Welcome, Guest. Please login or register.
Did you miss your activation email?
September 20, 2024, 04:36:54 AM
Home Help Login Register
News: Zombie Master 2 discussion

Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Tracer Help
Pages: [1]
Author Topic: Tracer Help  (Read 2923 times)
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« on: January 21, 2011, 12:55:48 AM »

Currently working (and by working I mean revising something someone from our community did) on an awp weapon, and can not get the tracer to work, and was asking for some quick help/
Before you look at the code, if gunship tracer isn't a valid tracer type, then that is the problem and thanks for the help.


Clicky for the Lua

EDIT: hmmm, changing it to AR2tracer doesnt seem to work either.
« Last Edit: January 21, 2011, 01:20:01 AM by NaPStone2 »

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
Bad King Urgrain
Administrator
*****
Posts: 12276



« Reply #1 on: January 21, 2011, 11:30:36 AM »

SWEP.Tracer isn't used by gmod or anything. The tracer name has to be specified in the bullet spec passed into FireBullets. Long and short of it is that you would have to override SWEP:ShootBullet to do this. Alternatively, I could make the TTT base use SWEP.Tracer, though I don't know if you are running the SVN build.

edit:
As of SVN r793 this should work. I haven't tested it though.
« Last Edit: January 21, 2011, 11:40:59 AM by Bad King Urgrain »
NaPStone2
Poster

Posts: 165


I AM UNORGINAL SO I USE THIS GIF


« Reply #2 on: January 21, 2011, 11:14:23 PM »

Great, thanks alot BKU, now just to force ask the Server owner Person with file access Nicely.

maybe u shud w8
then stream got time 4 ur rqest later
and u downlad
Pages: [1]
Zombie Master  |  Other  |  Trouble in Terrorist Town  |  Topic: Tracer Help « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Page created in 0.009 seconds with 18 queries.