• [TTT] How can i convert this SWEP to TTT?
    0 replies, posted
Hello, i want to add this SWEP to my TTT Servers (For the Adminteam) but sadly it doesnt really work because of the base. If i just let it be like normal the weapon doesnt even show up in the inventory when equipped. If i change the base to the ttt base you can hear the sound but the animation is missing. Can you please help me? [CODE]if CLIENT then SWEP.DrawWeaponInfoBox = false SWEP.BounceWeaponIcon = false end SWEP.Base = "leafy_base" SWEP.AdminSpawnable = true SWEP.AutoSwitchTo = false SWEP.Slot = 4 SWEP.PrintName = "Facepunch" SWEP.Author = "Leafdroid" SWEP.Spawnable = true SWEP.AutoSwitchFrom = false SWEP.Weight = 5 SWEP.DrawCrosshair = false SWEP.CustomCrosshair = false SWEP.CrossColor = Color( 0, 255, 0, 150 ) SWEP.Category = "Handies" SWEP.SlotPos = 2 SWEP.DrawAmmo = false SWEP.Instructions = "Left click to punch youself in the face!" SWEP.Contact = "Leafdroids@gmail.com" SWEP.Purpose = "Punch yourself in the face" SWEP.HoldType = "normal" SWEP.ViewModelFOV = 113 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/c_smg1.mdl" SWEP.WorldModel = "models/weapons/c_pistol.mdl" SWEP.UseHands = true SWEP.ShowViewModel = false SWEP.ShowWorldModel = false SWEP.LaserSight = 0 SWEP.Dissolve = 1 SWEP.IronsightTime = 0.1 SWEP.DisableMuzzle = 1 SWEP.ViewModelBoneMods = { ["ValveBiped.base"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01_R_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(3.332, -25.556, -10) }, ["ValveBiped.Bip01_R_Forearm"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(5.556, -1.111, 87.777) }, ["ValveBiped.Bip01_L_UpperArm"] = { scale = Vector(1, 1, 1), pos = Vector(-30, -30, -30), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01"] = { scale = Vector(0.009, 0.009, 0.009), pos = Vector(0, 0, 0), angle = Angle(0, 0, 0) }, ["ValveBiped.Bip01_R_Hand"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(23.333, -25.556, -21.112) }, ["ValveBiped.Bip01_R_Finger1"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(-25, -60, 0) }, ["ValveBiped.Bip01_R_Finger11"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, -60, 0) }, ["ValveBiped.Bip01_R_Finger12"] = { scale = Vector(1, 1, 1), pos = Vector(0, 0, 0), angle = Angle(0, 25, 0) }, } SWEP.IronSightsPos = Vector(-0, -7, 1.629) SWEP.IronSightsAng = Vector(-1, 0, 0) //SWEP.PrimaryReloadSound = Sound("Weapon_SMG1.Reload") SWEP.PrimarySound = Sound("weapons/ar1/ar1_dist2.wav") SWEP.Primary.Damage = 20 SWEP.Primary.TakeAmmo = 1 SWEP.Primary.ClipSize = -1 SWEP.Primary.Ammo = "ar2" SWEP.Primary.DefaultClip = -1 SWEP.Primary.Spread = 15 SWEP.Primary.Cone = 0.3 SWEP.IronCone = 0.1 SWEP.DefaultCone = 0.3 SWEP.Primary.NumberofShots = 1 SWEP.Primary.Automatic = false SWEP.Primary.Recoil = 1.2 SWEP.Primary.Delay = 0.1 SWEP.Primary.Force = 3 SWEP.Tracer = 10 SWEP.CustomTracerName = "blu_pulse_tracer" SWEP.ShotEffect = "blupulse_light" SWEP.IronFOV = 70 --if CLIENT then function SWEP:DoBones() local FT = FrameTime() local ply = self.Owner local ang1 = ply:GetNWFloat("ang1") local ang2 = ply:GetNWFloat("ang2") if IsValid(ply) then self.ViewModelBoneMods["ValveBiped.Bip01_R_Forearm"].angle = Angle(10, -50*ang1, 40) self.ViewModelBoneMods["ValveBiped.Bip01_R_Forearm"].pos = Vector(1 , -0 +(0*ang1), 0) self.ViewModelBoneMods["ValveBiped.Bip01_R_UpperArm"].angle = Angle(0, -65*ang1, 0) self.ViewModelBoneMods["ValveBiped.Bip01_R_UpperArm"].pos = Vector(-8 , -16 +(15*ang1), -4) self.ViewModelBoneMods["ValveBiped.Bip01_R_Hand"].angle = Angle(15, -1*ang1, 15) self.ViewModelBoneMods["ValveBiped.Bip01_R_Finger1"].angle = Angle(-25, -60*ang1, 0) self.ViewModelBoneMods["ValveBiped.Bip01_R_Finger11"].angle = Angle(0, -60*ang1, 0) self.ViewModelBoneMods["ValveBiped.Bip01_R_Finger12"].angle = Angle(0, 25*ang1, 0) end end --end function SWEP:SecondThink() local ply = self.Owner local FT = FrameTime() local ang1 = ply:GetNWFloat("ang1") local ang2 = ply:GetNWFloat("ang2") if self.Owner:KeyDown(IN_ATTACK) then ply:SetNWFloat("ang1", Lerp(FT*34, ang1, 1) ) ply:SetNWFloat("ang2", Lerp(FT*34, ang1, 45) ) else ply:SetNWFloat("ang1", Lerp(FT*34, ang1, 0) ) ply:SetNWFloat("ang2", Lerp(FT*34, ang2, 0) ) end if IsValid(ply) and SERVER then local bone = ply:LookupBone("ValveBiped.Bip01_R_UpperArm") if bone then ply:ManipulateBoneAngles( bone, Angle(20*ang1,-70*ang1,-35*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Forearm") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-110*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Hand") if bone then ply:ManipulateBoneAngles( bone, Angle(20*ang1,20*ang1,90*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_Head1") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-40*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger1") if bone then ply:ManipulateBoneAngles( bone, Angle(20*ang1,-40*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger2") if bone then ply:ManipulateBoneAngles( bone, Angle(8*ang1,-40*ang1,-25*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger21") if bone then ply:ManipulateBoneAngles( bone, Angle(20*ang1,-90*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger22") if bone then ply:ManipulateBoneAngles( bone, Angle(20*ang1,-90*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger3") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-30*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger4") if bone then ply:ManipulateBoneAngles( bone, Angle(-10*ang1,-40*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger11") if bone then ply:ManipulateBoneAngles( bone, Angle(-0*ang1,-70*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger31") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-70*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger41") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-70*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger12") if bone then ply:ManipulateBoneAngles( bone, Angle(-0*ang1,-70*ang1,-0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger32") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-70*ang1,0*ang1) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Finger42") if bone then ply:ManipulateBoneAngles( bone, Angle(0*ang1,-70*ang1,0*ang1) ) end end end function SWEP:Holster() local ply = self.Owner if IsValid(ply) then if SERVER then self.ViewModelBoneMods["ValveBiped.Bip01_R_UpperArm"].angle = Angle(0, 0, 0) self.ViewModelBoneMods["ValveBiped.Bip01_L_UpperArm"].angle = Angle(0, 0, 0) local bone = ply:LookupBone("ValveBiped.Bip01_R_Hand") if bone then ply:ManipulateBoneAngles( bone, Angle(0,0,0) ) local bone = ply:LookupBone("ValveBiped.Bip01_R_UpperArm") end if bone then ply:ManipulateBoneAngles( bone, Angle(0,0,0) ) end local bone = ply:LookupBone("ValveBiped.Bip01_R_Forearm") if bone then ply:ManipulateBoneAngles( bone, Angle(0,0,0) ) end end end if CLIENT and IsValid(self.Owner) and self.Owner:IsPlayer() then local vm = self.Owner:GetViewModel() if IsValid(vm) then self:ResetBonePositions(vm) end end return true end function SWEP:PrimaryAttack() self.Weapon:EmitSound("physics/body/body_medium_impact_hard6.wav") self.Owner:ViewPunch( Angle( 4, 0, 0 ) ) end function SWEP:Reload() end function SWEP:SecondaryAttack() end function SWEP:QuadsHere() end SWEP.VElements = { } SWEP.WElements = { }[/CODE]
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