How would I add Certain sights onto M9K weapons that I've recoded for TTT? Clients have downloaded the models and materials for the sights and the weapons are able to have them. When I set one to true it has no effect:
[CODE]-- Variables that are used on both client and server
SWEP.Gun = ("m9k_honeybadger") -- must be the name of your swep but NO CAPITALS!
SWEP.Category = "M9K Submachine Guns"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName = "AAC Honey Badger" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu
SWEP.SlotPos = 65 -- 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 = false -- Set false if you want no crosshair from hip
SWEP.Weight = 50 -- 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 = false
SWEP.ViewModel = "models/weapons/v_aacbadger.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_aac_honeybadger.mdl" -- Weapon world model
SWEP.Base = "weapon_tttbase"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.Sound = Sound("Weapon_HoneyB.single") -- script that calls the primary fire sound
SWEP.Primary.Delay = 0.1
SWEP.Primary.RPM = 791 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 30 -- Size of a clip
SWEP.Primary.DefaultClip = 30 -- Bullets you start with
SWEP.Primary.KickUp = .5 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = .3 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = .5 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic/Semi Auto
SWEP.Primary.Ammo = "smg1" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
SWEP.Primary.ClipMax = 90
SWEP.Kind = WEAPON_HEAVY
SWEP.AmmoEnt = "item_ammo_smg1_ttt"
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
SWEP.SelectiveFire = true
SWEP.Secondary.ScopeZoom = 3.5
SWEP.Secondary.UseACOG = false -- 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.Secondary.UseAimpoint = true
SWEP.data = {}
SWEP.data.ironsights = 1
SWEP.ScopeScale = 0.7
SWEP.Primary.NumShots = 1 --how many bullets to shoot per trigger pull
SWEP.Primary.Damage = 24 --base damage per bullet
SWEP.Primary.Spread = .023 --define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .014 -- ironsight accuracy, should be the same for shotguns
-- enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(-3.096, -3.695, 0.815)
SWEP.IronSightsAng = Vector(0.039, 0, 0)
SWEP.SightsPos = Vector(-3.096, -3.695, 0.815)
SWEP.SightsAng = Vector(0.039, 0, 0)
SWEP.RunSightsPos = Vector(4.094, -2.454, -0.618)
SWEP.RunSightsAng = Vector(-8.957, 53.188, -9.195)
SWEP.WElements = {
["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.671, 0.832, -8.141), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} },
["aimpoint"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(-2.415, 0.518, 2.072), angle = Angle(-180, 90.197, 0), size = Vector(1.503, 1.503, 1.503), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["lense+"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(10.041, 0.832, -8.141), angle = Angle(0, 0, 0), size = Vector(0.039, 0.039, 0.039), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
}
SWEP.VElements = {
["aimpoint"] = { type = "Model", model = "models/wystan/attachments/aimpoint.mdl", bone = "Gun", rel = "", pos = Vector(0.228, 7.487, -4.416), angle = Angle(0, 180, 0), size = Vector(1, 1, 1), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["lense"] = { type = "Model", model = "models/XQM/panel360.mdl", bone = "Gun", rel = "aimpoint", pos = Vector(0.298, 4.546, 6.756), angle = Angle(0, 90, 38.293), size = Vector(0.024, 0.024, 0.024), color = Color(255, 255, 255, 255), surpresslightning = false, material = "models/wystan/attachments/aimpoint/lense", skin = 0, bodygroup = {} }
}
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