• Removing kills from body search.
    1 replies, posted
Hello! I've been working on fixing/changing a TTT weapon called "Dead Ringer". So far I managed to do a few changes I wanted to do, however i've been trying to remove the traitors kills from showing up when the traitor feigns death. Code below [code] function plymeta:fakedeath() timer.Simple(0.1, function() if IsValid(self) then self.DringerSpeed = 1.5 -- you have to call this function when you want to play the sound net.Start("FakePlayerDeathrun") net.Send(self) -- here has to go the player you want to hear that sound. -- and if you want all players to hear it use instead net.Broadcast() end end) timer.Simple(3.1, function() if IsValid(self) then self.DringerSpeed = 1 -- you have to call this function when you want to play the sound net.Start("FakePlayerDeathwalk") net.Send(self) -- here has to go the player you want to hear that sound. -- and if you want all players to hear it use instead net.Broadcast() end end) self:SetNWBool("Dead", true) self:SetNWBool("CanAttack", false) self:SetNWBool("Status", 3) self:SetColor(Color(255,255,255,0)) self:SetNoDraw(true) self:SetNWBool("disguised", true) --------------------------- --------"corpse"------- --------------------------- -- this is time to make our corpse local weapons = {"weapon_zm_pistol","weapon_ttt_m16","weapon_zm_revolver","weapon_zm_shotgun","weapon_ttt_glock","weapon_zm_mac10","weapon_zm_revolver","weapon_zm_sledge"} local dmginfo = DamageInfo() dmginfo:SetDamage( math.random(10,100) ) dmginfo:SetDamageType( DMG_BULLET ) -- create the ragdoll local rag = ents.Create("prop_ragdoll", dmginfo) rag:SetPos(self:GetPos()) rag:SetModel(self:GetModel()) rag:SetAngles(self:GetAngles()) rag:SetColor(self:GetColor()) rag.SetOwner(self) self:SetCollisionGroup( COLLISION_GROUP_PASSABLE_DOOR ) rag:Spawn(self) rag:Activate(self) -- flag this ragdoll as being a player's rag.player_ragdoll = self rag.uqid = self:UniqueID() self:SetNWBool("is_pretending", true) self:SetNWString("nick", self:Nick()) -- network data CORPSE.SetPlayerNick(rag, self) CORPSE.SetCredits(rag, 0) -- if someone searches this body they can find info on the victim and the -- death circumstances rag.equipment = self:GetEquipmentItems() rag.was_role = ROLE_INNOCENT rag.bomb_wire = false rag.dmgtype = ( DMG_BULLET ) rag.dmgwep = table.Random(weapons) rag.was_headshot = true rag.time = CurTime() rag.kills = table.Copy(self.kills) rag.killer_sample = nil -- position the bones local num = rag:GetPhysicsObjectCount()-1 local v = self:GetVelocity() for i=0, num do local bone = rag:GetPhysicsObjectNum(i) if IsValid(bone) then local bp, ba = self:GetBonePosition(rag:TranslatePhysBoneToBone(i)) if bp and ba then bone:SetPos(bp) bone:SetAngles(ba) end end end end [/code] Before you ask, yes I have tried the fallowing: ---------------------------------------------------------------------------------------- Removing this line: rag.kills = table.Copy(self.kills) Changing that line to: rag.kills = nil Lastly I tried this change: rag.kills = table.Copy() ---------------------------------------------------------------------------------------------- Doing those changes made the search HUD not show up at all. (The screen that would show you the role, how they died, etc.) However the body would become identified. Anyone know what would cause this issue? Thanks in advance.
Use: [CODE]rag.kills = {}[/CODE] rag.kills must be a table. The easiest way is setting it to a empty table. Btw.: I also tried to fix the dead ringer. I quickly realized that fixing it is much more complex then completely recoding it. :P
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