• Making people stop killing through fences
    1 replies, posted
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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