• Adding custom weapons to TTT
    2 replies, posted
So I've made a TTT server and people have liked it so far, but I'd like to improve it by adding some custom weapons. I've been following the bad king's website for most of my questions but I can't figure out why people can't pick up the weapon. The weapon will spawn and is able to be seen, but it's not able to be picked up by anyone. Here is the code I have for the weapon: -- Variables that are used on both client and server SWEP.Gun = ("m9k_ak47") -- must be the name of your swep but NO CAPITALS! SWEP.Category = "M9K Assault Rifles" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models SWEP.PrintName = "AK-47" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 23 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = true -- set false if you want no crosshair SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.HoldType = "ar2" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles SWEP.SelectiveFire = true SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/v_dot_ak47.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_ak47_m9k.mdl" -- Weapon world model SWEP.ShowWorldModel = true SWEP.Base = "bobs_gun_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("47ak.Single") -- Script that calls the primary fire sound SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 30 -- Size of a clip SWEP.Primary.DefaultClip = 30 -- Bullets you start with SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "smg1" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 30 -- Base damage per bullet SWEP.Primary.Spread = .023 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .013 -- Ironsight accuracy, should be the same for shotguns -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(4.394, -3.75, 1.48) SWEP.IronSightsAng = Vector(1.419, -0.35, 0) SWEP.SightsPos = Vector(4.394, -3.75, 1.48) SWEP.SightsAng = Vector(1.419, -0.35, 0) SWEP.RunSightsPos = Vector(-1.841, -3.386, 0.708) SWEP.RunSightsAng = Vector(-7.441, -41.614, 0) SWEP.AutoSpawnable = true SWEP.Kind = WEAPON_EQUIP1 SWEP.AmmoEnt = "item_ammo_smg1_ttt" SWEP.LimitedStock = false This code is also placed in garrysmod/gamemode/terrortown/entities/weapons Thank you in advance for your help
That weapon slot doesn't seem right... Shouldn't it be 3?
[QUOTE=YourStalker;44579101]That weapon slot doesn't seem right... Shouldn't it be 3?[/QUOTE] SWEP.Slot = 3 -- Slot in the weapon selection menu Like so?
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