Why I can't get my Sent Working ?

I try to make working a SENT just for testing and I can’t have this working in game, some one have an idea ?

cl_init.lua
[LUA]

AddCSLuaFile(“shared.lua”)
include(“shared.lua”)

–[[---------------------------------------------------------
Name: Draw
Purpose: Draw the model in-game.
Remember, the things you render first will be underneath!
---------------------------------------------------------]]
function ENT:Draw()
– self.BaseClass.Draw(self) – We want to override rendering, so don’t call baseclass.
– Use this when you need to add to the rendering.
self:DrawEntityOutline( 1.0 ) – Draw an outline of 1 world unit.
self:DrawModel() – Draw the model.

if(self:GetNetworkedBool("bouncing")) then -- If the bath is in the air then
    AddWorldTip( self:EntIndex(), "Boing", 0.5, self:GetPos(), self  ) -- Add an example tip.
end -- endif

end
[/LUA]

init.lua
[LUA]AddCSLuaFile(“cl_init.lua”)
AddCSLuaFile(“shared.lua”)
include(“shared.lua”)

function ENT:SpawnFunction(ply, tr) – Spawn function needed to make it appear on the spawn menu
if ( !tr.Hit ) then return end
local SpawnPos = tr.HitPos + tr.HitNormal * 10

local ent = ents.Create("prop_jumper") -- Create the entity
ent:SetPos( SpawnPos ) -- Set it to spawn 50 units over the spot you aim at when spawning it
ent:Spawn() -- Spawn it
ent:Activate()

return ent -- You need to return the entity to make it work

end

function ENT:Initialize()

self.Entity:SetModel( "models/props_interiors/BathTub01a.mdl" )

self.Entity:PhysicsInit( SOLID_VPHYSICS )      -- Make us work with physics,   
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )   --after all, gmod is a physics  
self.Entity:SetSolid( SOLID_VPHYSICS )        -- Toolbox     

self:SetNetworkedBool("bouncing", false, false) -- Make sure the message doesn't show on the client.

local phys = self.Entity:GetPhysicsObject()  
if (phys:IsValid()) then    
    phys:Wake()
end

end

function ENT:Use( activator, caller )
if ( !activator:IsPlayer() ) then return end

local phys = self:GetPhysicsObject()

if(phys:IsValid()) then
    phys:ApplyForceOffset( Vector( 0, 0, 500 ), Vector( 0, 0, 0) ) -- Apply a physics impulse to the physics object.

    self:NextThink( CurTime() ) -- Make sure that Think() is called.

    self:SetNetworkedBool("bouncing", true, true) -- Tell the clients we are in the air.
end

return

end

function ENT:Think()
local phys = self:GetPhysicsObject()

if( self:GetNetworkedBool("bouncing") and phys:IsAsleep() ) then -- If the variable is set and we are on the ground
    self:SetNetworkedBool("bouncing", false, false) -- Tell the client to hide the message
end

end
[/LUA]

shared.lua
[LUA]ENT.Type = “anim”
ENT.Base = “base_gmodentity”

ENT.PrintName = “test”
ENT.Author = “test”
ENT.Contact = “Don’t”
ENT.Purpose = “Exemplar material”
ENT.Instructions = “test”
[/LUA]

So what wrong ? I dont have any error and the SENT wont show up in the Entities Tab

Thanks in advance.

did you put the sent in

lua/entities/sent_NAMEHERE/

if you didn’t, then you have to but those files in there.

http://img401.imageshack.us/img401/6562/folder1.png

http://img204.imageshack.us/img204/2505/folderandinfo.png

http://img191.imageshack.us/img191/8509/folderentities.png

http://img189.imageshack.us/img189/3654/foldergmodtest.png

http://img825.imageshack.us/img825/8296/initandshared.png

sorry, I got nothing for ya… ya sure there’s no lua error msg in the console?

nop , but I changed something maybe that can help

ENT.Base = “base_gmodentity”
@
ENT.Base = “base_anim”

but now I can only spawn the prop but no effect and what is “prop_jumper” ?

you need to change prop_jumper to gmod_test