• TFA base issue regarding "c_smg1.mdl"
    2 replies, posted
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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