Hello, so i have been trying to add custom sweps to a gamemode but when I do doesn't matter what swep, the reload animations are broken.
In single player it work perfectly.
There are no errors in console or server console.
It does spawn the weapon and you can shoot all that works but the reload is messed up, for example it spazzes out and reloads super fast like instant fast. Doesn't show any animation.
I asked a friend of mine and he said that its too do with the base of the weapon, its skipping the reload animation.
I appreciate the all the help! Please help me find a fix for this!
Here is the code of the swep i am using right now, It's from the M9k small arms pack
[CODE]-- Variables that are used on both client and server
SWEP.Gun = ("m9k_sig_p229r") -- must be the name of your swep but NO CAPITALS!
if (GetConVar(SWEP.Gun.."_allowed")) == nil then
if (GetConVar("DebugM9K"):GetBool()) then print("Blacklist Convar for "..SWEP.Gun.." is missing! You may have hit the lua limit, or incorrectly modified the autorun file!") end
elseif not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
SWEP.Category = "M9K Pistols"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName = "SIG Sauer P229R" -- Weapon name (Shown on HUD)
SWEP.Slot = 1 -- Slot in the weapon selection menu
SWEP.SlotPos = 58 -- 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 = true -- set false if you want no crosshair
SWEP.Weight = 3 -- 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 = "pistol" -- 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 and crossbow make for good sniper rifles
SWEP.ViewModelFOV = 65
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_sick_p228.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_sig_229r.mdl" -- Weapon world model
SWEP.Base = "bobs_gun_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false
SWEP.Primary.Sound = Sound("Sauer1_P228.Single") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 500 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 12 -- Size of a clip
SWEP.Primary.DefaultClip = 45 -- 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 = false -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "pistol" -- pistol, 357, smg1, ar2, buckshot, slam, SniperPenetratedRound, AirboatGun
-- Pistol, buckshot, and slam always ricochet. Use AirboatGun for a light metal peircing shotgun pellets
SWEP.Secondary.IronFOV = 60 -- How much you 'zoom' in. Less is more!
SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 17 -- Base damage per bullet
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .015 -- Ironsight accuracy, should be the same for shotguns
-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(-2.653, -.686, 1.06)
SWEP.IronSightsAng = Vector(0.3, 0, 0)
SWEP.SightsPos = Vector(-2.653, -.686, 1.06)
SWEP.SightsAng = Vector(0.3, 0, 0)
SWEP.RunSightsPos = Vector(3.444, -7.823, -6.27)
SWEP.RunSightsAng = Vector(60.695, 0, 0)
if GetConVar("M9KDefaultClip") == nil then
print("M9KDefaultClip is missing! You may have hit the lua limit!")
else
if GetConVar("M9KDefaultClip"):GetFloat() >= 0 then
SWEP.Primary.DefaultClip = SWEP.Primary.DefaultClip * GetConVar("M9KDefaultClip"):GetFloat()
PainMulti = GetConVar("M9KDefaultClip"):GetFloat()
else return end
end[/CODE]
[B]This is the reload function from the base file.[/B]
[CODE]function SWEP:Reload()
if not IsValid(self) then return end if not IsValid(self.Owner) then return end
if self.Owner:IsNPC() then
self.Weapon:DefaultReload(ACT_VM_RELOAD)
return end
if self.Owner:KeyDown(IN_USE) then return end
if self.Silenced then
self.Weapon:DefaultReload(ACT_VM_RELOAD_SILENCED)
else
self.Weapon:DefaultReload(ACT_VM_RELOAD)
end
if !self.Owner:IsNPC() then
if self.Owner:GetViewModel() == nil then self.ResetSights = CurTime() + 3 else
self.ResetSights = CurTime() + self.Owner:GetViewModel():SequenceDuration()
end
end
if SERVER and self.Weapon != nil then
if ( self.Weapon:Clip1() < self.Primary.ClipSize ) and !self.Owner:IsNPC() then
-- When the current clip < full clip and the rest of your ammo > 0, then
self.Owner:SetFOV( 0, 0.3 )
-- Zoom = 0
self:SetIronsights(false)
-- Set the ironsight to false
self.Weapon:SetNetworkedBool("Reloading", true)
end
local waitdammit = (self.Owner:GetViewModel():SequenceDuration())
timer.Simple(waitdammit + .1,
function()
if self.Weapon == nil then return end
self.Weapon:SetNetworkedBool("Reloading", false)
if self.Owner:KeyDown(IN_ATTACK2) and self.Weapon:GetClass() == self.Gun then
if CLIENT then return end
if self.Scoped == false then
self.Owner:SetFOV( self.Secondary.IronFOV, 0.3 )
self.IronSightsPos = self.SightsPos -- Bring it up
self.IronSightsAng = self.SightsAng -- Bring it up
self:SetIronsights(true, self.Owner)
self.DrawCrosshair = false
else return end
elseif self.Owner:KeyDown(IN_SPEED) and self.Weapon:GetClass() == self.Gun then
self.Weapon:SetNextPrimaryFire(CurTime()+0.3) -- Make it so you can't shoot for another quarter second
self.IronSightsPos = self.RunSightsPos -- Hold it down
self.IronSightsAng = self.RunSightsAng -- Hold it down
self:SetIronsights(true, self.Owner) -- Set the ironsight true
self.Owner:SetFOV( 0, 0.3 )
else return end
end)
end
end[/CODE]
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