when i place "c_smg1" model in shared.lua the weapon starts to dissapear whenever i'm pressing fire, when it's out of ammo, just for a second,
i compared the lua file to other sweps that use "c_pistol" or and there seems to be no big difference between them, but the they don't have that problem.
changing "sv_tfa_reloads_enabled" value to 0 makes it dissapear each time i press fire.
has anybody faced with that type of thing? have idea of what might be causing this?
here's a youtube link just to make clearer what i'm talking about [url]https://www.youtube.com/watch?v=8WkmfFN7MR8[/url]
and the code:
SWEP.Gun = ("tfa_hl2_mp7") -- must be the name of your swep
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "tfa_blacklisted" SWEP.PrintName = SWEP.Gun return end
end
SWEP.Category = "A:Mine"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.MuzzleAttachment = "muzzle" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment = "1" - - Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName = "Combine MP7" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu
SWEP.SlotPos = 72 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
SWEP.DrawCrosshair = true -- set false if you want no crosshair
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.HoldType = "smg" -- how others view you carrying the weapon
SWEP.ViewModelFOV = 55
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/c_smg1.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/w_smg1.mdl" -- Weapon world model
SWEP.Base = "tfa_gun_base"
SWEP.Spawnable = true
SWEP.UseHands = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false
SWEP.Primary.Sound = Sound("Weapon_SMG1.Single") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 700 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 45 -- Size of a clip
SWEP.Primary.DefaultClip = 60 -- Bullets you start with
SWEP.Primary.KickUp = 0.2 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.2 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.2 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "smg1"
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 7 -- Base damage per bullet
SWEP.Primary.Spread = .025 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
SWEP.SelectiveFire = true
SWEP.VMPos = Vector(-3.82, -4.222, -0.401) --The viewmodel positional offset, constantly. Subtract this from any other modifications to viewmodel position.
SWEP.VMAng = Vector(-2.112, 0, 0) --The viewmodel angular offset, constantly. Subtract this from any other modifications to viewmodel angle.
SWEP.VMPos_Additive = false --Set to false for an easier time using VMPos. If true, VMPos will act as a constant delta ON TOP OF ironsights, run, whateverelse
-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(-6.461, 5.225, 1.19)
SWEP.IronSightsAng = Vector(-0.487, 0, 0)
SWEP.RunSightsPos = Vector(-1.611, -4.824, -2.211)
SWEP.RunSightsAng = Vector(-11.256, 28.843, -9.849)
if GetConVar("tfaUniqueSlots") != nil then
if not (GetConVar("tfaUniqueSlots"):GetBool()) then
SWEP.SlotPos = 2
end
end
Could be the dryfire or empty idle screwing up; check the updated template for the variables you'll need to disable them.
how do i disable them without fucking up the whole model?
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