Sorry for this post, but when entities (playermodel models) are spawned by the InitPostEntity hook. Their models are mesed up like this:
[img]http://puu.sh/2lo6N[/img]
[img]http://puu.sh/2logD[/img]
If you can't see what's happening, the entities feet are moving in and out.
[highlight](User was banned for this post ("Undescriptive thread title. Start putting effort into your threads already." - postal))[/highlight]
You try to spawn a model to low and it bug and physics of the game trying to solve its.
Sorry for my bad english
yeah obviously, but how do I get it to go higher? I tried it but it still happens
[editline]21st March 2013[/editline]
Bump.
Edit where they Spawn... SetPos?
[QUOTE=WinterPhoenix;39991189]Edit where they Spawn... SetPos?[/QUOTE]
I tried that, I even added a Vector (0, 0, 40) to make it go up more. No luck.
[editline]21st March 2013[/editline]
[lua]
function ENT:Initialize()
self:SetModel( "models/breen.mdl" )
self:PhysicsInit( SOLID_BBOX )
self:SetMoveType(MOVETYPE_STEP)
self:SetUseType(SIMPLE_USE)
self:SetSolid( SOLID_BBOX )
local seq = self:LookupSequence("idle03")
self:SetSequence(seq)
local phys = self:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
end
[/lua]
this is my code for the NPCs
[QUOTE=tyguy;39991197]I tried that, I even added a Vector (0, 0, 40) to make it go up more. No luck.
[editline]21st March 2013[/editline]
[lua]
function ENT:Initialize()
self:SetModel( "models/breen.mdl" )
self:PhysicsInit( SOLID_BBOX )
self:SetMoveType(MOVETYPE_STEP)
self:SetUseType(SIMPLE_USE)
self:SetSolid( SOLID_BBOX )
local seq = self:LookupSequence("idle03")
self:SetSequence(seq)
local phys = self:GetPhysicsObject()
if (phys:IsValid()) then
phys:Wake()
end
end
[/lua]
this is my code for the NPCs[/QUOTE]
Okay. Do you have a Serverside Lua File that spawns the NPC for you, or are you doing it inside of the Entity?
A working Example of a Serverside Lua File:
[CODE]
local Piano = ents.Create("gmt_instrument_piano")
Piano:SetPos(Vector(250, 100, 10))
Piano:SetAngles(Angle(0, 0, 0))
Piano:Spawn()
Piano:Activate()
end
hook.Add("InitPostEntity", "SpawnPiano", SpawnPiano)
[/CODE]
[QUOTE=WinterPhoenix;39991245]Okay. Do you have a Serverside Lua File that spawns the NPC for you, or are you doing it inside of the Entity?
A working Example:
local Piano = ents.Create("gmt_instrument_piano")
Piano:SetPos(Vector(250, 100, 10))
Piano:SetAngles(Angle(0, 0, 0))
Piano:Spawn()
Piano:Activate()
end
hook.Add("InitPostEntity", "SpawnPiano", SpawnPiano)[/QUOTE]
Inside of the entity I think (lua/entities/npc_names), in ENT:Initialize
[QUOTE=tyguy;39991249]Inside of the entity I think (lua/entities/npc_names), in ENT:Initialize[/QUOTE]
That could cause problems. Just do it in another serverside lua or add the spawning code to your sv_init.lua file.
[QUOTE=WinterPhoenix;39991263]That could cause problems. Just do it in another serverside lua or add the spawning code to your sv_init.lua file.[/QUOTE]
Why would it cause problems?
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