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?


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