• my SWEP wont use my fire .wav
    14 replies, posted
Hello i need to some help, i can't seem to get my swep to use the assigned sounds i have, does it look right? what am i doing wrong? the sounds folder with the .wav are in my sweps folder. any ideas? [QUOTE]SWEP.PrintName = "Gamma's Glock 20" // The name of your SWEP SWEP.Author = "gamma" // Your name SWEP.Instructions = "SwepInstructions" // How do people use your SWEP? SWEP.Contact = "YourMailAdress" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = false // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 64 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_gammaglock.mdl" // The viewModel = the model you see when you're holding the weapon. SWEP.WorldModel = "models/weapons/w_gammaglock.mdl" // The world model = the model you when it's down on the ground. SWEP.AutoSwitchTo = false // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = true // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 1 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "Pistol" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = true // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "Gamma's SWEPS" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = true // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/gammaglock.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/gammaglock.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 23 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Primary.ClipSize = 12 // The clip size. SWEP.Primary.Ammo = "pistol" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 120 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.1 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Primary.Automatic = false // Is the SWEP automatic? SWEP.Primary.Recoil = 2 // How much recoil does the weapon have? SWEP.Primary.Delay = .03 // How long must you wait before you can fire again? SWEP.Primary.Force = 400 // The force of the shot. //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.NumberofShots = 0 // How many explosions for each shot. SWEP.Secondary.Force = 1000 // The force of the explosion. SWEP.Secondary.Spread = 0.1 // How much of an area does the explosion affect? SWEP.Secondary.Sound = "sound/ultrakill.wav" // The sound that is made when you shoot. SWEP.Secondary.DefaultClip = 100 // How much secondary ammo does the SWEP come with? SWEP.Secondary.Automatic = false // Is it automactic? SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol! SWEP.Secondary.Recoil = 10 // How much recoil does the secondary fire have? SWEP.Secondary.Delay = 3 // How long you have to wait before firing another shot? SWEP.Secondary.TakeAmmo = 1 // How much ammo does each shot take? SWEP.Secondary.ClipSize = 100 // The size of the clip for the secondary ammo. SWEP.Secondary.Damage = 1000 // The damage the explosion does. SWEP.Secondary.Magnitude = "175" // How big is the explosion ? //Secondary Fire Variables\\ //SWEP:Initialize\\ function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP. util.PrecacheSound(self.Primary.Sound) util.PrecacheSound(self.Secondary.Sound) self:SetWeaponHoldType( self.HoldType ) end //SWEP:Initialize\\ //SWEP:PrimaryFire\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots //The number of shots fired bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) //The above, sets how far the bullets spread from each other. bullet.Tracer = 0 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire\\ //SWEP:SecondaryFire\\ function SWEP:SecondaryAttack() if ( !self:CanSecondaryAttack() ) then return end local rnda = -self.Secondary.Recoil local rndb = self.Secondary.Recoil * math.random(-1, 1) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) //Makes the gun have recoil //Don't change self.Owner:ViewPunch() if you don't know what you are doing. local eyetrace = self.Owner:GetEyeTrace() self:EmitSound ( self.Secondary.Sound ) //Adds sound self:ShootEffects() local explode = ents.Create("env_explosion") explode:SetPos( eyetrace.HitPos ) //Puts the explosion where you are aiming explode:SetOwner( self.Owner ) //Sets the owner of the explosion explode:Spawn() explode:SetKeyValue("iMagnitude","175") //Sets the magnitude of the explosion explode:Fire("Explode", 0, 0 ) //Tells the explode entity to explode explode:EmitSound("weapon_AWP.Single", 400, 400 ) //Adds sound to the explosion self:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) self:TakePrimaryAmmo(self.Secondary.TakeAmmo) end [/QUOTE] Thanks![/QUOTE]
[lua]self:EmitSound(self.Primary.Sound)[/lua] Try that and report back.
[QUOTE=me-name-bob;38568458][lua]self:EmitSound(self.Primary.Sound)[/lua] Try that and report back.[/QUOTE] Hey bob, it didn't work! any other ideas?
sound.Play( string Name, Vector Pos[, number Level = 75][, number Pitch = 100][, number Volume = 1] )
[QUOTE=Remscar;38569433]sound.Play( string Name, Vector Pos[, number Level = 75][, number Pitch = 100][, number Volume = 1] )[/QUOTE] That has to be it, my file contains no sound.play command... Ill try and figure out what to put for the string name and stuff... if you have the time, could you Tell me what to put for the string name and vector pos, Im not sure what to put there!! [editline]24th November 2012[/editline] Okay, like this? .... [QUOTE]sound.Play(sound/gammaglock.wav, Vpos, 75, 100, 1 )[/QUOTE] any specific spot i should put it in the text file? trying now.
pardon my previous derp, give this a shot [lua]sound.Play(self.Primary.Sound, self.Owner:GetPos(), 75, 100, 1)[/lua]
[QUOTE=me-name-bob;38569742]pardon my previous derp, give this a shot [lua]sound.Play(self.Primary.Sound, self.Owner:GetPos(), 75, 100, 1)[/lua][/QUOTE] Alright, I added it, Not sure exactly what area to paste it in though, Could you help me out a little more? i really appreciate it! heres what i got... [QUOTE]SWEP.PrintName = "Gamma's Glock 20" // The name of your SWEP SWEP.Author = "gamma" // Your name SWEP.Instructions = "SwepInstructions" // How do people use your SWEP? SWEP.Contact = "YourMailAdress" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = false // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 64 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_gammaglock.mdl" // The viewModel = the model you see when you're holding the weapon. SWEP.WorldModel = "models/weapons/w_gammaglock.mdl" // The world model = the model you when it's down on the ground. SWEP.AutoSwitchTo = false // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = true // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 1 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "Pistol" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = true // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "Gamma's SWEPS" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = true // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/gammaglock.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/gammaglock.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 23 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Primary.ClipSize = 12 // The clip size. SWEP.Primary.Ammo = "pistol" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 120 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.1 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Primary.Automatic = false // Is the SWEP automatic? SWEP.Primary.Recoil = 2 // How much recoil does the weapon have? SWEP.Primary.Delay = .03 // How long must you wait before you can fire again? SWEP.Primary.Force = 400 // The force of the shot. //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.NumberofShots = 0 // How many explosions for each shot. SWEP.Secondary.Force = 1000 // The force of the explosion. SWEP.Secondary.Spread = 0.1 // How much of an area does the explosion affect? SWEP.Secondary.Sound = "sound/ultrakill.wav" // The sound that is made when you shoot. SWEP.Secondary.DefaultClip = 100 // How much secondary ammo does the SWEP come with? SWEP.Secondary.Automatic = false // Is it automactic? SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol! SWEP.Secondary.Recoil = 10 // How much recoil does the secondary fire have? SWEP.Secondary.Delay = 3 // How long you have to wait before firing another shot? SWEP.Secondary.TakeAmmo = 1 // How much ammo does each shot take? SWEP.Secondary.ClipSize = 100 // The size of the clip for the secondary ammo. SWEP.Secondary.Damage = 1000 // The damage the explosion does. SWEP.Secondary.Magnitude = "175" // How big is the explosion ? //Secondary Fire Variables\\ //SWEP:Initialize\\ function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP. util.PrecacheSound(self.Primary.Sound) util.PrecacheSound(self.Secondary.Sound) self:SetWeaponHoldType( self.HoldType ) end //SWEP:Initialize\\ //SWEP:PrimaryFire\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots //The number of shots fired bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) //The above, sets how far the bullets spread from each other. bullet.Tracer = 0 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo sound.Play(self.Primary.Sound, self.Owner:GetPos(), 75, 100, 1) local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) sound.Play(self.Primary.Sound, self.Owner:GetPos(), 75, 100, 1) self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire\\ //SWEP:SecondaryFire\\ function SWEP:SecondaryAttack() if ( !self:CanSecondaryAttack() ) then return end local rnda = -self.Secondary.Recoil local rndb = self.Secondary.Recoil * math.random(-1, 1) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) //Makes the gun have recoil //Don't change self.Owner:ViewPunch() if you don't know what you are doing. local eyetrace = self.Owner:GetEyeTrace() self:EmitSound ( self.Secondary.Sound ) //Adds sound self:ShootEffects() local explode = ents.Create("env_explosion") explode:SetPos( eyetrace.HitPos ) //Puts the explosion where you are aiming explode:SetOwner( self.Owner ) //Sets the owner of the explosion explode:Spawn() explode:SetKeyValue("iMagnitude","175") //Sets the magnitude of the explosion explode:Fire("Explode", 0, 0 ) //Tells the explode entity to explode explode:EmitSound("weapon_AWP.Single", 400, 400 ) //Adds sound to the explosion self:SetNextPrimaryFire( CurTime() + self.Secondary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Secondary.Delay ) self:TakePrimaryAmmo(self.Secondary.TakeAmmo) end[/QUOTE] it still shows up on the swep list, but still, no sound... anything out of place on my LUA?
Im running out of ideas now. are you sure the path to the sound file is correct?
yes, its in the right spot. When i use the weapon in garrys mod, i get this error in console [QUOTE]Failed to load sound "sound\gammaglock.wav", file probably missing from disk/repository[/QUOTE] ill try using a different sound, or location or something, ill let you know if i get it.
well, according to the error, it isn't. Think you can pack the swep into a zip and host on mediafire or something?
[QUOTE=me-name-bob;38570422]well, according to the error, it isn't. Think you can pack the swep into a zip and host on mediafire or something?[/QUOTE] Yeah, one minute.
[QUOTE=thegammaghost;38570470]Yeah, one minute.[/QUOTE] You should be doing: myShootSound = Sound("guns/shoot.wav") in your primary and secondary variables areas. This will allow it to grab the sound in whatever folder is in the sound folder, as it already reads "/sound".
with that added... [QUOTE]SWEP.PrintName = "Gamma's Glock 20" // The name of your SWEP SWEP.Author = "gamma" // Your name SWEP.Instructions = "SwepInstructions" // How do people use your SWEP? SWEP.Contact = "YourMailAdress" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = false // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 64 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_gammaglock.mdl" // The viewModel = the model you see when you're holding the weapon. SWEP.WorldModel = "models/weapons/w_gammaglock.mdl" // The world model = the model you when it's down on the ground. SWEP.AutoSwitchTo = false // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = true // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 1 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "Pistol" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = true // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "Gamma's SWEPS" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = true // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/gammaglock.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/gammaglock.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 23 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Primary.ClipSize = 12 // The clip size. SWEP.Primary.Ammo = "pistol" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 120 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.1 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Primary.Automatic = false // Is the SWEP automatic? SWEP.Primary.Recoil = 2 // How much recoil does the weapon have? SWEP.Primary.Delay = .03 // How long must you wait before you can fire again? SWEP.Primary.Force = 400 // The force of the shot. myShootSound = Sound("glock20/gammaglock.wav") //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.NumberofShots = 0 // How many explosions for each shot. SWEP.Secondary.Force = 1000 // The force of the explosion. SWEP.Secondary.Spread = 0.1 // How much of an area does the explosion affect? SWEP.Secondary.Sound = "sound/ultrakill.wav" // The sound that is made when you shoot. SWEP.Secondary.DefaultClip = 100 // How much secondary ammo does the SWEP come with? SWEP.Secondary.Automatic = false // Is it automactic? SWEP.Secondary.Ammo = "Pistol" // Leave as Pistol! SWEP.Secondary.Recoil = 10 // How much recoil does the secondary fire have? SWEP.Secondary.Delay = 3 // How long you have to wait before firing another shot? SWEP.Secondary.TakeAmmo = 0 // How much ammo does each shot take? SWEP.Secondary.ClipSize = 0 // The size of the clip for the secondary ammo. SWEP.Secondary.Damage = 1000 // The damage the explosion does. SWEP.Secondary.Magnitude = "175" // How big is the explosion ? myShootSound = Sound("glock20/gammaglock.wav") //Secondary Fire Variables\\ //SWEP:Initialize\\ function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP. util.PrecacheSound(self.Primary.Sound) util.PrecacheSound(self.Secondary.Sound) self:SetWeaponHoldType( self.HoldType ) end //SWEP:Initialize\\ //SWEP:PrimaryFire\\ myShootSound = Sound("glock20/gammaglock.wav") function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots //The number of shots fired bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) //The above, sets how far the bullets spread from each other. bullet.Tracer = 0 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo sound.Play(self.Primary.Sound, self.Owner:GetPos(), 75, 100, 1) myShootSound = Sound("glock20/gammaglock.wav") local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects()SWEP.PrintName = "Gamma's Glock 20" // The name of your SWEP SWEP.Author = "gamma" // Your name SWEP.Instructions = "SwepInstructions" // How do people use your SWEP? SWEP.Contact = "YourMailAdress" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "WhatsThePurposeOfThisSwep" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = false // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 64 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_gammaglock.mdl" // The viewModel = the model you see when you're holding the weapon. SWEP.WorldModel = "models/weapons/w_gammaglock.mdl" // The world model = the model you when it's down on the ground. SWEP.AutoSwitchTo = false // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = true // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 1 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "Pistol" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = true // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "Gamma's SWEPS" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = true // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/gammaglock.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/gammaglock.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 23 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Primary.ClipSize = 12 // The clip size. SWEP.Primary.Ammo = "pistol" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 120 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.1 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Primary.Automatic = false // Is the SWEP automatic? SWEP.Primary.Recoil = 2 // How much recoil does the weapon have? SWEP.Primary.Delay = .03 // How long must you wait before you can fire again? SWEP.Primary.Force = 400 // The force of the shot. myShootSou
Try to let the player emit the sound: Player:EmitSound(FileName,SoundLevel,PitchPercent)
i think i may have an idea on what it is, one sec. ill let you guys know... [editline]24th November 2012[/editline] GOT IT!!!! It was a simple error... I had... [QUOTE]SWEP.Primary.Sound = "sound/gammaglock.wav"[/QUOTE] where is hould have had... [QUOTE]SWEP.Primary.Sound = "gammaglock.wav"[/QUOTE] didn't realize it automatically went to the sound folder... hahaa thanks everyone for all the help!
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