• Sweps Reload Animation Broken
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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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