My entity isn't moving! :(

So I made a thing. It fires blue ar2 grenades:
[lua]AddCSLuaFile( “shared.lua” )

SWEP.Author = “Own noobszors/Flubadoo/SwatPlayerForsomeFX.”
SWEP.Purpose = “Precison counts”
SWEP.Instructions = “If you miss, the flechette will explode
and damage nearby targets with less damage.
If you hit, flechettes will not explode.”
SWEP.Spawnable = false
SWEP.AdminSpawnable = true

SWEP.ViewModel = “models/weapons/v_mach_flechlmg.mdl”
SWEP.WorldModel = “models/weapons/v_ar2.mdl”
SWEP.Category = “Flubadoo’s LMGs”
SWEP.Primary.ClipSize = 0
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = “none”
SWEP.Primary.Recoil = 0.3
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = “none”

SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false

SWEP.PrintName = “Flechette LMG”
SWEP.Slot = 1
SWEP.SlotPos = 2
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true

local ShootSound = Sound( “NPC_Hunter.FlechetteShoot” )

Zoom = 0

function SWEP:Reload()
self.Weapon:DefaultReload( ACT_VM_RELOAD );
end

function SWEP:Think()
end

/---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------
/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + 0.07675 )
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self:EmitSound( ShootSound )
self:ShootEffects( self )

// The rest is only done on the server
if (!SERVER) then return end

self:TakePrimaryAmmo( 0 )

local x
for x = 1, 1 do
	local r1 = math.random(-100, 100) / 10000
	local r2 = math.random(-100, 100) / 10000
	local r3 = math.random(-100, 100) / 10000
	local Forward = self.Owner:EyeAngles():Forward()
	
	local ent = ents.Create( "hunter_flechette" )
	if ( ValidEntity( ent ) ) then
			ent:SetPos( self.Owner:GetShootPos() + Forward * 32 )
			ent:SetAngles( self.Owner:EyeAngles() )
		ent:Spawn()
		ent:SetVelocity( Forward * 3000 )
	end
ent:Fire("addoutput","basevelocity 0 0 -30",0.1)
ent:Fire("addoutput","basevelocity 0 0 -30",0.3)
ent:Fire("addoutput","basevelocity 0 0 -30",0.5)
ent:Fire("addoutput","basevelocity 0 0 -30",0.7)
ent:Fire("addoutput","basevelocity 0 0 -30",1)
ent:Fire("addoutput","basevelocity 0 0 -30",1.3)
ent:Fire("addoutput","basevelocity 0 0 -30",1.5)
ent:Fire("addoutput","basevelocity 0 0 -30",1.7)
ent:Fire("addoutput","basevelocity 0 0 -30",2)
ent:Fire("addoutput","basevelocity 0 0 -30",2.3)
ent:Fire("addoutput","basevelocity 0 0 -30",2.5)
ent:Fire("addoutput","basevelocity 0 0 -30",2.7)
ent:Fire("addoutput","basevelocity 0 0 -30",3)
ent:Fire("addoutput","basevelocity 0 0 -30",3.3)
ent:Fire("addoutput","basevelocity 0 0 -30",3.5)
ent:Fire("addoutput","basevelocity 0 0 -30",3.7)
ent:Fire("addoutput","basevelocity 0 0 -30",4)
ent:Fire("addoutput","basevelocity 0 0 -25",3.7)
ent:Fire("addoutput","basevelocity 0 0 -50",4)
ent:AddEffects( EF_ITEM_BLINK | EF_BRIGHTLIGHT );
ent:SetOwner( self.Owner )
util.ScreenShake( ent:GetPos(), 4, 3, 0.9, 120 )
ParticleEffectAttach("larvae_glow_extract",PATTACH_ABSORIGIN_FOLLOW,ent,0)
timer.Simple(2.7,function() ParticleEffectAttach("striderbuster_explode_dummy_core","Weapon_Combine_Ion_Cannon_Explosion",PATTACH_ABSORIGIN_FOLLOW,ent,ply,0) end)
end

end

/---------------------------------------------------------
SecondaryAttack
---------------------------------------------------------
/
function SWEP:SecondaryAttack()
self.Weapon:SetNextPrimaryFire( CurTime() + 3 )
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self:EmitSound( ShootSound )
self:ShootEffects( self )

// The rest is only done on the server
if (!SERVER) then return end

self:TakePrimaryAmmo( 0 )

local x
for x = 1, 1 do
	local r1 = math.random(-100, 100) / 10000
	local r2 = math.random(-100, 100) / 10000
	local r3 = math.random(-100, 100) / 10000
	local Forward = self.Owner:EyeAngles():Forward()
	
	local ent = ents.Create( "prop_combine_ball" )
	if ( ValidEntity( ent ) ) then
			ent:SetPos( self.Owner:GetShootPos() + Forward * 32 )
			ent:SetAngles( self.Owner:EyeAngles() )
		ent:Spawn()
		ent:SetVelocity( Forward * 800 )
	end
ent:Fire("addoutput","basevelocity 0 0 -30",0.1)
ent:Fire("addoutput","basevelocity 0 0 -30",0.3)
ent:Fire("addoutput","basevelocity 0 0 -30",0.5)
ent:Fire("addoutput","basevelocity 0 0 -30",0.7)
ent:Fire("addoutput","basevelocity 0 0 -30",1)
ent:Fire("addoutput","basevelocity 0 0 -30",1.3)
ent:Fire("addoutput","basevelocity 0 0 -30",1.5)
ent:Fire("addoutput","basevelocity 0 0 -30",1.7)
ent:Fire("addoutput","basevelocity 0 0 -30",2)
ent:Fire("addoutput","basevelocity 0 0 -30",2.3)
ent:Fire("addoutput","basevelocity 0 0 -30",2.5)
ent:Fire("addoutput","basevelocity 0 0 -30",2.7)
ent:Fire("addoutput","basevelocity 0 0 -30",3)
ent:Fire("addoutput","basevelocity 0 0 -30",3.3)
ent:Fire("addoutput","basevelocity 0 0 -30",3.5)
ent:Fire("addoutput","basevelocity 0 0 -30",3.7)
ent:Fire("addoutput","basevelocity 0 0 -30",4)
ent:Fire("addoutput","basevelocity 0 0 -25",3.7)
ent:Fire("addoutput","basevelocity 0 0 -50",4)
ent:AddEffects( EF_ITEM_BLINK | EF_BRIGHTLIGHT );
ent:SetOwner( self.Owner )
util.ScreenShake( ent:GetPos(), 4, 3, 0.9, 120 )
ParticleEffectAttach("larvae_glow_extract",PATTACH_ABSORIGIN_FOLLOW,ent,0)
timer.Simple(2.7,function() ParticleEffectAttach("striderbuster_explode_dummy_core","Weapon_Combine_Ion_Cannon_Explosion",PATTACH_ABSORIGIN_FOLLOW,ent,ply,0) end)
end

end

function SWEP:ShouldDropOnDie()
return true
end

function SWEP:Equip(ply)
ParticleEffectAttach(“Weapon_Combine_Ion_Cannon_Explosion”,PATTACH_ABSORIGIN_FOLLOW,ply,0)
end[/lua]

Primary Fire works fine and all, but when I fire the secondary, the AR2 grenades get stuck in mid-air.

Call ent:Activate() after ent:Spawn()

One more thing: Is the combine ball even an entity?

Yea it is, however you can’t spawn it properly in Lua, only by using Func_combine_ball_spawner

So even with ent:Activate () after ent:Spawn() it still won’t work?

Make your own SENT that uses the combine ball dissolve effect when it hits an enemy and kills them. It’s that simple.

I don’t know how to make sents. :sadface:

[editline]09:47PM[/editline]

Ok something weird happened. I spawned an npc right in front of me and i shot it with the ball. The ball just kinda bounced off of him and just glided in mid air at a very slow pace. Also, the ball is really small.

[editline]10:01PM[/editline]

Is there a guide somewhere?

This is just a stab in the dark but I know for a fact that Silverlan has made a swep that solely fires combine balls and a rapid fire style (he’s not released it and I don’t think he’s planning to). I’m guessing you could ask him for help.

I know there’s an AR3 swep that does that.