Ok, I'm trying to make this swep permanently silenced, and its made some progress, but the deploy animations are bugged and the firing animations arent running at all. Here's my code, what do I have to do to run the animation correctly ? Please help me lol.
[lua]
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
SWEP.HoldType = "pistol"
end
if ( CLIENT ) then
SWEP.PrintName = "USP"
SWEP.Author = "Stretch"
SWEP.Slot = 1
SWEP.SlotPos = 1
SWEP.IconLetter = "a"
killicon.AddFont( "garrysfield_usp", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ) )
end
SWEP.Base = "garrysfield_base"
SWEP.Category = "GarrysField 2"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.ViewModel = "models/weapons/v_pist_usp.mdl"
SWEP.WorldModel = "models/weapons/w_pist_usp.mdl"
SWEP.Primary.Sound = Sound("Weapon_USP.SilencedShot")
SWEP.Primary.Damage = 20
SWEP.Primary.Recoil = 1
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.0155
SWEP.Primary.ClipSize = 12
SWEP.Primary.Delay = 0.16
SWEP.Primary.DefaultClip = 12
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pistol"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IronSightsPos = Vector( 5.15, -2, 2.6 )
function SWEP:Think()
self.Weapon:SendWeaponAnim(ACT_VM_IDLE_SILENCED)
self:IronSight()
end
function SWEP:Deploy()
self.Weapon:SendWeaponAnim(ACT_VM_DRAW_SILENCED)
self.Reloadaftershoot = CurTime() + 1
self:SetIronsights(false)
self.Weapon:SetNextPrimaryFire(CurTime() + 1)
return true
end
function SWEP:Reload()
if ( self.Reloadaftershoot > CurTime() ) then return end
self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED)
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self.Owner:SetFOV( 0, 0.15 )
self:SetIronsights(false)
end
end
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() or self.Owner:WaterLevel() > 2 then return end
self.Reloadaftershoot = CurTime() + self.Primary.Delay
self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.Weapon:EmitSound(self.Primary.Sound)
self:RecoilPower()
self:TakePrimaryAmmo(1)
if ((SinglePlayer() and SERVER) or CLIENT) then
self.Weapon:SetNetworkedFloat("LastShootTime", CurTime())
end
end
function SWEP:CSShootBullet(dmg, recoil, numbul, cone)
numbul = numbul or 1
cone = cone or 0.01
local bullet = {}
bullet.Num = numbul
bullet.Src = self.Owner:GetShootPos() -- Source
bullet.Dir = self.Owner:GetAimVector() -- Dir of bullet
bullet.Spread = Vector(cone, cone, 0) -- Aim Cone
bullet.Tracer = 1 -- Show a tracer on every x bullets
bullet.Force = 0.5 * dmg -- Amount of force to give to phys objects
bullet.Damage = dmg -- Amount of damage to give to the bullets
self.Owner:FireBullets(bullet) -- Fire the bullets
self.Weapon:SendWeaponAnim(ACT_VM_PRIMARYATTACK_SILENCED) -- View model animation
self.Owner:MuzzleFlash() -- Crappy muzzle light
self.Owner:SetAnimation(PLAYER_ATTACK1) -- 3rd Person Animation
if ((SinglePlayer() and SERVER) or (not SinglePlayer() and CLIENT)) then
local eyeang = self.Owner:EyeAngles()
eyeang.pitch = eyeang.pitch - recoil
self.Owner:SetEyeAngles(eyeang)
end
end
[/lua]
anyone? have any ideas?
The problem is because of your code in SWEP:Think(). It's resetting the weapon's animation dozens of times per second. That's not how you want to make it use the silenced idle animation - it should do that automatically if you make it deploy, fire, or reload silenced. Also, it's probably a bad idea to make it run IronSight() on itself that many times.
Just remove SWEP:Think() or comment it out with a multi-line comment (--[[ commented code ]] ) and the animations should work perfectly.
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