• GMOD 13 autorun error. Pls help :c
    7 replies, posted
I'm quite new to lua scripting so I have no idea if I'm doing something wrong. But here is the code : [CODE]//this part is for making kill icons local icol = Color( 255, 255, 255, 255 ) if CLIENT then killicon.Add( "test_rifle", "vgui/hud/test_rifle", icol ) -- weapon name location of weapon's kill icon, I just used the hud icon end //these are some variables we need to keep for stuff to work //that means don't delete them if GetConVar("M9KWeaponStrip") == nil then CreateConVar("M9KWeaponStrip", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Allow empty weapon stripping? 1 for true, 0 for false") print("Weapon Strip con var created") end if GetConVar("M9KDisablePenetration") == nil then CreateConVar("M9KDisablePenetration", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable Penetration and Ricochets? 1 for true, 0 for false") print("Penetration/ricochet con var created") end if GetConVar("M9KDynamicRecoil") == nil then CreateConVar("M9KDynamicRecoil", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use Aim-modifying recoil? 1 for true, 0 for false") print("Recoil con var created") end if GetConVar("M9KUniqueSlots") == nil then CreateConVar("M9KUniqueSlots", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Give M9K Weapons unique slots? 1 for true, 2 for false. A map change may be required.") print("Unique Slots con var created") end if GetConVar("M9KDisableHolster") == nil then CreateConVar("M9KDisableHolster", "0", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Disable my totally worthless and broken holster system? Won't hurt my feelings any. 1 for true, 2 for false. A map change may be required.") print("Holster Disable con var created") end if GetConVar("M9KAmmoDetonation") == nil then CreateConVar("M9KAmmoDetonation", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Enable detonatable M9K Ammo crates? 1 for true, 0 for false.") print("Ammo crate detonation con var created") end if GetConVar("DebugM9K") == nil then CreateConVar("DebugM9K", "0", { FCVAR_REPLICATED, FCVAR_ARCHIVE }, "Debugging for some m9k stuff, turning it on won't change much.") end if !game.SinglePlayer() then if CLIENT then if GetConVar("M9KGasEffect") == nil then CreateClientConVar("M9KGasEffect", "1", true, true) print("Client-side Gas Effect Con Var created") end end else if GetConVar("M9KGasEffect") == nil then CreateConVar("M9KGasEffect", "1", { FCVAR_REPLICATED, FCVAR_NOTIFY, FCVAR_ARCHIVE }, "Use gas effect when shooting? 1 for true, 0 for false") print("Gas effect con var created") end end //I always leave a note reminding me which weapon these sounds are for //weapon name sound.Add({ name = "sg550_gunshot", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = {"weapons/gunshot_bride/sg550-1.wav", "weapons/gunshot_bride/sg550-2.wav"} }) sound.Add({ name = "Weapon_Improv_SG550.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_bride/sg550_clipout.wav" }) sound.Add({ name = "Weapon_Improv_SG550.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_bride/sg550_clipin.wav" }) sound.Add({ name = "Weapon_Improv_SG550.BoltPull", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_bride/sg550_boltpull.wav" })[/CODE] EDIT : Script error has now been fixed. It's just that it crashes when I give myself the wep. For those who want to see the shared.lua file. [CODE]-- Variables that are used on both client and server SWEP.Gun = ("sig_sg_550") -- must be the name of your swep but NO CAPITALS! SWEP.Category = "SIG SG 550" --Category where you will find your weapons SWEP.Author = "Mr. Pyrous" SWEP.Contact = "" SWEP.Purpose = "Isn't it obvious?" SWEP.Instructions = "You know what to do, don't you? :3" SWEP.PrintName = "SIG SG 550" -- Weapon name (Shown on HUD) SWEP.Slot = 2 -- Slot in the weapon selection menu SWEP.SlotPos = 3 -- Position in the slot SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce? SWEP.DrawCrosshair = true -- Set false if you want no crosshair from hip SWEP.Weight = 30 -- Rank relative ot other weapons. bigger is better SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon SWEP.XHair = true -- Used for returning crosshair after scope. Must be the same as DrawCrosshair SWEP.BoltAction = false -- Is this a bolt action rifle? SWEP.HoldType = "ar2" -- how others view you carrying the weapon -- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive -- you're mostly going to use ar2, smg, shotgun or pistol. rpg and crossbow make for good sniper rifles SWEP.ViewModelFOV = 70 SWEP.ViewModelFlip = true SWEP.ViewModel = "models/weapons/v_improv_snip_sg550.mdl" -- Weapon view model SWEP.WorldModel = "models/weapons/w_irifle.mdl" -- Weapon world model SWEP.ShowWorldModel = false SWEP.Base = "improv_cs_scoped_base" --the Base this weapon will work on. PLEASE RENAME THE BASE! SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.Primary.Sound = Sound("sg550_gunshot") -- script that calls the primary fire sound SWEP.Primary.RPM = 625 -- This is in Rounds Per Minute SWEP.Primary.ClipSize = 30 -- Size of a clip SWEP.Primary.DefaultClip = 60 -- Bullets you start with SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise) SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet) SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock) SWEP.Primary.Automatic = true -- Automatic/Semi Auto SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun -- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets SWEP.Secondary.ScopeZoom = 3 SWEP.Secondary.UseACOG = true -- Choose one scope type SWEP.Secondary.UseMilDot = false -- I mean it, only one SWEP.Secondary.UseSVD = false -- If you choose more than one, your scope will not show up at all SWEP.Secondary.UseParabolic = false SWEP.Secondary.UseElcan = false SWEP.Secondary.UseGreenDuplex = false SWEP.data = {} SWEP.data.ironsights = 1 SWEP.ScopeScale = 0.5 SWEP.ReticleScale = 0.6 SWEP.Primary.Damage = 30 --base damage per bullet SWEP.Primary.Spread = .015 --define from-the-hip accuracy 1 is terrible, .0001 is exact) SWEP.Primary.IronAccuracy = .01 -- ironsight accuracy, should be the same for shotguns -- enter iron sight info and bone mod info below SWEP.IronSightsPos = Vector (0, 0, 0) SWEP.IronSightsAng = Vector (0, 0, 0) SWEP.RunSightsPos = Vector (0, 0, 0) SWEP.RunSightsAng = Vector (0, 0, 0)[/CODE] Please help as soon as possible. Thanks.
Post the line 69.
[QUOTE=Robotboy655;43667068]Post the line 69.[/QUOTE] Lines 69 and 70 [CODE]sound = ("weapons/gunshot_bride/sg550-1.wav", "weapons/gunshot_bride/sg550-2.wav")[/CODE]
If you are trying to make a table, use { and } not ( and )
[QUOTE=MeepDarknessM;43667129]If you are trying to make a table, use { and } not ( and )[/QUOTE] Tried that and instead crashes the game when I give myself the weapon. But it does fix the script error thing tho.
[code] sound.Add( { name = "sg550_gunshot", channel = CHAN_WEAPON, volume = 1.0, sound = { "weapons/gunshot_bride/sg550-1.wav", "weapons/gunshot_bride/sg550-2.wav" } } )[/code] Should work.
[QUOTE=Robotboy655;43667249][code] sound.Add( { name = "sg550_gunshot", channel = CHAN_WEAPON, volume = 1.0, sound = { "weapons/gunshot_bride/sg550-1.wav", "weapons/gunshot_bride/sg550-2.wav" } } )[/code] Should work.[/QUOTE] It doesn't say any script errors but still crashes when I give myself the weapon. I guess it's the models? If you like, I could give you the files that I'm working with.
Try not using a custom base. Try using different models.
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