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[TF2] Making Syringe projectile shoot straight?


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nergal
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Join Date: Apr 2012
Old 02-01-2014 , 23:50   Re: [TF2] Making Syringe projectile shoot straight?
Reply With Quote #11

Quote:
Originally Posted by Chdata View Post
entity == tf_projectile_syringe

Won't work, GetEntityClassName then check if it's "tf_projectile_syringe"

You could probably get away with

(s[15] == 'y')

ahhh I see.

how does this come out?

PHP Code:
public OnEntityCreated(entity, const String:classname[]) //syringe gun redo
{
    if (
StrEqual(classname"CTFProjectile_Syringe"false))
        if (
StrEqual(entity"tf_projectile_syringe"false))
            
SDKHook(entitySDKHook_SpawnHook_EntitySpawned);
}
public 
Hook_EntitySpawned(entity)
{
    new 
String:Entname[32];
    if (
IsValidEdict(entity)) GetEntityClassname(entityEntnamesizeof(Entname));
      if (
StrEqual(entity"tf_projectile_syringe"false) && IsValidEntity(entity))
        
SetEntityGravity(Entname0.1);

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Last edited by nergal; 02-01-2014 at 23:53.
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ddhoward
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Join Date: May 2012
Location: California
Old 02-02-2014 , 00:15   Re: [TF2] Making Syringe projectile shoot straight?
Reply With Quote #12

"entity" is not a string. It is the ent index of the entity. It's a number, ranging anywhere from MaxClients+1 to 4096 (right?)


PHP Code:
public OnEntityCreated(entity, const String:classname[]) //syringe gun redo
{
    if (
StrEqual(classname"tf_projectile_syringe"false))
        
SDKHook(entitySDKHook_SpawnHook_SyringeSpawned);
}
public 
Hook_SyringeSpawned(syringe)
{
    if (
IsValidEntity(syringe)) //this check might not be necessary, but I don't know enough about SDKHooks to say for certain
        
SetEntityGravity(syringe0.1);

There is no need to check the entity's validness multiple times. Also, you cannot SetEntityGravity on a string, only on entities.

Also, I don't know how well setting the gravity to 0.1 would work. You might want to replace SetEntityGravity with the movetype suggestion above.
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Last edited by ddhoward; 02-02-2014 at 00:27.
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nergal
Veteran Member
Join Date: Apr 2012
Old 02-02-2014 , 02:00   Re: [TF2] Making Syringe projectile shoot straight?
Reply With Quote #13

Quote:
Originally Posted by ddhoward View Post
"entity" is not a string. It is the ent index of the entity. It's a number, ranging anywhere from MaxClients+1 to 4096 (right?)


PHP Code:
public OnEntityCreated(entity, const String:classname[]) //syringe gun redo
{
    if (
StrEqual(classname"tf_projectile_syringe"false))
        
SDKHook(entitySDKHook_SpawnHook_SyringeSpawned);
}
public 
Hook_SyringeSpawned(syringe)
{
    if (
IsValidEntity(syringe)) //this check might not be necessary, but I don't know enough about SDKHooks to say for certain
        
SetEntityGravity(syringe0.1);

There is no need to check the entity's validness multiple times. Also, you cannot SetEntityGravity on a string, only on entities.

Also, I don't know how well setting the gravity to 0.1 would work. You might want to replace SetEntityGravity with the movetype suggestion above.

I didn't set entity as a string when i tested out, but thanks for all the help guys; I shall return with the results.
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friagram
Veteran Member
Join Date: Sep 2012
Location: Silicon Valley
Old 02-02-2014 , 10:04   Re: [TF2] Making Syringe projectile shoot straight?
Reply With Quote #14

I think in most cases you should unhook after using hookspawn, or it can cause problems //fire again, atleast it has for me in the past. Also, tis a lie about returning plugin handled from it, that crashes my server errytime.
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