• [TTT] A Second Jihad Bomb In Traitor Menu?
    2 replies, posted
[B][U]SOLVED![/U][/B] For some reason there is a second Jihad Bomb in the Traitor shop with no icon and no sound. I want to remove this but in the server it is no where to be found. Where could this second Jihad Bomb be hiding? I removed the actual Jihad Bomb that works properly just to see if it had anything to with it it and it did nothing. [U]Screenshots:[/U] This is what the gamemodes\terrortown\entities\weapons looks like. Only the AWP is added havign a total of 33 folders. Default TTT has 32 folders. [img]http://gyazo.com/35831059842a95a9329b700125b2cec8.png[/img] Here is the Traitor menu with the second Jihad having a green icon with the word 'ID'. [img]http://gyazo.com/4e261f47e2f0b361aa36fa1803a75627.png[/img] [img]http://gyazo.com/84ea85a5033b95f01d8fdf6e71e92c19.png[/img] Here is the code for the good Jihad (IT IS NOT IN THE SERVER RIGHT NOW, I TOOK IT OUT FOR THE TIME BEING UNTIL THE SECOND ONE IS GONE) [code]-- traitor equipment: c4 bomb if SERVER then AddCSLuaFile( "shared.lua" ); resource.AddFile("sound/siege/jihad.wav"); resource.AddFile("sound/siege/big_explosion.wav"); end SWEP.HoldType = "slam" if CLIENT then SWEP.PrintName = "Jihad Bomb" SWEP.Slot = 6 SWEP.EquipMenuData = { type = "item_weapon", name = "Jihad Bomb", desc = "Sacrifice yourself for Allah.\nLeft Click to make yourself EXPLODE.\nRight click to taunt." }; SWEP.Icon = "VGUI/ttt/icon_jihad" end SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_EQUIP SWEP.CanBuy = {ROLE_TRAITOR} SWEP.WeaponID = AMMO_C4 SWEP.ViewModel = Model("models/weapons/v_jb.mdl") SWEP.WorldModel = Model("models/weapons/w_jb.mdl") SWEP.DrawCrosshair = false SWEP.ViewModelFlip = false SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = -1 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "none" SWEP.Primary.Delay = 5.0 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.NoSights = true ---------------------- -- Weapon its self -- ---------------------- -- Reload does nothing function SWEP:Reload() end function SWEP:Initialize() util.PrecacheSound("siege/big_explosion.wav") util.PrecacheSound("siege/jihad.wav") end -- Think does nothing function SWEP:Think() end -- PrimaryAttack function SWEP:PrimaryAttack() self.Weapon:SetNextPrimaryFire(CurTime() + 3) local effectdata = EffectData() effectdata:SetOrigin( self.Owner:GetPos() ) effectdata:SetNormal( self.Owner:GetPos() ) effectdata:SetMagnitude( 8 ) effectdata:SetScale( 1 ) effectdata:SetRadius( 16 ) util.Effect( "Sparks", effectdata ) self.BaseClass.ShootEffects( self ) -- The rest is only done on the server if (SERVER) then timer.Simple(2, function() self:Asplode() end ) self.Owner:EmitSound( "siege/jihad.wav" ) end end -- The asplode function function SWEP:Asplode() local k, v -- Make an explosion at your position local ent = ents.Create( "env_explosion" ) ent:SetPos( self.Owner:GetPos() ) ent:SetOwner( self.Owner ) ent:Spawn() ent:SetKeyValue( "iMagnitude", "125" ) ent:Fire( "Explode", 0, 0 ) ent:EmitSound( "siege/big_explosion.wav", 500, 500 ) self.Owner:Kill( ) self.Owner:AddFrags( -1 ) for k, v in pairs( player.GetAll( ) ) do v:ConCommand( "play siege/big_explosion.wav\n" ) end end -- SecondaryAttack function SWEP:SecondaryAttack() self.Weapon:SetNextSecondaryFire( CurTime() + 1 ) local TauntSound = Sound( "vo/npc/male01/overhere01.wav" ) self.Weapon:EmitSound( TauntSound ) -- The rest is only done on the server if (!SERVER) then return end self.Weapon:EmitSound( TauntSound ) end -- Bewm function SWEP:WorldBoom() surface.EmitSound( "siege/big_explosion.wav" ) end[/code]
Check your addons.
[QUOTE=code_gs;43105006]Check your addons.[/QUOTE] Thank you very much. [B]Solved[/B]
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