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Is this re-check necessary?


  
 
 
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LagParty
Junior Member
Join Date: Jul 2008
Old 12-20-2008 , 00:21   Re: Is this re-check necessary?
Reply With Quote #3

ok, I'll keep the double check because i do a lot of stuff after.

Another question: i created an entity gave it a player model and when i drop it to the floor half of the body goes through it. I'm using fakemeta and i've been trying for HOURS to solve this problem. Any help will be appreciated.

PHP Code:
public MakeFrozenModel(id) {
    if(!
pev_valid(FrozenEntID[id]))
        
FrozenEntID[id] = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
    if(!
pev_valid(FrozenEntID[id]))
        return
    static 
string[64], Float:Origin[3], Float:Angles[3], Float:Vel1[3], Float:Vel2[3], Model[16]
    
pev(id,pev_origin,Origin)
    
pev(id,pev_v_angle,Angles)
    
pev(id,pev_velocity,Vel1)
    
get_user_info(id,"model",Model,15)
    
    
//Store some info
    
set_pev(FrozenEntID[id],pev_classname,"freezemodel")
    
format(string,63,"models/player/%s/%s.mdl",Model,Model)
    
engfunc(EngFunc_SetModel,FrozenEntID[id],string)
    
    
    
set_pev(FrozenEntID[id],pev_size,{-16.0,-16.0,-36.0},{16.0,16.0,36.0})//mins,maxs
    
if(pev(id,pev_button)&IN_DUCKOrigin[2] += 18.0
    
else Origin[2] += 36.0
    
    set_pev
(FrozenEntID[id],pev_solid,SOLID_BBOX//some properties
    
set_pev(FrozenEntID[id],pev_movetype,MOVETYPE_TOSS)
    
    
set_pev(FrozenEntID[id],pev_sequence,pev(id,pev_sequence)) //give the correct anim type
    
    
engfunc(EngFunc_SetOrigin,FrozenEntID[id],Origin//Origin, view angle, velocity
    
set_pev(FrozenEntID[id],pev_v_angle,Angles)
    
velocity_by_aim(id,320,Vel2)
    
Vel1[0] += Vel2[0]
    
Vel1[1] += Vel2[1]
    
Vel1[2] += 32.0
    set_pev
(FrozenEntID[id],pev_velocity,Vel1)
    
    
set_pev(FrozenEntID[id],pev_framerate,1.0)
    
set_pev(FrozenEntID[id],pev_renderfx,kRenderFxGlowShell)
    
set_pev(FrozenEntID[id],pev_rendercolor,Float:{255.0,255.0,255.0}) //Add colour team later 
    
set_pev(FrozenEntID[id],pev_rendermode,kRenderNormal)  
    
set_pev(FrozenEntID[id],pev_renderamt,16.0)
    
    
//Give Weapon
    
if(!pev_valid(FrozenWeapID[id]))
        
FrozenWeapID[id] = engfunc(EngFunc_CreateNamedEntity,engfunc(EngFunc_AllocString,"info_target"))
    if(!
pev_valid(FrozenWeapID[id]))
        return
    
set_pev(FrozenWeapID[id],pev_classname,"freezeweapon")
    
set_pev(FrozenWeapID[id],pev_solid,SOLID_NOT)
    
set_pev(FrozenWeapID[id],pev_aiment,FrozenEntID[id])
    
set_pev(FrozenWeapID[id],pev_movetype,MOVETYPE_FOLLOW)
    
get_weaponname(get_user_weapon(id),Model,15)
    if(
equal(Model,"weapon_mp5navy"))
        
format(Model,15,"weapon_mp5")
    
format(string,63,"models/p_%s.mdl",Model[7])
    
engfunc(EngFunc_SetModel,FrozenWeapID[id],string)
    
    
Origin[2] += 100.0//Testing pruposes
    
engfunc(EngFunc_SetOrigin,id,Origin)
    
    
set_pev(FrozenEntID[id],pev_nextthink,get_gametime()+0.01//Later use this one

thanks.
LagParty is offline
 



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