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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