Thsi is the error.
[url]http://pastebin.com/DaBBc42r[/url]
[code][ERROR] gamemodes/darkrp/entities/weapons/bobs_gun_base/shared.lua:356: attempt to index a nil value
1. ShootBullet - gamemodes/darkrp/entities/weapons/bobs_gun_base/shared.lua:356
2. ShootBulletInformation - gamemodes/darkrp/entities/weapons/bobs_gun_base/shared.lua:287
3. unknown - gamemodes/darkrp/entities/weapons/bobs_gun_base/shared.lua:208[/code]
This is where the error is located. Lines 350-400
[url]http://pastebin.com/xn71Sp40[/url]
[code]if CLIENT and !game.SinglePlayer() and !self.Owner:IsNPC() then
local anglo = Angle(math.Rand(-self.Primary.KickDown,-self.Primary.KickUp), math.Rand(-self.Primary.KickHorizontal,self.Primary.KickHorizontal), 0)
local eyes = self.Owner:EyeAngles()
eyes.pitch = eyes.pitch + (anglo.pitch/3)
eyes.yaw = eyes.yaw + (anglo.yaw/3)
if GetConVar("M9KDynamicRecoil"):GetBool() then
self.Owner:SetEyeAngles(eyes)
end
end
end
/*---------------------------------------------------------
Name: SWEP:RicochetCallback()
---------------------------------------------------------*/
function SWEP:RicochetCallback(bouncenum, attacker, tr, dmginfo)
if not IsFirstTimePredicted() then
return {damage = false, effects = false}
end
local PenetrationChecker = false
if GetConVar("M9KDisablePenetration") == nil then
PenetrationChecker = false
else
PenetrationChecker = GetConVar("M9KDisablePenetration"):GetBool()
end
if PenetrationChecker then return {damage = true, effects = DoDefaultEffect} end
bulletmiss = {}
bulletmiss[1]=Sound("weapons/fx/nearmiss/bulletLtoR03.wav")
bulletmiss[2]=Sound("weapons/fx/nearmiss/bulletLtoR04.wav")
bulletmiss[3]=Sound("weapons/fx/nearmiss/bulletLtoR06.wav")
bulletmiss[4]=Sound("weapons/fx/nearmiss/bulletLtoR07.wav")
bulletmiss[5]=Sound("weapons/fx/nearmiss/bulletLtoR09.wav")
bulletmiss[6]=Sound("weapons/fx/nearmiss/bulletLtoR10.wav")
bulletmiss[7]=Sound("weapons/fx/nearmiss/bulletLtoR13.wav")
bulletmiss[8]=Sound("weapons/fx/nearmiss/bulletLtoR14.wav")
local DoDefaultEffect = true
if (tr.HitSky) then return end
// -- Can we go through whatever we hit?
if (self.Penetration) and (self:BulletPenetrate(bouncenum, attacker, tr, dmginfo)) then
return {damage = true, effects = DoDefaultEffect}
end[/code]
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