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(minigun, Prop_Data, "m_CollisionGroup", 0)
SetEntProp(minigun, Prop_Data, "m_usSolidFlags", 4)
SetEntProp(minigun, Prop_Data, "m_nSolidType", 0)
GetClientAbsOrigin(client, vecOrigin)
GetClientEyeAngles(client, vecAngles)
GetAngleVectors(vecAngles, vecDirection, NULL_VECTOR, NULL_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(minigun, vecOrigin, NULL_VECTOR, NULL_VECTOR)
}
EDIT: Solved
PHP Code:
DispatchKeyValueFloat(minigun, "spawnflags", 256.0)
DispatchKeyValueFloat(minigun, "solid", 0.0)
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