NPC не получает урона в своём SWEP оружии Garry`s Mod
почему NPC не получает урон ? умирает от выстрела исключительно Example NPC
заранее извините за плохой код, просто только начинаю писать скрипты для гарис мода
SWEP.PrintName = "Auto Crossbow"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = "for chaos"
SWEP.Instructions = ""
SWEP.Category = "VaneZ's Weapons"
SWEP.Spawnable= true
SWEP.AdminSpawnable= true
SWEP.AdminOnly = false
SWEP.ViewModelFOV = 70
SWEP.ViewModel = "models/weapons/v_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
SWEP.ViewModelFlip = false
SWEP.VElements = {
["bolts"] = { type = "Model", model = "models/items/crossbowrounds.mdl", bone = "Crossbow_model.Base", rel = "", pos = Vector(0, 0, 0), angle = Angle(0, 0, 0), size = Vector(0.5, 0.5, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["element_name"] = { type = "Model", model = "models/items/boxsrounds.mdl", bone = "Crossbow_model.Crossbow_base", rel = "", pos = Vector(0, -5.715, 8.831), angle = Angle(0, 0, 90), size = Vector(0.5, 0.885, 0.5), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Slot = 4
SWEP.SlotPos = 1
SWEP.UseHands = false
SWEP.HoldType = "crossbow"
SWEP.FiresUnderwater = true
SWEP.DrawCrosshair = true
SWEP.DrawAmmo = true
SWEP.ReloadSound = "sound/weapons/crossbow/reload1.wav"
SWEP.Base = "weapon_base"
SWEP.Primary.Sound = Sound("sound/weapons/crossbow/fire1.wav")
SWEP.Primary.Damage = 1000
SWEP.Primary.TakeAmmo = 1
SWEP.Primary.ClipSize = 10
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.DefaultClip = 40
--SWEP.Primary.Spread = 0.01
SWEP.Primary.NumberofShots = 1
SWEP.Primary.Automatic = true
--SWEP.Primary.Recoil = 0.01
--SWEP.Primary.Delay = 0.5
--SWEP.Primary.Force = 1000
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.DefaultClip = -1
SWEP.CSMuzzleFlashes = false
--function SWEP:Initialize()
--util.PrecacheSound(self.Primary.Sound)
--util.PrecacheSound(self.Secondary.Sound)
--util.PrecacheSound(self.ReloadSound)
--self:SetWeaponHoldType( self.HoldType )
--end
function SWEP:PrimaryAttack()
if ( self.Weapon:Clip1() <= 0 ) then return end
self.Weapon:SetNextPrimaryFire( CurTime() + 0.2 )
self.Owner:EmitSound("Weapon_Crossbow.Single")
self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK)
self.Owner:SetAnimation( PLAYER_ATTACK1 )
self.Owner:ViewPunch(Angle( math.random( -5, -4.5 ),math.random( -0.2, 0.2 ),0))
self:TakePrimaryAmmo(1)
local c = self.Owner:EyeAngles()
local b = ents.Create('crossbow_bolt')
b:SetOwner(self.Owner)
b:SetPos(self.Owner:GetShootPos())
b:SetAngles(self.Owner:EyeAngles())
b:Spawn()
b:Activate()
b:SetVelocity(self.Owner:GetAimVector()*3500)
end
function SWEP:SecondaryAttack()
if(Zoom == 0) then
if(SERVER) then self.Owner:SetFOV( 45, 0 )
end
Zoom = 2
else if(SERVER) then self.Owner:SetFOV( 0, 0 )
end
Zoom = 0
end
end