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[REQ] Disable secondary fire.
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I took the lua from swep and idk how to remove secondary fire: [code]SWEP.AdminSpawnable = true SWEP.ViewModelFOV = 56 SWEP.ViewModel = "models/weapons/v_pistol.mdl" SWEP.WorldModel = "models/weapons/w_uzim.mdl" SWEP.AutoSwitchTo = true SWEP.Slot = 2 SWEP.HoldType = "pistol" SWEP.PrintName = "Manhunt Uzi" SWEP.Author = "Nightstalker" SWEP.Spawnable = true SWEP.AutoSwitchFrom = true SWEP.FiresUnderwater = false SWEP.Weight = 5 SWEP.DrawCrosshair = true SWEP.Category = "Nightstalker's Armory" SWEP.SlotPos = 2 SWEP.DrawAmmo = true SWEP.ReloadSound = "Weapon_SMG1.Reload" SWEP.Instructions = "Press ALT+F4 To shoot." SWEP.Contact = "id/deagle195" SWEP.Purpose = "Have fun." SWEP.base = "weapon_base" SWEP.Primary.Sound = ("uzim/uzishoot.wav") SWEP.Primary.Reload = ("uzim/reload.wav") SWEP.Primary.Damage = 30 SWEP.Primary.TakeAmmo = 1 SWEP.Primary.ClipSize = 30 SWEP.Primary.Ammo = "smg1" SWEP.Primary.DefaultClip = 60 SWEP.Primary.Spread = 0.9 SWEP.Primary.NumberofShots = 1 SWEP.Primary.Automatic = true SWEP.Primary.Recoil = 0 SWEP.Primary.Delay = 0.065 SWEP.Primary.Force = 50 //SWEP:Initialize()\\ function SWEP:Initialize() util.PrecacheSound("uzim/uzishoot.wav") util.PrecacheSound("uzim/reload.wav") if ( SERVER ) then self:SetWeaponHoldType( self.HoldType ) end end //SWEP:Initialize()\\ //SWEP:PrimaryFire()\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) bullet.Tracer = 0 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self.Weapon:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire()\\ /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() if !( ( self.Weapon:Clip1() ) < ( self.Primary.ClipSize ) ) then return end self.Weapon:DefaultReload( ACT_VM_RELOAD ) self:EmitSound( "uzim/reload.wav" ) end [/code] I tried to do it myself, crashed the game.
That code doesn't do anything when you press secondary fire (There's no SWEP:SecondaryAttack), is this your edited code?
Make the secondary fire and just put nothing in it. Ex: [LUA]function SWEP:SecondaryAttack() end[/LUA]
Thanks, and secondary fire does something, it fires lots of shotgun bullets.
Sorry, you need to
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