• Anyway to fix this?
    10 replies, posted
I'm making this SWEP pack and as I went into the game and pulled out the test swep to see if it works this happened: [IMG]http://i51.tinypic.com/298pvn.jpg[/IMG] (Sorry for big picture) The hand textures are fine in the dark but I don't really care about them at the moment, it's guns positioning that's a bit confusing, also the reloading. [video=youtube;NyJksmZC6Ow]http://www.youtube.com/watch?v=NyJksmZC6Ow[/video]
This is what I am doing to fix the CSS weapon origins: (simplified version) [lua] local BlendPos; local BlendAng; function SWEP:GetViewModelPosition(pos, ang) local TargetPos, TargetAng = self.NormalTargetPos, self.NormalTargetAng; BlendPos = LerpVector(0.3, BlendPos, TargetPos); BlendAng = LerpVector(0.3, BlendAng, TargetAng); local Right = ang:Right(); local Up = ang:Up(); local Forward = ang:Forward(); pos = pos + BlendPos.x * Right; pos = pos + BlendPos.y * Forward; pos = pos + BlendPos.z * Up; return pos, ang; end [/lua] Sorry if I forgot something, I just scrapped a lot of code. You will have to set the origin variables.
[QUOTE=_NewBee;31005083]This is what I am doing to fix the CSS weapon origins: (simplified version) *Code* Sorry if I forgot something, I just scrapped a lot of code. You will have to set the origin variables.[/QUOTE] Thank you, will try it out soon.
This bugged reload made me laugh a bit, it looks like he's petting the mag.
[QUOTE=BBOOBBYY!;31007239]This bugged reload made me laugh a bit, it looks like he's petting the mag.[/QUOTE] Haha, I thought the same. I don't have any idea on how to fix it though
Just a thought, what holdtype are you using?
[QUOTE=thefreeman193;31007485]Just a thought, what holdtype are you using?[/QUOTE] ar2, should I post the code?
Yeah if you can, thanks.
Here: [lua]if (SERVER) then AddCSLuaFile( "shared.lua" ) SWEP.Weight = 5 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false end SWEP.Category = "Example Swep" SWEP.PrintName = "AA13" SWEP.Author = "SampleFriend" SWEP.Purpose = "" SWEP.Instructions = "MB1 = Fire Bullets. MB2 = Iron Sights" SWEP.ViewModelFOV = 82 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_jinrai_aa13.mdl" SWEP.WorldModel = "models/weapons/w_aa13.mdl" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Base = "weapon_az_base_shotgun" SWEP.Slot = 2 SWEP.SlotPos = 5 SWEP.Primary.Sound = Sound("weapons/aa13/aa13_fire.wav") SWEP.Primary.Automatic = false SWEP.Hold = "ar2" SWEP.Spread = 0.03 SWEP.Primary.ClipSize = 8 SWEP.Primary.DefaultClip = 60 SWEP.Primary.Ammo = "Buckshot" SWEP.MuzzleEffect = "muzzle_shotgun" SWEP.ViewPunch = 1.3 SWEP.ViewKick = 1.8 SWEP.MuzzleAttachment = "1" SWEP.Caliber = "gauge_ball" SWEP.RPM = 300 SWEP.Zoom = 2.1 SWEP.Gauge = 12 SWEP.CrossHairScale = 0.03 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Ammo = "none" SWEP.PumpAfterShoot = false SWEP.IronSightModifier = 0.6 SWEP.IronSightsPos = Vector (2.641, -3.1996, 2.4774) SWEP.IronSightsAng = Vector (0.1579, 0.2034, -8.8101) function SWEP:IronSight() if self.Owner:KeyPressed(IN_ATTACK2) then self:SetIronsights(true, self.Owner) self.Owner:SetFOV( 20, 0.15 ) self.Owner:SetWalkSpeed(100) self.Owner:SetRunSpeed(100) self.Weapon:SetNetworkedBool("Scoped",true) if SERVER then self.Owner:DrawViewModel(false) end end if self.Owner:KeyReleased(IN_ATTACK2) then self.Owner:SetFOV( 0, 0.15 ) self.Weapon:SetNetworkedBool("Scoped",false) self:SetIronsights(false, self.Owner) self.Owner:SetWalkSpeed(250) self.Owner:SetRunSpeed(500) if SERVER then self.Owner:DrawViewModel(true) end end end[/lua]
I can see 2 problems here, the holdtype and base. Firstly, shouldn't it be SWEP.HoldType and not SWEP.Hold? And secondly, the problem is probably caused by using the base 'weapon_az_base_[B]shotgun[/B]', and therefore the weapon is reloading like a shotgun, with the hand animation adding bullets to the gun.
[QUOTE=thefreeman193;31008623]I can see 2 problems here, the holdtype and base. Firstly, shouldn't it be SWEP.HoldType and not SWEP.Hold? And secondly, the problem is probably caused by using the base 'weapon_az_base_[B]shotgun[/B]', and therefore the weapon is reloading like a shotgun, with the hand animation adding bullets to the gun.[/QUOTE] Ooooh, that'll probably do it (I'll check when I get home). Thank you very much! EDIT: Ok, so it fixed the reload but I think the origins of the weapons are off I'll mess around with what _NewBee posted to see if I can get it working. Thanks for the help guys.
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