Swep models invisible to client but models Download
1 replies, posted
Hey there! Quick question.
I am working on a gamemode, and when people join, they download the models and textures fine, but when they are ingame, the models are invisible to them. Could i have forgotten to include something in the swep's lua?
here is the code of one of them:
[code]
-- Read the weapon_real_base if you really want to know what each action does
if (SERVER) then
AddCSLuaFile("shared.lua")
end
SWEP.HoldType = "pistol"
if (CLIENT) then
SWEP.PrintName = "1911"
SWEP.ViewModelFOV = 70
SWEP.Slot = 1
SWEP.SlotPos = 1
SWEP.IconLetter = "c"
killicon.AddFont("weapon_real_cs_glock18", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ))
end
SWEP.Instructions = "Shoot to shoot"
SWEP.Base = "weapon_real_base_pistol"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.HoldType = "pistol"
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_pist_glock18.mdl"
SWEP.WorldModel = "models/weapons/w_pist_glock18.mdl"
SWEP.ShowViewModel = true
SWEP.ShowWorldModel = true
SWEP.ViewModelBoneMods = {
["v_weapon.Glock_Slide"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) },
["v_weapon"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 1.519), angle = Angle(0, 0, 3) },
["v_weapon.Glock_Parent"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }
}
SWEP.VElements = {
["FC3191+++"] = { type = "Model", model = "models/props/fc3191T.mdl", bone = "v_weapon.Glock_Parent", rel = "", pos = Vector(-0.75, 2.964, -0.455), angle = Angle(-9.551, -70.569, 90), size = Vector(10, 10, 10), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["FC3191++"] = { type = "Model", model = "models/props/fc3191C.mdl", bone = "v_weapon.Glock_Clip", rel = "", pos = Vector(3.30, 0.054, -0.153), angle = Angle(0, -160.648, 90), size = Vector(10, 10, 10), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["FC3191+"] = { type = "Model", model = "models/props/fc3191.mdl", bone = "v_weapon.Glock_Parent", rel = "", pos = Vector(2.994, -1.025, -0.029), angle = Angle(-9.551, -70.569, 90), size = Vector(10, 10, 10), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
SWEP.Category = "Far Cry 3"
SWEP.Primary.Sound = Sound("FC3/1911-1.wav")
SWEP.Primary.Recoil = 1.5
SWEP.Primary.Damage = 12
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.015
SWEP.Primary.ClipSize = 8
SWEP.Primary.Delay = 0.1
SWEP.Primary.DefaultClip = 120
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "pistol"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.IronSightsPos = Vector(3.66, 0, 1.799)
SWEP.IronSightsAng = Vector(0.555, -3.089, 1.085)
SWEP.data = {}
SWEP.mode = "semi"
SWEP.data.newclip = false
SWEP.data.zoomfov = 70
SWEP.data.snipefov = 0
SWEP.data.semi = {}
SWEP.data.semi.Cone = 0.015
SWEP.data.burst = {}
SWEP.data.burst.Delay = .34
SWEP.data.burst.Cone = 0.05
SWEP.data.burst.BurstDelay = .05
SWEP.data.burst.Shots = 3
SWEP.data.burst.Counter = 0
SWEP.data.burst.Timer = 0
/*---------------------------------------------------------
Auto/Semi Configuration
---------------------------------------------------------*/
function SWEP.data.burst.Init(self)
self.Primary.Automatic = false
self.Weapon:EmitSound("weapons/smg1/switch_burst.wav")
end
function SWEP:Deploy()
self.Weapon:EmitSound("FC3/weapon_deploy.wav")
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
-- Set the deploy animation when deploying
self.Reloadaftershoot = CurTime() + 1
-- Can't shoot while deploying
self:SetIronsights(false)
-- Set the ironsight mod to false
self.Weapon:SetNextPrimaryFire(CurTime() + 1)
-- Set the next primary fire to 1 second after deploying
return true
end
/*---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
if not self:CanPrimaryAttack() or self.Owner:WaterLevel() > 1 or self.Owner:KeyDown(IN_SPEED) then return end
-- If your gun have a problem or if you are under water, you'll not be able to fire
self.Reloadaftershoot = CurTime() + self.Primary.Delay
-- Set the reload after shoot to be not able to reload when firering
self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay)
-- Set next secondary fire after your fire delay
self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
-- Set next primary fire after your fire delay
if self.mode == "burst" then
self.data.burst.Timer = CurTime()
self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
self.data.burst.Counter = self.data.burst.Shots - 1
end
self.Weapon:EmitSound(self.Primary.Sound)
-- Emit the gun sound when you fire
if (self:GetIronsights() == true) then
self:CSShootBullet(self.Primary.Damage, 0, self.Primary.NumShots, self.Primary.Cone)
-- Put 0 recoil when you're in ironsight mod
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * (self.Primary.Recoil / 2), math.Rand(-1,1) * (self.Primary.Recoil / 2), 0))
-- Punch the screen 2x less hard when you're in ironsigh mod
else
self:CSShootBullet(self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.Primary.Cone)
-- Put normal recoil when you're not in ironsight mod
self.Owner:ViewPunch(Angle(math.Rand(-0.5,-2.5) * self.Primary.Recoil, math.Rand(-1,1) *self.Primary.Recoil, 0))
-- Punch the screen
end
self:TakePrimaryAmmo(1)
-- Take 1 ammo in you clip
if ((game.SinglePlayer() and SERVER) or CLIENT) then
self.Weapon:SetNetworkedFloat("LastShootTime", CurTime())
end
end
function SWEP:SecondaryAttack()
if self.Owner:KeyDown(IN_USE) then
end
end
function SWEP:Think()
if self.Owner:KeyDown(IN_SPEED) then
self:SetIronsights(false)
self.Owner:SetFOV( 0, 0.15 )
end
if self.data.init then
self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
self.data.init = nil
end
if self.mode == "burst" then
if self.data.burst.Timer + self.data.burst.BurstDelay < CurTime() then
if self.data.burst.Counter > 0 then
self.data.burst.Counter = self.data.burst.Counter - 1
self.data.burst.Timer = CurTime()
if self:CanPrimaryAttack() then
self.Weapon:EmitSound(self.Primary.Sound)
if self.Owner:GetFOV() == 0 then
--self:ShootBullet( 1, 1, self.data[self.mode].Cone )
self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.data[self.mode].Cone )
else
--self:ShootBullet( 1, 1, self.data[self.mode].Cone )
self:CSShootBullet( self.Primary.Damage, 0, self.Primary.NumShots, self.data[self.mode].Cone )
end
self:TakePrimaryAmmo( 1 )
end
end
end
end
if self.data.newclip then
if self.data.newclip == 0 then
self.data.newclip = false
if self:Ammo1() > self.Primary.ClipSize - 1 then
if self.data.oldclip == 0 then
self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
if SERVER then
self.Owner:GiveAmmo(1,self.Primary.Ammo,true)
end
end
end
else
self.data.newclip = self.data.newclip - 1
end
end
if !self.Owner:KeyDown(IN_USE) then
if self.Owner:KeyPressed(IN_ATTACK2) then
self:SetIronsights(true)
self.Owner:SetFOV( 70, 0.15 )
self.Owner:SetNetworkedInt("ScopeLevel", 1)
self.CrosshairColor = Color( 0, 0, 0, 0 )
if CLIENT then return end
end
end
if self.Owner:KeyReleased(IN_ATTACK2) then
self:SetIronsights(false)
self.Owner:SetFOV( 0, 0.15 )
self.Owner:SetNetworkedInt("ScopeLevel", 0)
self.CrosshairColor = Color( 0, 255, 0, 255 )
if CLIENT then return end
end
end
function SWEP:Reload()
if ( self.Reloadaftershoot > CurTime() ) then return end
-- If you're f
What's your sv_downloadurl ?
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