So as the title says my entity is unable to be colided with as in i can simply walk through it. Also i am unable to press use on it. The walking throuhg it doesn't bug me as much as it not registering my use as i need it to register that for my gamemode to work how i intend it to.
init.lua
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self.Entity:SetModel("models/weapons/w_357.mdl") self.Entity:PhysicsInit(SOLID_VPHYSICS) self.Entity:SetMoveType(MOVETYPE_VPHYSICS) self.Entity:SetSolid(SOLID_VPHSYICS) local phys= self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() print("its awake") else print("its dead jim") end self.Entity:GetPhysicsObject():EnableGravity(false) timer.Simple(.01,function() self.Entity:SetPos(self.Entity:GetPos()+Vector(0,0,32)) end) timer.Create("spinit"..self.Entity:EntIndex(),.01,0,function() self.Entity:SetAngles(self.Entity:GetAngles()+Angle(0,1,0)) end) end function ENT:use(acti, caller) local samecount= 0 for k,v in pairs(acti:GetWeapons()) do if v:GetClass() == "better_pistol" then samecount= samecount+1 end end if samecount>=1 then acti:GiveAmmo(100,"Pistol",true) elseif #acti:GetWeapons()<2 then acti:Give("decent_pistol") else acti:StripWeapon(acti:GetActiveWeapon():GetClass()) acti:Give("decent_pistol") end timer.Remove("spinit"..self.Entity:EntIndex()) self.Entity:Remove() end function ENT:Think() end
cl_init.lua
include("shared.lua") function ENT:Draw() self.Entity:DrawModel() end
and last but not least shared.lua
ENT.Type= "anim" ENT.Base= "base_gmodentity" ENT.PrintName = "spinning starter pistol" ENT.Author = "cloudwolf" ENT.Contact= "not provided" ENT.Purpose="give people weapons and looking cool" ENT.Instructions ="f*ck the instructions"
Btw the ent flaots how high i want it and spins how i want it. It doesn't give me any errors in console and i have no idea why its not working.

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