Quote:
Originally Posted by Shadowysn
I'm trying to create a dropped weapon with the same properties of the player's active weapon without removing the active weapon A.L.A dead ringer weapon drop. I'm trying to recreate a feign death
I want to spawn the dropped weapon on the coordinates of the player's weapon bone.
I initially used SetParent and SetParentAttachment but after I decided to spawn a dropped weapon using gamedata, it's physics no longer work/sleep and it stays frozen in the air if I used the parent method, which I don't want it to. The physics'll work if I just leave it alone after spawning, but then it won't spawn on the player's weapon bone.
Yes I tried the Wake input and no, it doesn't work because the dropped weapon doesn't have the input.
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I had that issue where physics were frozen on L4D2_Defib_Ragdolls
So i had to damage the ragdoll with DMG_CLUB or DMG_BLAST
https://github.com/LuxLuma/L4D2_Defi...s.sp#L337-L357
https://github.com/LuxLuma/L4D2_Defi...gdolls.sp#L276
Because using TeleportEntity() would cause the ragdoll to sleep.
Maybe this will work in TF2?
Incase you have an issue with damage forces and can't disable it, you can make a damage hook and edit damage forces in there to 0
https://github.com/LuxLuma/L4D2_Defi...s.sp#L232-L240
Like here i do with the ragdoll editing the damage forces.
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