I try spawning it in the game and nothing happens. I had it working before but then I got spammed with LUA errors and kept getting disconnected. I'm also an idiot with LUA and if anyone could direct me to some tutorials or add me on Skype and show me, that would very very appreciated. I can pay for help too.
[CODE]-- Variables that are used on both client and server
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 = "M134 Minigun" -- Weapon name (Shown on HUD)
SWEP.Slot = 7 -- Slot in the weapon selection menu
SWEP.DrawAmmo = false -- 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 = false -- 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 = "crossbow" -- 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.ViewModelFOV = 65
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/cstrike/c_pist_glock18.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl" -- Weapon world model
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_EQUIP1
SWEP.Spawnable = false
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = true
SWEP.Primary.Sound = Sound("Weapon_M4A1.Single") -- Script that calls the primary fire sound
SWEP.Primary.Delay = 0.08
SWEP.Primary.ClipSize = 100 -- Size of a clip
SWEP.Primary.DefaultClip = 200 -- Bullets you start with
SWEP.Primary.Recoil = 0.0001
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "ar2" -- 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 = 0 -- 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 = 12 -- Base damage per bullet
SWEP.Primary.Spread = .35 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .035 -- Ironsight accuracy, should be the same for shotguns
-- Enter iron sight info and bone mod info below
SWEP.RunSightsPos = Vector(0, -11.148, -8.033)
SWEP.RunSightsAng = Vector(55.082, 0, 0)
function SWEP:Reload()
self.Weapon:DefaultReload(ACT_VM_RELOAD)
if !self.Owner:IsNPC() then
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration() end
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
-- When the current clip < full clip and the rest of your ammo > 0, then
self.Owner:SetFOV( 0, 0.3 )
-- Zoom = 0
self:SetIronsights(false)
-- Set the ironsight to false
self.Weapon:SetNetworkedBool("Reloading", true)
end
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
self:MiniGunIdle(waitdammit)
end
function SWEP:MiniGunIdle(wait)
timer.Simple(wait + .05, function()
if self.Weapon != nil then
self.Weapon:SetNetworkedBool("Reloading", false)
if SERVER then
self.Weapon:SendWeaponAnim( ACT_VM_IDLE )
else return end end
end)
end
function SWEP:IronSight()
if self.Owner:KeyDown(IN_SPEED) and not (self.Weapon:GetNWBool("Reloading")) then // If you run then
self.Weapon:SetNextPrimaryFire(CurTime()+0.5) // Make it so you can't shoot for another quarter second
self.IronSightsPos = self.RunSightsPos // Hold it down
self.IronSightsAng = self.RunSightsAng // Hold it down
self:SetIronsights(true, self.Owner) // Set the ironsight true
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
end
if self.Owner:KeyReleased(IN_SPEED) then // If you stop running then
self:SetIronsights(false, self.Owner) // Set the ironsight true
self.Owner:SetFOV( 0, 0.3 ) // Reset FOV
end
end[/CODE]
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