• TTT Poison Darts Not Working
    0 replies, posted
I have the icons and everything but for some reason it doesn't work like it doesn't spawn [CODE]if SERVER then AddCSLuaFile( "shared.lua" ) resource.addFile( "materials/vgui/ttt/icon_poison_dart.vmt" ) resource.addFile( "materials/vgui/ttt/icon_poison_dart.vtf" ) end SWEP.HoldType = "pistol" if CLIENT then SWEP.PrintName = "Poison Dart" SWEP.Author = "TTT" SWEP.Slot = 6 SWEP.SlotPos = 0 SWEP.EquipMenuData = { type="Weapon", --model="models/weapons/w_pist_usp.mdl", desc="Shoot someone to poison him." }; SWEP.Icon = "vgui/ttt/icon_poisondart" end SWEP.Base = "weapon_tttbase" SWEP.Primary.Recoil = 1 SWEP.Primary.Damage = 1 SWEP.Primary.Delay = 120 SWEP.Primary.Cone = 0.0 SWEP.Primary.ClipSize = 1 SWEP.Primary.Automatic = true SWEP.Primary.DefaultClip = 1 SWEP.Primary.ClipMax = 1 SWEP.Primary.Ammo = "" --"Pistol" SWEP.Kind = WEAPON_EQUIP SWEP.CanBuy = {ROLE_TRAITOR} -- only traitors can buy --SWEP.WeaponID = AMMO_SIPISTOL SWEP.AmmoEnt = "" --"item_ammo_pistol_ttt" SWEP.IsSilent = true SWEP.LimitedStock = true SWEP.ViewModel = "models/weapons/v_pist_usp.mdl" SWEP.WorldModel = "models/weapons/w_pist_usp.mdl" SWEP.Primary.Sound = Sound( "Weapon_USP.SilencedShot" ) SWEP.IronSightsPos = Vector( 4.48, -4.34, 2.75) SWEP.IronSightsAng = Vector(-0.5, 0, 0) SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK_SILENCED SWEP.ReloadAnim = ACT_VM_RELOAD_SILENCED function SWEP:Deploy() self.Weapon:SendWeaponAnim(ACT_VM_DRAW_SILENCED) return true end --[[-- We were bought as special equipment, and we have an extra to give function SWEP:WasBought(buyer) if IsValid(buyer) then -- probably already self.Owner buyer:GiveAmmo( 16, "Pistol" ) end end]] function SWEP:PrimaryAttack(worldsnd) self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) if not self:CanPrimaryAttack() then return end if not worldsnd then self.Weapon:EmitSound( self.Primary.Sound ) else WorldSound(self.Primary.Sound, self:GetPos()) end self:ShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.Primary.Cone, self.Doors, self.Force, self.TracerName ) if SERVER then if self.Owner:GetEyeTrace().HitNonWorld and self.Owner:GetEyeTrace().Entity:IsPlayer() then local en = self.Owner:GetEyeTrace().Entity local uni = en:UniqueID() en:EmitSound("ambient/voices/citizen_beaten" .. math.random(1,5) .. ".wav",500,100) timer.Create(en:UniqueID() .. "poisondart", 1, 0, function() if ValidEntity(en) and en:IsTerror() then if ValidEntity(self.Owner) then en:TakeDamage(1,self.Weapon,self.Owner) else en:TakeDamage(1,self.Weapon,self.Weapon) end else timer.Destroy(uni .. "poisondart") end end) end end self:TakePrimaryAmmo( 1 ) if not ValidEntity(self.Owner) or self.Owner:IsNPC() or (not self.Owner.ViewPunch) then return end self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) *self.Primary.Recoil, 0 ) ) if ( (SinglePlayer() and SERVER) or CLIENT ) then self.Weapon:SetNetworkedFloat( "LastShootTime", CurTime() ) end end[/CODE]
Sorry, you need to Log In to post a reply to this thread.