Hey,
When i fire a weapon in my gamemode, it fires but it has no recoil and in the top left it says "Script errors".
I checked my console and it said this error code:
[ERROR] gamemodes/applejack/entities/effects/rg_shelleject_rifle/init.lua:40: attempt to call method 'SetAngle' (a nil value)
1. unknown - gamemodes/applejack/entities/effects/rg_shelleject_rifle/init.lua:40
2. Effect - [C]:-1
3. ShootEffects - gamemodes/applejack/entities/weapons/rg_base/shared.lua:836
4. BaseAttack - gamemodes/applejack/entities/weapons/rg_base/shared.lua:572
5. FireFunction - gamemodes/applejack/entities/weapons/rg_base/shared.lua:138
6. unknown - gamemodes/applejack/entities/weapons/rg_base/shared.lua:939
What might be causing this error?
SetAngels not SetAngle.
Thank you, that was it indeed, but now i got another error code that has to do with the ammo.
[ERROR] gamemodes/applejack/entities/weapons/rg_base/shared.lua:427: table index is nil
1. DoAmmoStuff - gamemodes/applejack/entities/weapons/rg_base/shared.lua:427
2. unknown - gamemodes/applejack/entities/weapons/rg_base/shared.lua:489
3. StripWeapon - [C]:-1
4. HolsterAll - gamemodes/applejack/gamemode/metatables/sv_player.lua:878
5. unknown - gamemodes/applejack/gamemode/hooks/sv_sandbox.lua:78
What should i do?
[QUOTE=jordy1395;41376030]
What should i do?[/QUOTE]
learn some lua or post your codes
[QUOTE=jordy1395;41376030]What should i do?[/QUOTE]
Have a look at what assigns data to the table referenced on line 427 of shared.lua?
Reading errors is a simple skill which will take you a long way.
That's why i asked, i checked that line in the file, but i don't see anything wrong?
425 -- Grab the ammo counts
426 self.previousOwner._Ammo = self.previousOwner._Ammo or {}
427 self.previousOwner._Ammo[self.Classname] = self.Weapon:Clip1();
Post the whole code and use code tags so we can look at it.
[code]
function SWEP:DoAmmoStuff()
-- Get rid of pointles runs
if CLIENT or not IsValid(self.previousOwner) then return end
self.previousOwner:CrosshairEnable()
-- Grab the ammo counts
self.previousOwner._Ammo = self.previousOwner._Ammo or {}
self.previousOwner._Ammo[self.Classname] = self.Weapon:Clip1();
-- Make sure that the weapon's clip is empty and the player doesn't have any more ammo to put in the clip
if not (self.previousOwner._Ammo[self.Classname] == 0 and self.previousOwner:GetAmmoCount(self.Primary.Ammo) == 0)
-- Make sure the player is alive
or not self.previousOwner:Alive()
-- Make sure the player can actually put this weapon in their inventory
or not GAMEMODE.Items[self.Classname]
-- Make sure we haven't done this already
or self.doneAmmoStuff
-- Make sure the owner isn't already holstering
or self.previousOwner._Equipping
then return end
-- Set up a quick timer to remove the weapon
timer.Simple(0, function()
ammostuff(self.previousOwner, self.Classname);
end)
-- Stop the player managing to get multiple weapons in their inventory with quick button presses
self.doneAmmoStuff = true
end
[/code]
Ive got the same problem, can someone help?
You are using ( or rather trying to use ) an outdated addon.
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