• [Help] Hovering Weapons
    1 replies, posted
Hey, I've been trying to solve an issue I have with a weapon model that I used for TTT, it has a working view model but the world model is borked, attaching itself to the spine of the playermodel. I managed to find a few lines of code where you could change the weapon offset without having to edit the actual model, but then another problem sparks, whenever you drop the weapon, the entity still drops like normal, but the model itself freezes mid-air. Here's the specific line of code for the change of the weapon position. [lua]SWEP.Offset = { Pos = { Up = 0, Right = -4, Forward = 2, }, Ang = { Up = -70, Right = -100, Forward = 140, } } function SWEP:DrawWorldModel( ) local hand, offset, rotate if not IsValid( self.Owner ) then self:DrawModel( ) self:Activate( ) return end if not self.Hand then self.Hand = self.Owner:LookupAttachment( "anim_attachment_rh" ) end hand = self.Owner:GetAttachment( self.Hand ) if not hand then self:DrawModel( ) return end offset = hand.Ang:Right( ) * self.Offset.Pos.Right + hand.Ang:Forward( ) * self.Offset.Pos.Forward + hand.Ang:Up( ) * self.Offset.Pos.Up hand.Ang:RotateAroundAxis( hand.Ang:Right( ), self.Offset.Ang.Right ) hand.Ang:RotateAroundAxis( hand.Ang:Forward( ), self.Offset.Ang.Forward ) hand.Ang:RotateAroundAxis( hand.Ang:Up( ), self.Offset.Ang.Up ) self:SetRenderOrigin( hand.Pos + offset ) self:SetRenderAngles( hand.Ang ) self:DrawModel( ) end[/lua] Adding the 'self:Activate()' part seemed to have fixed the issue for the person carrying the weapon, but it still bugs out for everbody else, or if you go into thirdperson. I have no experience with Lua and all I've done is borrowed code from here and there, hoping that it won't completely break.
Someone helped me out, turns out all you need to do was change the 'self:Activate()' to [lua]self:SetRenderOrigin(nil) self:SetRenderAngles(nil) self:DrawModel( )[/lua] Whelp.
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