• TFA base issue regarding c_smg1.mdl
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bassically, when i place "c_smg1" in shared.lua the weapon starts to dissapear whenever i'm pressing fire, when it's out of ammo, just for a second, i compared the lua file to other sweps that use "c_pistol" and "c_crossbow" and there seems to be no big difference between them, but the they don't have that problem. has anybody faced with that type of thing? have idea of what might be causing this? here's a youtube link just to make clearer what i'm talking about [url]https://www.youtube.com/watch?v=8WkmfFN7MR8[/url] and the code: SWEP.Gun = ("tfa_hl2_mp7") -- must be the name of your swep if (GetConVar(SWEP.Gun.."_allowed")) != nil then if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "tfa_blacklisted" SWEP.PrintName = SWEP.Gun return end end SWEP.Category = "A:Mine" SWEP.Author = "" SWEP.Contact = "" SWEP.Purpose = "" SWEP.Instructions = "" SWEP.MuzzleAttachment = "muzzle" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "1" - - Should be "2" for CSS models or "1" for hl2 models SWEP.PrintName = "Combine MP7" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 72 -- 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 = "smg" -- how others view you carrying the weapon SWEP.ViewModelFOV = 55 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/c_smg1.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_smg1.mdl" -- Weapon world model SWEP.Base = "tfa_gun_base" SWEP.Spawnable = true SWEP.UseHands = true SWEP.AdminSpawnable = true SWEP.FiresUnderwater = false SWEP.Primary.Sound = Sound("Weapon_SMG1.Single") -- Script that calls the primary fire sound SWEP.Primary.RPM = 700 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 45 -- Size of a clip SWEP.Primary.DefaultClip = 60 -- Bullets you start with SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock) SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false SWEP.Primary.Ammo = "smg1" SWEP.Secondary.IronFOV = 55 -- 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 = 7 -- Base damage per bullet SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns SWEP.SelectiveFire = true SWEP.VMPos = Vector(-3.82, -4.222, -0.401) --The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position. SWEP.VMAng = Vector(-2.112, 0, 0) --The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle. SWEP.VMPos_Additive = false --Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse -- Enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector(-6.461, 5.225, 1.19) SWEP.IronSightsAng = Vector(-0.487, 0, 0) SWEP.RunSightsPos = Vector(-1.611, -4.824, -2.211) SWEP.RunSightsAng = Vector(-11.256, 28.843, -9.849) if GetConVar("tfaUniqueSlots") != nil then if not (GetConVar("tfaUniqueSlots"):GetBool()) then SWEP.SlotPos = 2 end end [highlight](User was banned for this post ("Wrong Forum" - Bengley))[/highlight]
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