Im making a sniper but the scope material doesn't seem to show up. I've narrowed it down to that the hudDraw function doesn't get updated that IsScope is true. Here is most of my code.[lua]IsScoped = false
SWEP.HoldType = "ar2"
SWEP.Base = "weapon_cs_base"
SWEP.Category = "Dave's Zombie Guns"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/v_snip_scout.mdl"
SWEP.WorldModel = "models/weapons/w_snip_scout.mdl"
SWEP.Weight = 5
SWEP.AutoSwitchTo = true
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound( "weapons/scout/scout_fire-1.wav" )
SWEP.Primary.Recoil = 0.75
SWEP.Primary.Damage = 90
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.01
SWEP.Primary.ClipSize = 5
SWEP.Primary.Delay = 1
SWEP.Primary.DefaultClip = 25
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "xbowbolt"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
function SWEP:Precache()
util.PrecacheSound( Sound( "weapons/scout/scout_fire-1.wav" ) )
end
function SWEP:SecondaryAttack()
if( !IsScoped) then
if(SERVER) then
self.Owner:SetFOV( 25, 0 )
end
scope()
IsScoped = true
else
if(SERVER) then
self.Owner:SetFOV( 0, 0 )
end
IsScoped=false
end
end
function SWEP:Holster()
if(SERVER) then
self.Owner:SetFOV( 0, 0 )
end
IsScoped = false
return true
end
function SWEP:DrawHUD()
Msg(IsScoped)
if IsScoped then
local QuadTable = {}
QuadTable.texture = surface.GetTextureID( "overlays/scope_lens" )
QuadTable.color = Color( 255, 255, 255, 255)
QuadTable.x = 0
QuadTable.y = 0
QuadTable.w = ScrW()
QuadTable.h = ScrH()
draw.TexturedQuad( QuadTable )
end
end
[/lua]
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