I made a P99 in madcow base, it work perfectly with the silencer but when I remove it the weapon is moving out of my screen. I come back where it suppost to be when I fire and goes back out of the screen. Any Idea why?
Btw how do I fix this:
[img]http://img130.imageshack.us/img130/7769/hl22010040307180903.png[/img]
[img]http://img196.imageshack.us/img196/9117/hl22010040307175677.png[/img]
[img]http://img214.imageshack.us/img214/4528/hl22010040307175712.png[/img]
[code]// Variables that are used on both client and server
SWEP.Base = "weapon_mad_base"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_pist_p99.mdl"
SWEP.WorldModel = "models/weapons/w_pist_p99.mdl"
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.Primary.Sound = Sound("weapons/p99/usp_unsil-1.wav")
SWEP.Primary.SuppressorSound = Sound("weapons/p99/usp1.wav")
SWEP.Primary.NoSuppressorSound= Sound("weapons/p99/usp_unsil-1.wav")
SWEP.Primary.Recoil = 1.25
SWEP.Primary.Damage = 25
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0
SWEP.Primary.Delay = 0.0
SWEP.Primary.ClipSize = 21 // Size of a clip
SWEP.Primary.DefaultClip = 21 // Default number of bullets in a clip
SWEP.Primary.Automatic = false // Automatic/Semi Auto
SWEP.Primary.Ammo = "Battery"
SWEP.Secondary.ClipSize = -1 // Size of a clip
SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip
SWEP.Secondary.Automatic = false // Automatic/Semi Auto
SWEP.Secondary.Ammo = "none"
SWEP.ShellEffect = "effect_mad_shell_pistol" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun"
SWEP.ShellDelay = 0.05
SWEP.Pistol = true
SWEP.Rifle = false
SWEP.Shotgun = false
SWEP.Sniper = false
SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0.2222, -0.1273, 0)
SWEP.Type = 2
SWEP.Mode = true
SWEP.data = {}
SWEP.data.NormalMsg = ""
SWEP.data.ModeMsg = ""
SWEP.data.Delay = 3
SWEP.data.Cone = 1.5
SWEP.data.Damage = 0.75
SWEP.data.Recoil = 0.5
/*---------------------------------------------------------
Name: SWEP:Precache()
Desc: Use this function to precache stuff.
---------------------------------------------------------*/
function SWEP:Precache()
util.PrecacheSound("weapons/usp/usp1.wav")
end
/*---------------------------------------------------------
Name: SWEP:ShootAnimation()
---------------------------------------------------------*/
function SWEP:ShootAnimation()
if (self.Weapon:Clip1() <= 0) then
if self.Weapon:GetDTBool(3) and self.Type == 2 then
self.Weapon:SendWeaponAnim(ACT_VM_DRYFIRE_SILENCED) // View model animation
else
self.Weapon:SendWeaponAnim(ACT_VM_DRYFIRE) // View model animation
end
else
if self.Weapon:GetDTBool(3) and self.Type == 2 then
self.Weapon:SendWeaponAnim(ACT_VM_IDLE)
local Animation = self.Owner:GetViewModel()
Animation:SetSequence(Animation:LookupSequence("shoot1"))
else
self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK) // View model animation
end
end
end[/code]
You have put the vectors in your swep wrong, so basicly your moving the weapon out of the screen becuse you told it to.
Like this is probbably pretty wrong:
SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0.2222, -0.1273, 0)
[QUOTE=Tobba;21138844]You have put the vectors in your swep wrong, so basicly your moving the weapon out of the screen becuse you told it to.
Like this is probbably pretty wrong:
SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0.2222, -0.1273, 0)[/QUOTE]
No, no, no If he was going into ironsights and it was doing that then yes..but no.
[editline]09:07PM[/editline]
Its weird because I have this prob with my physgun reskin :/
[QUOTE=Tobba;21138844]You have put the vectors in your swep wrong, so basicly your moving the weapon out of the screen becuse you told it to.
Like this is probbably pretty wrong:
SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0.2222, -0.1273, 0)[/QUOTE]
SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0, 0, 0)
is that better?
EDIT:
Doesn't work worshipper need to see this.
[QUOTE=beat the zombie;21150223]SWEP.IronSightsPos = Vector (1.9026, 0, 1.0528)
SWEP.IronSightsAng = Vector (0, 0, 0)
is that better?
EDIT:
Doesn't work worshipper need to see this.[/QUOTE]
I am thinking it's because you didn't use function Primary Attack in your code, try it if not read part 2.
prt2, give us the soucecode for madcows base code.
[QUOTE=Cubar;21155926]I am thinking it's because you didn't use function Primary Attack in your code, try it if not read part 2.
prt2, give us the soucecode for madcows base code.[/QUOTE]
Can you show me how to do the attack code?
Seems like you missed some lines about the running angles too, atleast i had that in mine
Can anyone fix this. I know it's not the base cause I amde a Vector and a Glock 19.
[url]http://www.garrysmod.org/downloads/?a=view&id=95369[/url]
[QUOTE=beat the zombie;21161779]Can anyone fix this. I know it's not the base cause I amde a Vector and a Glock 19.
[url]http://www.garrysmod.org/downloads/?a=view&id=95369[/url][/QUOTE]
Care, to share?
[QUOTE=Cubar;21164546]Care, to share?[/QUOTE]
I'm going to upload it.
EDIT: Done
[url]http://www.garrysmod.org/downloads/?a=view&id=95417[/url]
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