• NEED HELP WITH '=' expected near 'function'
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[ERROR] addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:70: '=' expected near 'function' 1. unknown - addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:0 Thats appear on my console. I checked all of code and nothing, so help me CODE if ( SERVER ) then resource.AddFile( "materials/entities/vgui/oicw_beta" ) end //General Settings \\ SWEP.PrintName = "OICW" // The name of your SWEP SWEP.Author = "Jakus PL" SWEP.Instructions = "Press Mouse3 to fire a grenade, Mouse2 to scope!!!" // How do people use your SWEP? SWEP.Contact = "Comments" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "Nope" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = true // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 68 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_oicw.mdl" SWEP.WorldModel = "models/weapons/w_oicw.mdl" SWEP.UseHands = false SWEP.AutoSwitchTo = true // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = false // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 3 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "ar2" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = false // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "JakusPL - HL2 Beta SWeps" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = false // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/oicw/ar2_reload.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/oicw/ar2_fire1.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 7 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Scoped.TakeAmmo = 2 // Ammo taked per shot in scoped mode SWEP.Primary.ClipSize = 30 // The clip size. SWEP.Primary.Ammo = "smg1" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 90 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.3 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Scoped.NumberofShots = 2 // The same but define Scope Mode SWEP.Primary.Automatic = true // Is the SWEP automatic? SWEP.Primary.Recoil = 0.4 // How much recoil does the weapon have? SWEP.Primary.Delay = 0.08 // How long must you wait before you can fire again? SWEP.Primary.Force = 5 // The force of the shot. //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.Ammo = "grenade_ar2" // Leave as Pistol! SWEP.Secondary.ClipSize //Secondary Fire Variables\\ //SWEP:Initialize\\ function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP. util.PrecacheSound(Sound(self.Primary.Sound)) util.PrecacheSound(Sound(self.Primary.Sound)) self:SetWeaponHoldType( self.HoldType ) end //SWEP:Initialize\\ //SWEP:Purpose\\ //SWEP:Purpose\\ //SWEP:Think\\ //SWEP:Think\\ //SWEP:PrimaryFire\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots //The number of shots fired bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) //The above, sets how far the bullets spread from each other. bullet.Tracer = 1 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo bullet.TracerName = "Tracer" bullet.Callback = function ( attacker, tr, dmginfo ) local effect = EffectData(); effect:SetOrigin(tr.HitPos); effect:SetNormal( tr.HitNormal ); util.Effect("MetalSpark", effect); dmginfo:SetDamageType(DMG_AIRBOAT); end; local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self:EmitSound(Sound(self.Primary.Sound)) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Owner:MuzzleFlash(); self.Owner:SetAnimation( PLAYER_ATTACK1 ); self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ); self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire\\ //SWEP:FireAnimationEvent\\ //SWEP:FireAnimationEvent\\ //SWEP:SecondaryFire\\ function SWEP:SecondaryAttack() self.Weapon:EmitSound( self.Secondary.Sound ); vecThrow = vecThrow * 90000.0; if ( !CLIENT ) then //Create the grenade local pGrenade = ents.Create( self.Secondary.AmmoType ); pGrenade:SetPos( pPlayer:GetAimVector ); pGrenade:SetOwner( pPlayer ); pGrenade:Spawn() pGrenade:GetPhysicsObject():SetVelocity( vecThrow ); pGrenade:GetPhysicsObject():SetAngleVelocity( RandomAngle( -400, 400 ) ); pGrenade:SetOwner( self.Owner ); end self.Weapon:SendWeaponAnim( ACT_VM_SECONDARYATTACK ); // player "shoot" animation pPlayer:SetAnimation( PLAYER_ATTACK1 ); end //SWEP:SecondaryFire\\
First off: use [code] tags [lua]SWEP.Secondary.ClipSize[/lua] Line 66, you just left the name there. Either define the variable or remove the line.
[QUOTE=JakusPL;46200550][ERROR] addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:70: '=' expected near 'function' 1. unknown - addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:0 Thats appear on my console. I checked all of code and nothing, so help me CODE [lua] if ( SERVER ) then resource.AddFile( "materials/entities/vgui/oicw_beta" ) end //General Settings \\ SWEP.PrintName = "OICW" // The name of your SWEP SWEP.Author = "Jakus PL" SWEP.Instructions = "Press Mouse3 to fire a grenade, Mouse2 to scope!!!" // How do people use your SWEP? SWEP.Contact = "Comments" // How people should contact you if they find bugs, errors, etc SWEP.Purpose = "Nope" // What is the purpose of the SWEP? SWEP.AdminSpawnable = true // Is the SWEP spawnable for admins? SWEP.Spawnable = true // Can everybody spawn this SWEP? - If you want only admins to spawn it, keep this false and admin spawnable true. SWEP.ViewModelFOV = 68 // How much of the weapon do you see? SWEP.ViewModel = "models/weapons/v_oicw.mdl" SWEP.WorldModel = "models/weapons/w_oicw.mdl" SWEP.UseHands = false SWEP.AutoSwitchTo = true // When someone picks up the SWEP, should it automatically change to your SWEP? SWEP.AutoSwitchFrom = false // Should the weapon change to the a different SWEP if another SWEP is picked up? SWEP.Slot = 3 // Which weapon slot you want your SWEP to be in? (1 2 3 4 5 6) SWEP.SlotPos = 1 // Which part of that slot do you want the SWEP to be in? (1 2 3 4 5 6) SWEP.HoldType = "ar2" // How is the SWEP held? (Pistol SMG Grenade Melee) SWEP.FiresUnderwater = false // Does your SWEP fire under water? SWEP.Weight = 5 // Set the weight of your SWEP. SWEP.DrawCrosshair = true // Do you want the SWEP to have a crosshair? SWEP.Category = "JakusPL - HL2 Beta SWeps" // Which weapon spawning category do you want your SWEP to be in? SWEP.DrawAmmo = false // Does the ammo show up when you are using it? True / False SWEP.ReloadSound = "sound/oicw/ar2_reload.wav" // Reload sound, you can use the default ones, or you can use your own; Example; "sound/myswepreload.wav" SWEP.base = "weapon_base" //What your weapon is based on. //General settings\\ //PrimaryFire Settings\\ SWEP.Primary.Sound = "sound/oicw/ar2_fire1.wav" // The sound that plays when you shoot your SWEP :-] SWEP.Primary.Damage = 7 // How much damage the SWEP will do. SWEP.Primary.TakeAmmo = 1 // How much ammo does the SWEP use each time you shoot? SWEP.Scoped.TakeAmmo = 2 // Ammo taked per shot in scoped mode SWEP.Primary.ClipSize = 30 // The clip size. SWEP.Primary.Ammo = "smg1" // The ammo used by the SWEP. (pistol/smg1) SWEP.Primary.DefaultClip = 90 // How much ammo do you get when you first pick up the SWEP? SWEP.Primary.Spread = 0.3 // Do the bullets spread all over when firing? If you want it to shoot exactly where you are aiming, leave it at 0.1 SWEP.Primary.NumberofShots = 1 // How many bullets the SWEP fires each time you shoot. SWEP.Scoped.NumberofShots = 2 // The same but define Scope Mode SWEP.Primary.Automatic = true // Is the SWEP automatic? SWEP.Primary.Recoil = 0.4 // How much recoil does the weapon have? SWEP.Primary.Delay = 0.08 // How long must you wait before you can fire again? SWEP.Primary.Force = 5 // The force of the shot. //PrimaryFire settings\\ //Secondary Fire Variables\\ SWEP.Secondary.Ammo = "grenade_ar2" // Leave as Pistol! SWEP.Secondary.ClipSize //Secondary Fire Variables\\ //SWEP:Initialize\\ function SWEP:Initialize() //Tells the script what to do when the player "Initializes" the SWEP. util.PrecacheSound(Sound(self.Primary.Sound)) util.PrecacheSound(Sound(self.Primary.Sound)) self:SetWeaponHoldType( self.HoldType ) end //SWEP:Initialize\\ //SWEP:Purpose\\ //SWEP:Purpose\\ //SWEP:Think\\ //SWEP:Think\\ //SWEP:PrimaryFire\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots //The number of shots fired bullet.Src = self.Owner:GetShootPos() //Gets where the bullet comes from bullet.Dir = self.Owner:GetAimVector() //Gets where you're aiming bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) //The above, sets how far the bullets spread from each other. bullet.Tracer = 1 bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo bullet.TracerName = "Tracer" bullet.Callback = function ( attacker, tr, dmginfo ) local effect = EffectData(); effect:SetOrigin(tr.HitPos); effect:SetNormal( tr.HitNormal ); util.Effect("MetalSpark", effect); dmginfo:SetDamageType(DMG_AIRBOAT); end; local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self:EmitSound(Sound(self.Primary.Sound)) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Owner:MuzzleFlash(); self.Owner:SetAnimation( PLAYER_ATTACK1 ); self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ); self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:PrimaryFire\\ //SWEP:FireAnimationEvent\\ //SWEP:FireAnimationEvent\\ //SWEP:SecondaryFire\\ function SWEP:SecondaryAttack() self.Weapon:EmitSound( self.Secondary.Sound ); vecThrow = vecThrow * 90000.0; if ( !CLIENT ) then //Create the grenade local pGrenade = ents.Create( self.Secondary.AmmoType ); pGrenade:SetPos( pPlayer:GetAimVector ); pGrenade:SetOwner( pPlayer ); pGrenade:Spawn() pGrenade:GetPhysicsObject():SetVelocity( vecThrow ); pGrenade:GetPhysicsObject():SetAngleVelocity( RandomAngle( -400, 400 ) ); pGrenade:SetOwner( self.Owner ); end self.Weapon:SendWeaponAnim( ACT_VM_SECONDARYATTACK ); // player "shoot" animation pPlayer:SetAnimation( PLAYER_ATTACK1 ); end //SWEP:SecondaryFire\\[/lua][/QUOTE] [lua] //Secondary Fire Variables\\ SWEP.Secondary.Ammo = "grenade_ar2" // Leave as Pistol! SWEP.Secondary.ClipSize //Secondary Fire Variables\\[/lua] you need to assign clipsize to something or remove that line
Thanks but now we have this: [ERROR] addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:142: function arguments expected near ')' 1. unknown - addons/oicw-hl2_beta/lua/weapons/oicw_beta/shared.lua:0 [editline]10th October 2014[/editline] oh now all is good but sounds dont work. In conosle: missing file from disk, cant load (something like that XD) PLEASE HELP
Did you [url]http://wiki.garrysmod.com/page/resource/AddFile[/url] the soundfile?
THANKS
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