On my deathrun server people can kill the deaths through the death barrier with the sweps. I have no idea what is causing this. Here is a script of a swep
[CODE]
SWEP.ViewModel = "models/weapons/v_frostmourne.mdl"
SWEP.WorldModel = "models/weapons/w_frostmourne.mdl"
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
SWEP.HoldType = "melee"
end
if ( CLIENT ) then
SWEP.PrintName = "Frostmourne"
SWEP.Author = "Someone"
SWEP.Category = "Frostmourne"
SWEP.Slot = 0
SWEP.SlotPos = 1
SWEP.DrawAmmo = false
SWEP.IconLetter = "w"
killicon.AddFont( "weapon_crowbar", "HL2MPTypeDeath", "6", Color( 255, 80, 0, 255 ) )
end
SWEP.Base = "weapon_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_frostmourne.mdl"
SWEP.WorldModel = "models/weapons/w_frostmourne.mdl"
SWEP.DrawCrosshair = true
SWEP.ViewModelFOV = 65
SWEP.ViewModelFlip = false
SWEP.Weight = 1
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = false
SWEP.CSMuzzleFlashes = false
SWEP.Primary.Damage = 25
SWEP.Primary.Force = 1
SWEP.Primary.ClipSize = -1
SWEP.Primary.Delay = 0.40
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.Damage = 25
SWEP.Secondary.Force = 1
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.Delay = 0.15
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
function SWEP:Initialize()
self:SetWeaponHoldType( "melee2" )
end
SWEP.MissSound = Sound("Zombie.AttackMiss")
SWEP.WallSound = Sound("Weapon_Crowbar.Melee_Hit")
/*---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
local tr = {}
tr.start = self.Owner:GetShootPos()
tr.endpos = self.Owner:GetShootPos() + ( self.Owner:GetAimVector() * 110 )
tr.filter = self.Owner
tr.mask = MASK_SHOT
local trace = util.TraceLine( tr )
self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.Owner:SetAnimation( PLAYER_ATTACK1 )
if ( trace.Hit ) then
if trace.Entity:IsPlayer() or string.find(trace.Entity:GetClass(),"npc") or string.find(trace.Entity:GetClass(),"prop_ragdoll") then
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 1
bullet.Damage = self.Primary.Damage
self.Owner:FireBullets(bullet)
else
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 1000
bullet.Damage = self.Primary.Damage
self.Owner:FireBullets(bullet)
self.Weapon:EmitSound( self.WallSound )
util.Decal("ManhackCut", trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal)
end
else
self.Weapon:EmitSound(self.MissSound,75,math.random(90,120))
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
end
timer.Simple( 0.05, function()
self.Owner:ViewPunch( Angle( 0, 05, 0 ) )
end )
timer.Simple( 0.2, function()
self.Owner:ViewPunch( Angle( 4, -05, 0 ) )
end )
end
/*---------------------------------------------------------
SecondaryAttack
---------------------------------------------------------*/
function SWEP:SecondaryAttack()
local tr = {}
tr.start = self.Owner:GetShootPos()
tr.endpos = self.Owner:GetShootPos() + ( self.Owner:GetAimVector() * 110 )
tr.filter = self.Owner
tr.mask = MASK_SHOT
local trace = util.TraceLine( tr )
self.Weapon:SetNextSecondaryFire(CurTime() + self.Secondary.Delay)
self.Owner:SetAnimation( PLAYER_ATTACK1 )
if ( trace.Hit ) then
if trace.Entity:IsPlayer() or string.find(trace.Entity:GetClass(),"npc") or string.find(trace.Entity:GetClass(),"prop_ragdoll") then
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 1
bullet.Damage = self.Secondary.Damage
self.Owner:FireBullets(bullet)
else
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 1000
bullet.Damage = self.Secondary.Damage
self.Owner:FireBullets(bullet)
self.Weapon:EmitSound( self.WallSound )
util.Decal("ManhackCut", trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal)
end
else
self.Weapon:EmitSound(self.MissSound,75,math.random(145,160))
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
end
timer.Simple( 0.05, function()
self.Owner:ViewPunch( Angle( 0, 05, 0 ) )
end )
timer.Simple( 0.2, function()
self.Owner:ViewPunch( Angle( 0, -05, 0 ) )
end )
end
/*---------------------------------------------------------
Reload
---------------------------------------------------------*/
function SWEP:Reload()
return false
end
/*---------------------------------------------------------
OnRemove
---------------------------------------------------------*/
function SWEP:OnRemove()
return true
end
/*---------------------------------------------------------
Holster
---------------------------------------------------------*/
function SWEP:Holster()
return true
end
[/CODE]
Well it's Frostmourne what do you expect? :v:
On a serious note though I do recall there being fence props that you're able to shoot through.
If this is the case you'd have to replace them, I'm pretty positive it's not the weapon.
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