• SWEP self is nil?
    4 replies, posted
I have this code in a SWEP. For whatever reason, the code won't get the table I have set. The error I get: [IMG]https://i.gyazo.com/75a98306ca6ec59a6919daab592cd2ef.png[/IMG] [code] function SWEP:DrawWorldModel() SWEP.WElements = { ["JSrighthandcuff"] = { type = "Model", model = "models/props_vehicles/carparts_tire01a.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(0, 0, 0), angle = Angle(10, 110, -13.44), size = SWEP:GetCuffSize("ValveBiped.Bip01_R_Hand"), color = Color(160, 160, 160, 255), surpresslightning = false, material = "phoenix_storms/cube", skin = 0, bodygroup = {} }, ["JSlefthandcuff"] = { type = "Model", model = "models/props_vehicles/carparts_tire01a.mdl", bone = "ValveBiped.Bip01_L_Hand", rel = "", pos = Vector(0, .2, 0), angle = Angle(-10, 110, 7), size = SWEP:GetCuffSize("ValveBiped.Bip01_L_Hand"), color = Color(160, 160, 160, 255), surpresslightning = false, material = "phoenix_storms/cube", skin = 0, bodygroup = {} } } end [/code] [code] function SWEP:GetCuffSize(boneroo) if self == nil then return end if boneroo == nil then return end print(boneroo) local ply = self:GetOwner() local function lookupbone(lubone) -- Gets the bone id return ply:LookupBone(lubone) end local JSHBGroups = ply:GetHitBoxGroupCount() -- The amount of groups of hitboxes in the ent local JSHBXS = {} -- My little table to store the hitboxs I need JSHBXS.LeftHandHB = {} JSHBXS.RightHandHB = {} for k=0, JSHBGroups - 1 do -- Loops through all the hitbox groups with i = the hitbox group num local HBCount = ply:GetHitBoxCount(k) -- The amount of hitboxes in the hitbox group for v=0, HBCount do -- Loop through all the hitboxes in the group 'i' -- k now = the hitbox group and v = the hitbox in that group local mybone = ply:GetHitBoxBone(v,k) -- Gets a bone based on k,v if mybone == lookupbone(boneroo) then -- RBS.LHand is the bone id for Left hand JSHBXS.LeftHandHB["Group"] = k JSHBXS.LeftHandHB["HB"] = v elseif mybone == lookupbone(boneroo) then -- Same thing with right hand JSHBXS.RightHandHB["Group"] = k JSHBXS.RightHandHB["HB"] = v end end end -- Lets call these two after this for loop local JLH = JSHBXS.LeftHandHB -- So I don't have to type it all out local JRH = JSHBXS.RightHandHB -- Now we should have the hitboxes as needed. local function jsvecmath(boney) local function jsquickr(hand) return ply:GetHitBoxBounds(hand["Group"], hand["HB"]) -- returns the vectors of hitbox end if boney == "ValveBiped.Bip01_L_Hand" then -- If we're dealing with the left hand local jvmin, jvmax = jsquickr(JLH) -- HB first, then group local x1,y1,z1 = jvmin local x2,y2,z2 = jvmax local x1 = math.abs(x1 - x2) -- get the distance between the two amirite? local z1 = math.abs(z1 - z2) -- get the distance between the two amirite? return Vector(x1,.1,z1) elseif boney == "ValveBiped.Bip01_R_Hand" then -- If we're dealing with the right hand local jvmin, jvmax = jsquickr(JRH) -- HB first, then group local x1,y1,z1 = jvmin local x2,y2,z2 = jvmax local x1 = math.abs(x1 - x2) -- get the distance between the two amirite? local z1 = math.abs(z1 - z2) -- get the distance between the two amirite? return Vector(x1,.1,z1) else return Vector(.17, .1, .17) end end local jscaledvec = jsvecmath(boneroo) -- Gets the scaled vector if jscaledvec == nil then return (Vector(.17, .1, .17)) else return jscaledvec end -- Edit x and z end [/code]
Change SWEP to self inside of a meta function. Also, you should really just restructure your code to determine the size at render time instead of updating the table every time.
[QUOTE=code_gs;52569926]Change SWEP to self inside of a meta function. Also, you should really just restructure your code to determine the size at render time instead of updating the table every time.[/QUOTE] Nah that's not it. I'm trying right now but I think what the problem is, is when I set the right and left hand "HB" and "Group". I'm not actually checking if it is the right or left bone. Something screws up there Yep, that was it. On to the next error.
Oh my god, what are you even trying to code, please, structure your code correctly, i'm impressed that the code even runs in gmod, or even try Stop creating methods inside another methods please
[QUOTE=PerkyMcRibs;52569943]Nah that's not it.[/QUOTE] It might not be your biggest problem but it will still stop your code from working just the same.a
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