• Another autorun error :I
    7 replies, posted
Welp pls. I have this error here : [CODE] [ERROR] addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:303: invalid escape sequence near '"weapons' 1. unknown - addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:0 [/CODE] Autorun file : [CODE]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 = "gunshot_sg_552", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_sg552/sg552-1.wav" }) sound.Add({ name = "improv_SG552.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg552/sg552_clipout.wav" }) sound.Add({ name = "improv_SG552.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg552/sg552_clipin.wav" }) sound.Add({ name = "improv_SG552.Boltpull", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg552/sg552_boltpull.wav" }) sound.Add({ name = "gunshot_sg_550", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_sg550/sg550-1.wav" }) sound.Add({ name = "improv_SG550.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg550/sg550_clipout.wav" }) sound.Add({ name = "improv_SG550.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg550/sg550_clipin.wav" }) sound.Add({ name = "improv_SG550.Boltpull", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg550/sg550_boltpull.wav" }) sound.Add({ name = "improv_SG550.stock", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_sg550/sg550_boltpull.wav" }) sound.Add({ name = "gunshot_benli_m3", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_m3/m3-1.wav" }) sound.Add({ name = "improv_M3.Insertshell", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m3/m3_insertshell.wav" }) sound.Add({ name = "improv_M3.Pump", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m3/m3_pump.wav" }) sound.Add({ name = "gunshot_anic_a3000", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_tact_glock/glock18-1.wav" }) sound.Add({ name = "improv_Glock.Sliderelease", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_tact_glock/glock_sliderelease.wav" }) sound.Add({ name = "improv_Glock.Slideback", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_tact_glock/glock_glock_slideback.wav" }) sound.Add({ name = "improv_Glock.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_tact_glock/glock18_clipout.wav" }) sound.Add({ name = "improv_Glock.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_tact_glock/glock18_clipin.wav" }) sound.Add({ name = "gunshot_p228", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_p228/P228-1.wav" }) sound.Add({ name = "improv_p228.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_p228/clipout.wav" }) sound.Add({ name = "improv_p228.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_p228/clipin.wav" }) sound.Add({ name = "improv_p228.Sliderelease", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_p228/sliderelease.wav" }) sound.Add({ name = "improv_p228.Slideback", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_p228/slideback.wav" }) sound.Add({ name = "gunshot_pp_bizon", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_pp_bizon/p90-1.wav" }) sound.Add({ name = "improv_PBB.Cliprelease", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_pp_bizon/p90_cliprelease.wav" }) sound.Add({ name = "improv_PBB.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_pp_bizon/p90_clipout.wav" }) sound.Add({ name = "improv_PBB.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_pp_bizon/p90_clipin.wav" }) sound.Add({ name = "improv_PBB.Boltpull", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_pp_bizon/p90_boltpull.wav" }) sound.Add({ name = "gunshot_ris_m4a1", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1_unsil-1.wav" }) sound.Add({ name = "gunshot_ris_m4a1_silenced", channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1-1.wav" }) sound.Add({ name = "improv_M4A1.Clipout", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1_clipout.wav" }) sound.Add({ name = "improv_M4A1.Clipin", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1_clipin.wav" }) sound.Add({ name = "improv_M4A1.Deploy", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1_deploy.wav" }) sound.Add({ name = "improv_M4A1.Boltrelease1", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gunshot_m4a1/m4a1_boltpull.wav" }) sound.Add({ name = "improv_M4A1.Silencer_On", channel = CHAN_ITEM, volume = 1.0, sound = "weapons/gun
To really be able to help you, I need an exact error log that went along with this weapon. Also, this is M9K isn't it? Last time I checked, they guy who made them had all soundscripts working.
[QUOTE=Stormtrooper595;43819026]To really be able to help you, I need an exact error log that went along with this weapon.[/QUOTE] Fine. I'll give it to you in another 6-8 hours since I'm going somewhere atm.
Okay, Another question, Is this a gun you manually added to M9K? Or is it a specific gun in the pack.
[QUOTE=Stormtrooper595;43819026]To really be able to help you, I need an exact error log that went along with this weapon. Also, this is M9K isn't it? Last time I checked, they guy who made them had all soundscripts working.[/QUOTE] Yea it's M9k. A few days ago, the sounds were all working all fine. Not sure why this happened today tho :s [editline]7th February 2014[/editline] [QUOTE=Stormtrooper595;43819049]Okay, Another question, Is this a gun you manually added to M9K? Or is it a specific gun in the pack.[/QUOTE] I'm making my own sweps on the m9k base.
Once you post the error, we'll be able to help you.
If the gun doesn't make sounds, I suspect you haven't added soundscripts so the gun know's what sounds to call when it reloads and shoots. Edit: Didn't realize you mentioned that the guns were working fine before.
[QUOTE=code_gs;43819089]Once you post the error, we'll be able to help you.[/QUOTE] Alrite. I'm back. Here is the code : [CODE] [ERROR] addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:303: invalid escape sequence near '"weapons' 1. unknown - addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:0 [/CODE] [editline]7th February 2014[/editline] [QUOTE=kidsingrul;43821179]Alrite. I'm back. Here is the code : [CODE] [ERROR] addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:303: invalid escape sequence near '"weapons' 1. unknown - addons/pyrous_swep_pack/lua/autorun/pspak_autorun.lua:0 [/CODE][/QUOTE] Bump? Welp? :'c
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