[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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