• Custom snipers
    0 replies, posted
Alright, so I added new custom guns to my server and most of them work fine. I edited the damage on most of them and the Rounds per minute, but every sniper that I add, the scope never works on it. In sandbox mode it works just fine but on my TTT server all it does is center itself on the screen Here's what the shared.lua file has in it [lua] -- Variables that are used on both client and server SWEP.Gun = ("weapon_bo2_ballista") -- must be the name of your swep SWEP.Category = "Call Of Duty: Black Ops II" 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 = "Ballista" -- Weapon name (Shown on HUD) SWEP.Slot = 1 -- Slot in the weapon selection menu SWEP.SlotPos = 3 -- 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 SWEP.ViewModelFOV = 65 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_bo2_ballista.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_snip_scout.mdl" -- Weapon world model SWEP.Base = "bo2_scoped_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("weapons/ballista/fire.wav") -- Script that calls the primary fire sound SWEP.Primary.RPM = 47 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 7 -- Size of a clip SWEP.Primary.DefaultClip = 63 -- Bullets you start with SWEP.Primary.KickUp = 0.6 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.6 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.6 -- Maximum up recoil (stock) SWEP.Primary.Automatic = false -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "357" SWEP.Secondary.UseACOG = false SWEP.Secondary.UseMilDot = false SWEP.Secondary.UseSVD = false SWEP.Secondary.UseParabolic = true SWEP.Secondary.UseElcan = false SWEP.Secondary.UseGreenDuplex = false SWEP.Secondary.ScopeZoom = 6 SWEP.BoltAction = true SWEP.Secondary.IronFOV = 65 -- How much you 'zoom' in. Less is more! SWEP.data = {} --The starting firemode SWEP.data.ironsights = 1 SWEP.ScopeScale = 1 SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull SWEP.Primary.Damage = 105 -- Base damage per bullet SWEP.Primary.Spread = .1 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .0004 -- Ironsight accuracy, should be the same for shotguns SWEP.CanBeSilenced = false -- Enter iron sight info and bone mod info below // TTT Convertion Code \\ SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_HEAVY SWEP.AutoSpawnable = true SWEP.AmmoEnt = "item_ammo_pistol_ttt" SWEP.InLoadoutFor = nil SWEP.AllowDrop = true SWEP.IsSilent = false SWEP.NoSights = false // TTT Convertion Code \\ SWEP.IronSightsPos = Vector(-10.961, -11.2, 1.08) SWEP.IronSightsAng = Vector(0, 0, 0) SWEP.SightsPos = Vector(-10.961, -11.2, 1.08) SWEP.SightsAng = Vector(0, 0, 0) SWEP.RunSightsPos = Vector(-2.401, -4.401, 4.199) SWEP.RunSightsAng = Vector(-25.3, 30.799, -10.9) [/lua]
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