Hello there everyone,
I have successfully created my first Swep, although once I uploaded it to a server I have been running into some issues considering the gunshot sound.
I followed this [URL="http://murderthon9000.com/bobs-base/"]tutorial[/URL] for creating the Swep.
Now to my issue: Sometimes you cannot hear shots at all or the sound is delayed! So I assume the gunshot sounds are not properly precached?
autorun.lua from bobs base:
[CODE]
sound.Add({
name = "wep_ass_shot",
channel = CHAN_USER_BASE+10, --see how this is a different channel? Gunshots go here
volume = 1.0,
sound = { "sound/weapons/wep_ass/m4a1_unsil-1.wav",
"sound/weapons/wep_ass/m4a1_unsil-2.wav" }
})
[/CODE]
shared.lua from the gunbase (just the precaching):
[CODE]
function SWEP:Precache()
util.PrecacheSound(self.Primary.Sound)
util.PrecacheModel(self.ViewModel)
util.PrecacheModel(self.WorldModel)
end
[/CODE]
And finally the full code of the Sweps shared.lua:
[CODE]
-- Variables that are used on both client and server
SWEP.Gun = ("wep_ass1") -- must be the name of your swep but NO CAPITALS!
SWEP.Category = "Lua Beispiele" --Category where you will find your weapons
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.PrintName = "Assault Rifle" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu
SWEP.SlotPos = 3 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
SWEP.DrawCrosshair = false -- set false if you want no crosshair
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
-- normal melee melee2 fist knife smg ar2 pistol rpg physgun grenade shotgun crossbow slam passive
-- you're mostly going to use ar2, smg, shotgun or pistol. rpg makes for good sniper rifles
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_wep_ass1.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_smg1.mdl" -- Weapon world model
SWEP.ShowWorldModel = false
SWEP.Base = "avoid_gun_base" --the Base this weapon will work on. PLEASE RENAME THE BASE!
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false
SWEP.Primary.Sound = Sound("wep_ass_shot") -- Script that calls the primary fire sound
--SWEP.Primary.SilencedSound = Sound("wep_ass_silent") -- Sound if the weapon is silenced
SWEP.Primary.RPM = 625 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 30 -- Size of a clip
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
SWEP.Primary.KickUp = 0.4 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "ar2" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet.
--Use AirboatGun for a light metal peircing shotgun pellets
SWEP.SelectiveFire = true
SWEP.CanBeSilenced = false
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1
SWEP.Primary.Damage = 30 -- Base damage per bullet
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(4.94, -4.436, 1.269)
SWEP.IronSightsAng = Vector(-0.071, 0.143, 0.003)
SWEP.SightsPos = Vector (4.94, -4.436, 1.269)
SWEP.SightsAng = Vector (-0.071, 0.143, 0.003)
--
SWEP.RunSightsPos = Vector(-1.716, -4.837, 0.185)
SWEP.RunSightsAng = Vector(-3.85, -56.753, -0.099)
[/CODE]
Thanks for reading,
Avoidy
Try using CHAN_WEAPON.
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