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[L4D2][SOLVED] Unsolid Minigun


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cigs
Senior Member
Join Date: Jul 2006
Old 03-15-2010 , 19:04   [L4D2][SOLVED] Unsolid Minigun
Reply With Quote #1

I tried several different things, but I can't seem to make miniguns unsolid.
Applied advice from this topic.

PHP Code:
public SpawnMiniGun(client)
{
    
decl Float:vecOrigin[3], Float:vecAngles[3], Float:vecDirection[3]

    new 
minigun CreateEntityByName("prop_minigun")

    if (
minigun == -1)
    {
        
ReplyToCommand(client"[SM] %t""MinigunFailed"LANG_SERVER)
    }

    
DispatchKeyValue(minigun"model""Minigun_1")
    
DispatchKeyValueFloat(minigun"MaxPitch"360.00)
    
DispatchKeyValueFloat(minigun"MinPitch", -360.00)
    
DispatchKeyValueFloat(minigun"MaxYaw"90.00)
    
DispatchKeyValue(minigun"Solid""0")
    
SetEntProp(minigunProp_Data"m_CollisionGroup"0)
    
SetEntProp(minigunProp_Data"m_usSolidFlags"4)
    
SetEntProp(minigunProp_Data"m_nSolidType"0)

    
GetClientAbsOrigin(clientvecOrigin)
    
GetClientEyeAngles(clientvecAngles)
    
GetAngleVectors(vecAnglesvecDirectionNULL_VECTORNULL_VECTOR)
    
vecOrigin[0] += vecDirection[0] * 32
    vecOrigin
[1] += vecDirection[1] * 32
    vecOrigin
[2] += vecDirection[2] * 1
    vecAngles
[0] = 0.0
    vecAngles
[2] = 0.0
    DispatchKeyValueVector
(minigun"Angles"vecAngles)
    
DispatchSpawn(minigun)
    
TeleportEntity(minigunvecOriginNULL_VECTORNULL_VECTOR)

EDIT: Solved

PHP Code:
DispatchKeyValueFloat(minigun"spawnflags"256.0)
DispatchKeyValueFloat(minigun"solid"0.0
__________________

Last edited by cigs; 03-16-2010 at 09:00.
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