I am talking about the icons that you see when you scroll with your mouse wheel.
I really want to use mad cow's icons ([url]http://www.garrysmod.org/downloads/?a=view&id=87297[/url])
I have a few of his weapons in my gamemode allready, and the icons are working fine for those weapons.
But I also have some custom weapons that I made, and I would like to use his icons in my sweps. For example, here is my fist swep:
[code]
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
end
if ( CLIENT ) then
SWEP.PrintName = "Fists"
SWEP.Slot = 0
SWEP.SlotPos = 10
SWEP.ViewModelFOV = 70
SWEP.IconLetter = "x"
[b]// Override this in your SWEP to set the icon in the weapon selection
if (file.Exists("../materials/weapons/weapon_mad_fists.vmt")) then
SWEP.WepSelectIcon = surface.GetTextureID("weapons/weapon_mad_fists")[/b]
end
-----------------------Main functions----------------------------
-- function SWEP:Reload() --To do when reloading
-- end
function SWEP:Think() -- Called every frame
end
function SWEP:Initialize()
util.PrecacheSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav")
end
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + .4)
local trace = self.Owner:GetEyeTrace()
if trace.HitPos:Distance(self.Owner:GetShootPos()) <= 75 then
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER)
bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetShootPos()
bullet.Dir = self.Owner:GetAimVector()
bullet.Spread = Vector(0, 0, 0)
bullet.Tracer = 0
bullet.Force = 5
bullet.Damage = 5
self.Owner:FireBullets(bullet)
self.Owner:SetAnimation( PLAYER_ATTACK1 );
self.Weapon:EmitSound("physics/flesh/flesh_impact_bullet" .. math.random( 3, 5 ) .. ".wav")
else
self.Owner:SetAnimation(PLAYER_ATTACK1);
self.Weapon:SendWeaponAnim(ACT_VM_HITCENTER);
end
self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
self.Weapon:SetNextPrimaryFire(CurTime() + .75)
self.Owner:SetAnimation(PLAYER_ATTACK1);
end
function SWEP:SecondaryAttack()
end
function SWEP:Initialize()
self:SetWeaponHoldType("fist")
end
-------------------------------------------------------------------
------------General Swep Info---------------
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
[b]SWEP.Base = "weapon_mad_base"[/b]
-----------------------------------------------
------------Models---------------------------
SWEP.ViewModel = "models/weapons/v_fists.mdl"
SWEP.WorldModel = "models/weapons/w_fists_t.mdl"
-----------------------------------------------
-------------Primary Fire Attributes----------------------------------------
SWEP.Primary.Delay = 0.6 --In seconds
SWEP.Primary.Recoil = 0 --Gun Kick
SWEP.Primary.Damage = 5 --Damage per Bullet
SWEP.Primary.NumShots = 1 --Number of shots per one fire
SWEP.Primary.Cone = 0 --Bullet Spread
SWEP.Primary.ClipSize = 1 --Use "-1 if there are no clips"
SWEP.Primary.DefaultClip = 1 --Number of shots in next clip
SWEP.Primary.Automatic = true --Pistol fire (false) or SMG fire (true)
-------------End Primary Fire Attributes------------------------------------
-------------Secondary Fire Attributes-------------------------------------
SWEP.Secondary.Delay = 0.9
SWEP.Secondary.Recoil = 0
SWEP.Secondary.Damage = 0
SWEP.Secondary.NumShots = 1
SWEP.Secondary.Cone = 0
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
-------------End Secondary Fire Attributes--------------------------------
[/code]
The bolded stuff is what is important. And here is the part of the weapon_mad_base that deals with the icons:
[code]
// Override this in your SWEP to set the icon in the weapon selection
if (file.Exists("../materials/weapons/swep.vmt")) then
SWEP.WepSelectIcon = surface.GetTextureID("weapons/swep")
end
[/code]
As you can see, I did override that code in my fists swep, yet, the icon still isn't working.
Any suggestions?
And, is there also a different function for adding in the inventory icons that might work?
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