :/
i am making a wild gues with this, did you make the grenade the way that the inside is see trough and the outside is textured, if so it might've happened that the textures are inverted
[QUOTE=buu342;39669334] [code] /*--------------------------------------------------------- Draw ---------------------------------------------------------*/ function ENT:Draw() self.Entity:DrawModel() end [/code] [/QUOTE] Why self.Entity:DrawModel()? Try use: self:DrawModel()
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