I don't know what's wrong with this code but deployable manhacks aren't able to be used in my server. I got it from the Steam Workshop and made slight modifications. It worked in Sandbox but not TTT? It can't be the gamemode, it has to be something I did to the code but I can't see what is wrong.
[QUOTE]if SERVER then
AddCSLuaFile( "shared.lua" )
resource.AddFile("materials/VGUI/ttt/weapon_manhack.vmt")
end
// TTT Convertion Code \\
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_EQUIP1
SWEP.AutoSpawnable = false
SWEP.InLoadoutFor = nil
SWEP.AllowDrop = false
SWEP.IsSilent = false
SWEP.NoSights = false
SWEP.LimitedStock = true
SWEP.CanBuy = {ROLE_TRAITOR}
SWEP.Icon = "VGUI/ttt/weapon_manhack"
// TTT Convertion Code \\
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.DrawCrosshair = false
SWEP.ViewModel = "models/weapons/v_manhack.mdl"
SWEP.WorldModel = "models/weapons/w_manhack.mdl"
SWEP.Primary.ClipSize = 10
SWEP.Primary.DefaultClip = 10
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Next = 0
SWEP.NextReload = 0
function SWEP:Deploy()
if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self:CallOnClient("SetupAmmoIcon","")
self.Weapon:SendWeaponAnim(ACT_VM_DRAW)
self.Empty = false
else
self:CallOnClient("ViewModelToggle","true")
self.Empty = true
end
return true
end
function SWEP:ShootEffects()
self:SetPlaybackRate(1)
self:SendWeaponAnim( ACT_VM_THROW ) -- View model animation
self.Owner:SetAnimation( PLAYER_ATTACK1 ) -- 3rd Person Animation
end
function SWEP:PrimaryAttack()
if self.Next < CurTime() and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
if self.Owner:WaterLevel() == 3 then return end
self:SetPlaybackRate(2)
self:SendWeaponAnim(ACT_VM_PULLBACK_HIGH)
self.Primed = true
end
end
function SWEP:SecondaryAttack()
if SERVER then
self.Owner:SendManHacks()
end
end
function SWEP:Reload()
if SERVER then
if self.NextReload < CurTime() then
self.Owner:KillManHacks()
self.NextReload = CurTime() + 2
end
end
end
function SWEP:Think()
if self.Next < CurTime() then
if self.Empty then
if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self:CallOnClient("ViewModelToggle","false")
self:SendWeaponAnim(ACT_VM_DRAW)
self.Empty = false
end
elseif self.Primed and !(self.Owner:KeyDown(IN_ATTACK) ) then
self:ShootEffects()
self.Primed = false
self.Next = CurTime() + .3
self.WaitingToThrow = true
elseif self.WaitingToThrow then
self.Next = CurTime() + 0.5
if SERVER then
self.Owner:RemoveAmmo(1, self.Primary.Ammo)
self:DeployManhack()
end
self.WaitingToThrow = false
if self.Owner:GetAmmoCount(self.Primary.Ammo) > 0 then
self:SendWeaponAnim(ACT_VM_DRAW)
else
self.Empty = true
end
end
end
end[/QUOTE]
Use code tags, not quote tags please.
Your primary attack function doesn't call ents.Create, or your custom deploy function.
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