• Editing bones on a SWEP
    2 replies, posted
Hey FP.. Small problem I got here. I've been messing around with some SWEPS and instead of firing the shitty default animation for the firing, I wanted to use viewpunch. But when you do this the bolt doesn't come back. So I looked around the wiki(new and old) and came up with this - [code] local boltbone = self:LookupBone( "bolt" ) -- used swep construction kit to find out the name of the bone local pos, ang = self:GetBonePosition( boltbone ) -- the bone ID is 46 if CLIENT then -- self:ManipulateBonePosition( boltbone, pos + Vector( 5, 0, 0 ) ) self:SetBonePosition( boltbone, pos + Vector( 500, 0, 0 ), ang ) end [/code] I have tried both entity:ManipulateBonePosition() and entity:SetBonePosition() and neither seem to be working for me. I feel like there is something really simple I'm missing here. Sorry if this is a nub question, haven't ever touched bones before. Good day to yall. :)
Bump... anyone?
Use self:GetViewModel():... instead of just self:... [editline]11th January 2017[/editline] Clientside only
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