• Custom models are floating
    7 replies, posted
Hello, I am currently editing a gamemode and it has a system where if you have a bounty set on you, if you place a comm tower, you receive a percentage of your bounty. I have changed the model to a fridge, cause why not. Anyway, regardless of what custom model I use it always floats. (apart from the portal cubes, too small however.) Could anyone possibly point me in the direction of the code causing my prop to float? [code] AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( "shared.lua" ) net.Receive( "CTowerD", function() local ent = net.ReadEntity() local value = net.ReadFloat() ent.Deposit = value ent:GetActivator():AddMoney(-value) ent:SetUsePressed(false) if value > 0 then ent:GetPlayerOwner():SendLua( [[chat.AddText(Color(200,200,200,255),"Stronghold: ",Color(200,50,50,255),"You have deposited $]]..sql.SQLStr(math.Round(value,2),true)..[[ in the comm tower.")]] ) ent:GetPlayerOwner():SendLua( [[surface.PlaySound( "buttons/button15.wav" )]] ) end end ) function ENT:SpawnFunction( ply, tr ) if !tr.Hit then return end local SpawnPos = tr.HitPos local ent = ents.Create( "sent_basemarker" ) ent:SetPos( SpawnPos ) ent:Spawn() ent:Activate() ent.Owner = ply return ent end function ENT:Initialize() self.Created = CurTime() self:SetModel( "models/als/als_fridge.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_VPHYSICS ) self.StartPos = self:GetPos() self:SetSolid( SOLID_VPHYSICS ) self:SetCollisionGroup( COLLISION_GROUP_NONE ) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() phys:EnableDrag(false) phys:EnableMotion(false) phys:EnableGravity(true) end self.Blocked = false self.PlayerLeft = 0 self.LastTeamUpdate = 0 util.AddNetworkString( "CTowerD" ) self.Deposit = 0 self.Cash = 0 end ENT.lastdeposit = 1 function ENT:Think() local hp = self:Health() local hpmax = self:GetMaxHealth() local c = 255 * (hp / hpmax) self:SetHealth(math.Clamp(hp + 1,1,hpmax)) self:SetColor( Color(c,c,c,255) ) if !IsValid(self.Owner) then self:Remove() end if self:GetActivator() == NULL then self:SetActivator(self.Owner) end if self.Deposit != self.lastdeposit then self:SetUsing(false) self.Cash = self.Deposit self:SetUsePressed(false) end if self.Deposit < 0 then self.Deposit = 0 self.Cash = 0 end self.lastdeposit = self.Deposit self.Cash = self.Cash + (((self.Cash*0.01)*0.001))*self:GetPlayerOwner():GetMultiplier() + (self:GetPlayerOwner().bounty*0.00001) self:SetCash(self.Cash) if self.Deposit > 0 and GAMEMODE.GameOver then self:GetPlayerOwner():AddMoney(self.Deposit) self:GetPlayerOwner():SendLua( [[chat.AddText(Color(200,200,200,255),"Stronghold: ",Color(200,50,50,255),"You have been returned $]]..sql.SQLStr(math.Round(self.Deposit,2),true)..[[ from your comm tower. The round has ended.")]] ) self:GetPlayerOwner():SendLua( [[surface.PlaySound( "buttons/button15.wav" )]] ) self.Deposit = 0 end print(self,self:GetActivator()) local Pos = self:GetActivator():GetPos() if self:GetActivator() then if Pos:Distance(self:GetPos()) > 100 then if self:GetUsing() then self:SetUsing(false) end end end end function ENT:Use( activator, caller) self:SetUsePressed(true) local trace = activator:GetEyeTrace() if trace.Entity != self or (trace.StartPos-trace.HitPos):Length() > 50 or self:GetUsing() then return end self:SetUsePressed(false) self:SetActivator(activator) self:SetUsing(true) if self.Cash > 0 then activator:SendLua( [[chat.AddText(Color(200,200,200,255),"Stronghold: ",Color(200,50,50,255),"You have collected $]]..sql.SQLStr(math.Round(self.Cash,2),true)..[[ from the comm tower.")]] ) activator:SendLua( [[surface.PlaySound( "buttons/button15.wav" )]] ) activator:AddMoney(self.Cash) self.Cash = 0 self.Deposit = 0 end end function ENT:OnRemove() if self.Deposit > 0 then self:GetPlayerOwner():SendLua( [[chat.AddText(Color(200,200,200,255),"Stronghold: ",Color(200,50,50,255),"You have been reimbursed $]]..sql.SQLStr(math.Round(self.Cash,2),true)..[[ from your comm tower.")]] ) self:GetPlayerOwner():SendLua( [[surface.PlaySound( "buttons/button15.wav" )]] ) self:GetPlayerOwner():AddMoney(self.Deposit) end end [/code] Thanks.
Model doesnt exists on server, thats why it floats, or either doesnt have any physics object into the model
[QUOTE=gonzalolog;52269850]Model doesnt exists on server, thats why it floats, or either doesnt have any physics object into the model[/QUOTE] The model most definitely exists on the server as the textures are all correct etc. I also tried spawning the model in sandbox and this does not float. I'm stuck on what it could be
Bump. not sure what's wrong with it
[QUOTE=Matt09546;52273068]The model most definitely exists on the server as the textures are all correct etc. I also tried spawning the model in sandbox and this does not float. I'm stuck on what it could be[/QUOTE] But does it have a physics object in the model?
[QUOTE=SleepyMode;52277390]But does it have a physics object in the model?[/QUOTE] I have no idea, I downloaded them off garrysmod.org
I found another model, although my circle for selecting the amount to put in doesn't line up. Could someone point me in the right direction to the code in which I can edit to change where the circle is drawn? I want the circle facing the opposite way, and further down, as shown in the screenshots below. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=934637907[/url] I want that circle to be placed on the screen below. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=934637921[/url]
Well its using the collision group COLLISION_GROUP_NONE and it has motion disabled.
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