• Scripted weapon is not appearing.
    0 replies, posted
I have made a scripted weapon from a tutorial (I'm fresh out of the water) I typed down the script by every command and I'm not sure what the problem is. I looked at other weapon scripts but they appear more complicated. I hope you guys can find what I did wrong. [code] -- Basic scripted weapon -- By Hellsing4682 if (SERVER) then AddCSLuaFile ("shared.lua"); SWEP.Weight = 5; SWEP.AutoSwitchTo = false; SWEP.AutoSwitchFrom = false; end if (CLIENT) then SWEP.PrintName = "Chair throwing gun"; SWEP.Slot = 4; SWEP.SlotPos = 1; SWEP.DrawAmmo = false; SWEP.DrawCrosshair = false; end SWEP.Author = "Hellsing4682"; SWEP.Contact = "Contact me on Steam."; SWEP.Purpose = "Launches chairs at your enemies!."; SWEP.Instructions = "Left click to fire Chair 1, right click to fire Chair 2."; SWEP.Category = "Test Category" SWEP.Spawnable = true; SWEP.AdminSpawnable = true; SWEP.ViewModel = "models/weapons/v_RPG.mdl"; SWEP.WorldModel = "models/weapons/w_RPG.mdl"; SWEP.Primary.ClipSize = -1; SWEP.Primary.DefaultClip = -1; SWEP.Primary.Automatic = false; SWEP.Primary.Ammo = "none"; SWEP.Secondary.Clipsize = -1; SWEP.Secondary.DefaultClip = 1; SWEP.Secondary.Automatic = false; Swep.Secondary.Ammo = "none"; local ShootSound = Sound ("Metal.SawbladeStick"); function SWEP:Reload () end function SWEP.Think() end function SWEP:throw_attack (model_file) local tr = self.Owner:GetEyeTrace(); self.Weapon:EmitSound (ShootSound); self.BaseClass.ShootEffects (Self); if (!SERVER) then return end; local ent = ents.Create ("prop_physics'); ent:SetModel (model_file); ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16)); ent:SetAngles (self.Owner:EyeAngles()); ent:Spawn(); local phys = ent:GetPhysicsObject(); phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow(shot_length, 3)); cleanup.Add (self.Owner, "props", ent); undo.Create ("Thrown SWEP Entity"); undo.AddEntity (ent); undo.SetPlayer (self.Owner); undo.Finish(); end function SWEP:PrimaryAttack() //Call the throw attack function self:throw_attack ("models/props/cs_office/Chair_office.mdl"); end function SWEP: SecondaryAttack() //Call the throw attack function self:throw_attack ("models/props_c17/FurnitureChair001a.mdl"); end [/code]
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