Witam, mam taki oto kod:
public Makespit2(id) { new Float:Origin[3] new Float:Velocity[3] new Float:vAngle[3] new spitSpeed = 1000 entity_get_vector(id, EV_VEC_origin , Origin) entity_get_vector(id, EV_VEC_v_angle, vAngle) new NewEnt = create_entity("info_target") //ENTITY entity_set_string(NewEnt, EV_SZ_classname, "spit_ent11") entity_set_model(NewEnt, spit_model[0]) entity_set_size(NewEnt, Float:{-1.5, -1.5, -1.5}, Float:{1.5, 1.5, 1.5}) entity_set_origin(NewEnt, Origin) entity_set_vector(NewEnt, EV_VEC_angles, vAngle) entity_set_int(NewEnt, EV_INT_solid, SOLID_TRIGGER) entity_set_int(NewEnt, EV_INT_movetype, MOVETYPE_TOSS) entity_set_float(NewEnt, EV_FL_gravity,0.5) entity_set_float(NewEnt, EV_FL_scale, 0.50) entity_set_edict(NewEnt, EV_ENT_owner, id) velocity_by_aim(id, spitSpeed , Velocity) entity_set_vector(NewEnt, EV_VEC_velocity ,Velocity) //TRAIL message_begin(MSG_BROADCAST, SVC_TEMPENTITY) write_byte(TE_BEAMFOLLOW) write_short(NewEnt) write_short(sprite_white) write_byte(1) write_byte(3) write_byte(0) write_byte(250) write_byte(0) write_byte(200) message_end() return PLUGIN_HANDLED }
Obecnie byt leci sobie, a jak dotknie czegoś to już tam leży. Jak zrobić żeby na ten byt działała grawitacja, ale żeby ten byt mógł dotknąć gracza, a jak trafi w coś innego to żeby po prostu znikał?