• Weapon Won't Pick Up Ammo Help Please? :D
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Well, i'm trying to convert a swep into a ttt wep. Here are the sweps [url]http://steamcommunity.com/sharedfiles/filedetails/?id=255659990&searchtext=swep[/url]. And here's my shared.lua file for the hk417_iron weapon [CODE]// Variables that are used on both client and server SWEP.Base = "weapon_mad_base" SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_m417_iron.mdl" SWEP.WorldModel = "models/weapons/w_m417_iron.mdl" SWEP.HoldType = "ar2" SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.Kind = WEAPON_HEAVY SWEP.AmmoEnt = "item_ammo_pistol_ttt" SWEP.AllowDrop = true SWEP.AutoSpawnable = false SWEP.Primary.Sound = Sound("Bender_HK417.Single") SWEP.Primary.Recoil = 1 SWEP.Primary.Damage = 35 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.0010 SWEP.Primary.Delay = 0.1 SWEP.Primary.RPM = 600 SWEP.Primary.ClipSize = 20 // Size of a clip SWEP.Primary.DefaultClip = 20 // Default number of bullets in a clip SWEP.Primary.Automatic = true // Automatic/Semi Auto SWEP.Primary.Ammo = "StriderMinigun" SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.ShellEffect = "effect_mad_shell_rifle" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.Pistol = false SWEP.Rifle = true SWEP.Shotgun = false SWEP.Sniper = false SWEP.IronSightsPos = Vector(-1.941, 0, 0.6) SWEP.IronSightsAng = Vector(0, 0.1, 0) SWEP.RunArmOffset = Vector(4.44, 0, 1.08) SWEP.RunArmAngle = Vector(-12.801, 35.299, 0) /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/HK417/Single.wav") end[/CODE] and heres the mad cow base [CODE] local Sound = Sound local Vector = Vector local CreateConVar = CreateConVar local CurTime = CurTime local IsFirstTimePredicted = IsFirstTimePredicted local Angle = Angle local EffectData = EffectData local SinglePlayer = SinglePlayer local FrameTime = FrameTime local IsValid = IsValid local WorldSound = WorldSound local util = util local hook = hook local math = math local timer = timer local ents = ents local ACT_VM_IDLE = ACT_VM_IDLE local PLAYERANIMEVENT_CUSTOM_GESTURE = PLAYERANIMEVENT_CUSTOM_GESTURE local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD local ACT_MP_ATTACK_CROUCH_PRIMARYFIRE = ACT_MP_ATTACK_CROUCH_PRIMARYFIRE local ACT_MP_ATTACK_STAND_PRIMARYFIRE = ACT_MP_ATTACK_STAND_PRIMARYFIRE local FCVAR_REPLICATED = FCVAR_REPLICATED local FCVAR_ARCHIVE = FCVAR_ARCHIVE local ACT_VM_DRAW_EMPTY = ACT_VM_DRAW_EMPTY local ACT_VM_DRAW_SILENCED = ACT_VM_DRAW_SILENCED local ACT_VM_DRAW = ACT_VM_DRAW local IN_SPEED = IN_SPEED local ACT_VM_IDLE_SILENCED = ACT_VM_IDLE_SILENCED local ACT_VM_IDLE_EMPTY = ACT_VM_IDLE_EMPTY local IN_FORWARD = IN_FORWARD local IN_BACK = IN_BACK local IN_MOVELEFT = IN_MOVELEFT local IN_MOVERIGHT = IN_MOVERIGHT local HUD_PRINTTALK = HUD_PRINTTALK local ACT_VM_RELOAD = ACT_VM_RELOAD local ACT_VM_RELOAD_SILENCED = ACT_VM_RELOAD_SILENCED local ACT_VM_RELOAD_EMPTY = ACT_VM_RELOAD_EMPTY local IN_USE = IN_USE local ACT_INVALID = ACT_INVALID local IN_DUCK = IN_DUCK local SERVER = SERVER local CLIENT = CLIENT local MAT_GLASS = MAT_GLASS local MAT_SAND = MAT_SAND local MAT_FLESH = MAT_FLESH local MAT_ALIENFLESH = MAT_ALIENFLESH local MAT_WOOD = MAT_WOOD local MAT_CONCRETE = MAT_CONCRETE local MAT_PLASTIC = MAT_PLASTIC /*--------------------------------------------------------- ------mmmm---mmmm-aaaaaaaa----ddddddddd----------------------------------------> mmmmmmmmmmmm aaaaaaaaa dddddddddd Name: Mad Cows Weapons mmm mmmm mmm aaa aaa ddd ddd Author: Worshipper mmm mmm mmm aaaaaaaaaaa ddd ddd Project Start: October 23th, 2009 mmm mmm aaa aaa dddddddddd Version: 2.0 ---mmm--------mmm-aaa-----aaa-ddddddddd----------------------------------------> ---------------------------------------------------------*/ // Variables that are used on both client and server local RecoilMul = CreateConVar ("mad_recoilmul", "1", {FCVAR_REPLICATED, FCVAR_ARCHIVE}) local DamageMul = CreateConVar ("mad_damagemul", "1", {FCVAR_REPLICATED, FCVAR_ARCHIVE}) SWEP.Category = "Mad Cows Weapons" SWEP.Author = "Worshipper" SWEP.Contact = "Josephcadieux@hotmail.com" // I have nothing to say here because I'm a prick SWEP.Purpose = "" SWEP.Instructions = "" SWEP.HoldType = "pistol" SWEP.ViewModelFOV = 60 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.AnimPrefix = "python" SWEP.AmmoEnt = "item_ammo_smg1_ttt" SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.Primary.Sound = Sound("Weapon_AK47.Single") SWEP.Primary.Recoil = 10 SWEP.Primary.Damage = 10 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0 SWEP.Primary.Delay = 0 SWEP.Primary.ClipSize = 5 // Size of a clip SWEP.Primary.DefaultClip = 5 // Default number of bullets in a clip SWEP.Primary.Automatic = false // Automatic/Semi Auto SWEP.Primary.Ammo = "none" SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.ActionDelay = CurTime() // I added this function because some weapons like the Day of Defeat weapons need 1.2 or 1.5 seconds to deploy SWEP.DeployDelay = 1 SWEP.ShellEffect = "effect_mad_shell_pistol" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.ShellDelay = 0 // Is it a pistol, a rifle, a shotgun or a sniper? Choose only one of them or you'll fucked up everything. BITCH! SWEP.Pistol = false SWEP.Rifle = false SWEP.Shotgun = false SWEP.Sniper = false SWEP.IronSightsPos = Vector (0, 0, 0) SWEP.IronSightsAng = Vector (0, 0, 0) SWEP.RunArmOffset = Vector (0, 0, 5.5) SWEP.RunArmAngle = Vector (-35, -3, 0) // Burst options SWEP.Burst = false SWEP.BurstShots = 3 SWEP.BurstDelay = 0.05 SWEP.BurstCounter = 0 SWEP.BurstTimer = 0 // Custom mode options (Do not put a burst mode and a custom mode at the same time, it will not work) SWEP.Type = 1 // 1 = Automatic/Semi-Automatic mode, 2 = Suppressor mode, 3 = Burst fire mode SWEP.Mode = false SWEP.data = {} SWEP.data.NormalMsg = "Switched to semi-automatic." SWEP.data.ModeMsg = "Switched to automatic." SWEP.data.Delay = 0.5 // You need to wait 0.5 second after you change the fire mode SWEP.data.Cone = 1 SWEP.data.Damage = 1 SWEP.data.Recoil = 1 SWEP.data.Automatic = false // Constant accuracy means that your crosshair will not change if you're running, shooting or walking SWEP.ConstantAccuracy = false // I don't think it's hard to understand this SWEP.Penetration = true SWEP.Ricochet = true SWEP.MaxRicochet = 1 SWEP.Tracer = 0 // 0 = Normal Tracer, 1 = Ar2 Tracer, 2 = Airboat Gun Tracer, 3 = Normal Tracer + Sparks Impact SWEP.IdleDelay = 0 SWEP.IdleApply = false SWEP.AllowIdleAnimation = true SWEP.AllowPlaybackRate = true SWEP.BoltActionSniper = false // Use this value if you want to remove the scope view after you shoot SWEP.ScopeAfterShoot = false // Do not try to change this value SWEP.IronSightZoom = 1.5 SWEP.ScopeZooms = {10} SWEP.ScopeScale = 0.4 SWEP.ShotgunReloading = false SWEP.ShotgunFinish = 0.5 SWEP.ShotgunBeginReload = 0.3 /*--------------------------------------------------------- Name: SWEP:Initialize() Desc: Called when the
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