• My SWEP is semi-not working
    2 replies, posted
And here's the problem: Well I wanted to try to make a SWEP using some skin from fpsbanana. I looked at tutorials n' stuff and so I tried my hand at lua scripting for a first time. And I have gotten my swep semi working. I hexed it and everything. And the problem is this: In-game the model is left handed, The Alt ammo bar is infused with the primary ammo bar, It does shoot and reload okay...but their is no sound. How can I make it act like a normal gun that would you see on kermite's gun packs with all shooting and reloading sounds. My shared.lua file for this swep: [lua] -- Swep Creator - Bullets N Props // Made By BummieHead -- Have Fun ! -- Ver 1.0.0 //General Settings \\ SWEP.AdminSpawnable = true // Is the swep spawnable for admin SWEP.ViewModelFOV = 64 // How much of the weapon do u see ? SWEP.ViewModel = "models/weapons/v_pist_magnum.mdl" // The viewModel, the model you se when you are holding it-.- SWEP.WorldModel = "models/weapons/w_pist_magnum.mdl" // The worlmodel, The model yu when it's down on the ground SWEP.AutoSwitchTo = false // when someone walks over the swep, chould i automatectly change to your swep ? SWEP.Slot = 2 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.HoldType = "Pistol" // How the swep is hold Pistol smg greanade melee SWEP.PrintName = "Magnum" // your sweps name SWEP.Author = "YourName" // Your name SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true. SWEP.AutoSwitchFrom = false // Does the weapon get changed by other sweps if you pick them up ? SWEP.FiresUnderwater = false // Does your swep fire under water ? SWEP.Weight = 5 // Chose the weight of the Swep SWEP.DrawCrosshair = true // Do you want it to have a crosshair ? SWEP.Category = "Power Weapons" // Make your own catogory for the swep SWEP.SlotPos = 0 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False SWEP.ReloadSound = "sound\weapons\magnum\1" // Reload sound, you can use thedefault ones, or you can use your one;Example;"sound/myswepreload.waw" SWEP.Instructions = "SwepInstructions" // How do pepole use your swep ? SWEP.Contact = "YourMailAdress" // How Pepole chould contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose with this swep ? SWEP.base = "weapon_base" //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound\weapons\magnum\magnum-1" // The sound that plays when you shoot :] SWEP.Primary.Damage = 90 // How much damage the swep is doing SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ? SWEP.Primary.ClipSize = 6 // The clipsize SWEP.Primary.Ammo = "Pistol" // ammmo type pistol/ smg1 SWEP.Primary.DefaultClip = 36 // How much ammo does the swep come with `? SWEP.Primary.Spread = 0.1 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1 SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot. SWEP.Primary.Automatic = false // Is the swep automatic ? SWEP.Primary.Recoil = 1 // How much we should punch the view SWEP.Primary.Delay = 0.5 // How long time before you can fire again SWEP.Primary.Force = 50 // The force of the shot //PrimaryFire settings\\ -- Just leave this stuff untouched :) //SWEP:Initialize()\\ function SWEP:Initialize() util.PrecacheSound(self.Primary.Sound) util.PrecacheSound(self.Secondary.Sound) if ( SERVER ) then self:SetWeaponHoldType( self.HoldType ) end end //SWEP:Initialize()\\ //SWEP:PrimaryFire()\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) bullet.Tracer = 0 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self.Weapon:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire()\\ //SWEP:SecondaryFire()\\ function SWEP:SecondaryAttack() self:TakePrimaryAmmo(self.Secondary.TakeAmmo) self:Throw_Attack (self.Secondary.Model, self.Primary.Sound, self.Secondary.AngVelocity) self.Weapon:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) end //SWEP:SecondaryFire()\\ //SWEP:Throw_Attack(Model, Sound, Angle)\\ function SWEP:Throw_Attack (Model, Sound, Angle) local tr = self.Owner:GetEyeTrace() self.Weapon:EmitSound (Sound) self.BaseClass.ShootEffects (self) if (!SERVER) then return end local ent = ents.Create ("prop_physics") ent:SetModel (Model) ent:SetPos (self.Owner:EyePos() + (self.Owner:GetAimVector() * 16)) ent:SetAngles (self.Owner:EyeAngles()) ent:Spawn() local phys = ent:GetPhysicsObject() local shot_length = tr.HitPos:Length() phys:ApplyForceCenter (self.Owner:GetAimVector():GetNormalized() * math.pow (shot_length, 7)) phys:AddAngleVelocity(Angle) cleanup.Add (self.Owner, "props", ent) undo.Create ("Thrown model") undo.AddEntity (ent) undo.SetPlayer (self.Owner) undo.Finish() end //Throw_Attack(Model, Sound, Angle)\\ [/lua] As you can see I did use some tutorial ment for 5 second sweps. Did I hex wrongly? I really need to know this stuff.
Left handed ness: use [code]SWEP.ViewModelFlip = true[/code] or false, depending on which works. For your sound: the path to your sound is wrong. You don't need /sound, but you do need the extension (.wav, .mp3, etc.).
Well that sorta worked. Its right handed but now i cannot see my ammo and there is no sound still. Ill have to take a look at the script again. But until then, any other idea's anyone?
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