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If 0 or less, the entity will disappear instantly when end fade is hit. Texture Frame (texframeindex) !FGD The initial frame number for all animated textures on this entity.Įffects - Render Start Fade Distance (fademindist) Distance at which the entity starts fading. Cycle (cycle) !FGD The current frame of the current animation, on a range from 0-1. Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. Warning: Negative or extremely high values can cause crashes!Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. This also includes the context menu properties! You need to supply the tool class names, the names of the. Sandbox Tool Whitelist (gmod_allowtools) ( only in ) If set, only given tools can be used on this entity. GMODSandbox: Allow Physics Gun (gmod_allowphysgun) ( only in ) If set, players cannot use Physics Gun on this entity. Any impact that imparts a force greater than this value will enable motion. Physics Impact Force to Override Motion (forcetoenablemotion) If specified, this object will start motion disabled. Once its health has dropped below this specified amount, it will enable motion. Health Level to Override Motion (damagetoenablemotion) If specified, this object will start with motion disabled. Override Parameters (overridescript) A list of physics keyvalues that are usually embedded in the model. timer.Confirm: Doesn't actually affect inertia? Mass Scale (massscale) Multiplier for the object's mass. ent:IsValid() checks if the item still exists before removing it, eliminating errors. To fix this we add a 10 second delay to remove the chair after it was spawned. A lot of items can clutter the workspace. Assuming we're playing in Sandbox mode we want to add this - entity to the cleanup and undo lists. Now that this is the last use of the aimvector vector we created, - we can directly modify it instead of creating another copy aimvec: Mul( 100 )Īimvec: Add( VectorRand( -10, 10 ) ) - Add a random vector with elements [-10, 10) phys: ApplyForceCenter( aimvec ) You can play with this value here - to adjust how fast we throw it. If ( not phys: IsValid() ) then ent: Remove() return end - Now we apply the force - so the chair actually throws instead - of just falling to the ground. If it isn't then we'll remove the entity. Whenever we get a physics object - we need to test to make sure its valid before using it.
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Set the angles to the player'e eye angles.
How to disable physics gun for entities darkrp gmod plus#
Local pos = aimvec * 16 - This creates a new vector object pos: Add( owner: EyePos() ) - This translates the local aimvector to world coordinates - Set the position to the player's eye position plus 16 units forward. This is the same as owner:EyePos() + (self.Owner:GetAimVector() * 16) - but the vector methods prevent duplicitous objects from being created - which is faster and more memory efficient - AimVector is not directly modified as it is used again later in the function local aimvec = owner: GetAimVector() Always make sure that created entities are actually created! if ( not ent: IsValid() ) then return end - Set the entity's model to the passed in model ent: SetModel( model_file )
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( if we didn't they would feel a ping delay during multiplayer ) if ( CLIENT ) then return end - Create a prop_physics entity local ent = ents. We play the sound above on the client due to prediction. If we're the client then this is as much as we want to do. Make sure the weapon is being held before trying to throw a chair if ( not owner: IsValid() ) then return end - Play the shoot sound we precached earlier! self: EmitSound( self.ShootSound ) When you call this the player will fire a chair! function SWEP: ThrowChair( model_file ) Self: ThrowChair( "models/props_c17/FurnitureChair001a.mdl" )Įnd - A custom function we added. Though the secondary fire isn't automatic - players shouldn't be able to fire too fast self: SetNextSecondaryFire( CurTime() + 0.1 ) Call 'ThrowChair' on self with this model self: ThrowChair( "models/props/cs_office/Chair_office.mdl" )Įnd - Called when the rightmouse button is pressed function SWEP: SecondaryAttack()
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self: SetNextPrimaryFire( CurTime() + 0.5 ) Here we set it to shoot every 0.5 seconds. This function call below defines - the rate of fire. Called when the left mouse button is pressed function SWEP: PrimaryAttack()