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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