• Bullets not working properly(missing impact effects/force)
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I don't know why, but my SWEP does not apply force to physics objects and fails to create impact effects for water and glass. I have been trying for a while now to figure it out, no lua errors and everything else works. I think it has something to do with how I create and fire my bullets. Here is the primary fire code, is there anything obvious? [LUA] function SWEP:PrimaryAttack() //if not self:CanShootWeapon() then return end if not self:CanPrimaryAttack() then return end self:SetNextPrimaryFire(CurTime() + self.ERPS) local bullet = {} bullet.Num = self.EBulletsPerShot bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector(accuracy * 0.1 , accuracy * 0.1, 0) bullet.Distance = self.ERange bullet.Tracer = 1 bullet.TracerName = "Tracer" bullet.Force = self.EBaseDamage/2 bullet.Damage = self.EBaseDamage bullet.AmmoType = self.Primary.Ammo self.Owner:FireBullets(bullet) self:TakePrimaryAmmo(self.ETakeAmmoAmmount) self:EmitSound(Sound(self.Primary.Sound)) self:ShootAnimation() local rnda = self.ERecoil * (1+(1*(1-(self.Owner:Health()/100)))) * -1 local rndb = self.ERecoil * (1+(1*(1-(self.Owner:Health()/100)))) * math.random(-1, 1) self.Owner:ViewPunch(Angle(rnda,rndb,0)) end[/LUA] Also, whenever I shoot a physics object it prints "AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin" in the console. [editline]6th February 2017[/editline] Nevermind! I fixed it, it had something to do with primary ammo being updated in SWEP:Initialize()
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