• Parent ENT has no Collision
    4 replies, posted
I'm trying to attach a Enitityto another Enitity, but the attached Enitity has no Collision... [CODE] function ENT:Touch( ent ) if ( ent:IsPlayer() ) then return end if ( ent:GetClass() == "monitor" && !self:GetConnected() ) then local ent2 = ents.Create("monitor") ent2:SetParent(self,1) self:SetConnected(true) ent2:SetConnected(true) ent2:SetMoveType( MOVETYPE_VPHYSICS ) ent2:SetPos( self:LocalToWorld(ent2:GetPos() + Vector(0,25,0)) ) ent2:SetAngles( self:GetAngles() ) ent2:Spawn() ent:Remove() end end [/CODE]
What does SetConnected do? Also, you seem to be spawning a new monitor when you may just be able to use the old one
I have 2 Entities, monitor and computer SetConnected & GetConnected checks if theres already a Monitor connected to the Computer... My problem is, the attached Entity clipps through the ground and the Base Entity not. New Code that I made... init.lua - monitor Enitity [CODE] function ENT:Touch( ent ) if ( ent:IsPlayer() ) then return end if ( ent:GetClass() == "computer" && !self:GetConnected() && !ent:GetConnected() ) then self:SetConnected(true) ent:SetConnected(true) local pos, ang = LocalToWorld( Vector(0,25,0), Angle(0,0,0), ent:GetPos(), ent:GetAngles() ) self:SetPos( pos ) self:SetParent( ent, -1 ) self:SetAngles( ang ) self:SetMoveType( MOVETYPE_VPHYSICS ) end end [/CODE]
ent:GetPhysicsObject():EnableCollisions( true ) try this, I really don't know how this works as I never used this before but I hope it will work?
Going to try it [B]Edit:[/B] Thanks! Works! [CODE] function ENT:StartTouch( ent ) if ( ent:IsPlayer() ) then return end if ( ent:GetClass() == "computer" && !self:GetConnected() && !ent:GetConnected() ) then self:SetConnected(true) ent:SetConnected(true) local pos, ang = LocalToWorld( Vector(0,25,0), Angle(0,0,0), ent:GetPos(), ent:GetAngles() ) self:SetPos( pos ) self:SetParent( ent ) self:SetAngles( ang ) self:GetPhysicsObject():EnableCollisions( true ) end end [/CODE]
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