• Old TTT SWEPS Instant Reloading
    1 replies, posted
Hello! It's been awhile since I used Facepunch whatever this is. I have an old SWEP, a basic one for the SIG 553 in my TTT server. For some reason, the reload animation does not play. Rather, instantly, the reload is processed. The reload amount is completely fine, and I do have CSS installed as well as GMOD for the dedicated server. Here is the code: if SERVER then    AddCSLuaFile( "shared.lua" )    resource.AddFile("materials/gg/icon_td_kreig_552.vmt") end SWEP.HoldType = "ar2" if CLIENT then    SWEP.PrintName = "Kreig 552"    SWEP.Slot = 2    SWEP.Icon = "gg/icon_td_kreig_552" end SWEP.Base = "weapon_tttbase" SWEP.Kind = WEAPON_HEAVY SWEP.WeaponID = AMMO_552 SWEP.Primary.Delay = 0.09 SWEP.Primary.Damage      = 14 SWEP.Primary.Cone        = 0.007 SWEP.Primary.ClipSize    = 30 SWEP.Primary.ClipMax     = 60 SWEP.Primary.DefaultClip = 30 SWEP.Primary.Automatic   = true SWEP.Primary.Ammo        = "smg1" SWEP.Primary.Recoil      = 1 SWEP.Primary.Sound = Sound("Weapon_SG552.Single") SWEP.Secondary.ClipSize     = 1 SWEP.Secondary.DefaultClip  = 1 SWEP.Secondary.Automatic    = false SWEP.Secondary.Ammo         = "none" SWEP.Secondary.ClipMax      = -1 SWEP.AutoSpawnable = true SWEP.AmmoEnt = "item_ammo_smg1_ttt" SWEP.ViewModelFlip = true SWEP.ViewModel  = "models/weapons/v_rif_sg552.mdl" SWEP.WorldModel = "models/weapons/w_rif_sg552.mdl" SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK_SG552 SWEP.ReloadAnim = ACT_VM_RELOAD_SG552 SWEP.HeadshotMultiplier = 4.5 SWEP.IronSightsPos = Vector (2.035, -6.1108, -0.2902) SWEP.IronSightsAng = Vector (-6.2404, 28.1427, 18.1494) SWEP.Secondary.Sound = Sound("Default.Zoom") SWEP.DeploySpeed = 2 function SWEP:Deploy()    self.Weapon:SendWeaponAnim(ACT_VM_DRAW)    return true end function SWEP:SetZoom(state)     if CLIENT then         return     else        if state then           self.Owner:SetFOV(30, 0)        else           self.Owner:SetFOV(0, 0)        end     end end function SWEP:SecondaryAttack()     if not self.IronSightsPos then return end     if self.Weapon:GetNextSecondaryFire() > CurTime() then return end          bIronsights = not self:GetIronsights()          self:SetIronsights( bIronsights )          if SERVER then         self:SetZoom(bIronsights)      else         self:EmitSound(self.Secondary.Sound)     end          self.Weapon:SetNextSecondaryFire( CurTime() + 0.2) end if CLIENT then    local scope = surface.GetTextureID("sprites/scope")    function SWEP:DrawHUD()       if self:GetIronsights() then          surface.SetDrawColor( 0, 0, 0, 255 )                    local x = ScrW() / 2.0          local y = ScrH() / 2.0          local scope_size = ScrH()          -- crosshair          local gap = 80          local length = scope_size          surface.DrawLine( x - length, y, x - gap, y )          surface.DrawLine( x + length, y, x + gap, y )          surface.DrawLine( x, y - length, x, y - gap )          surface.DrawLine( x, y + length, x, y + gap )          gap = 0          length = 50          surface.DrawLine( x - length, y, x - gap, y )          surface.DrawLine( x + length, y, x + gap, y )          surface.DrawLine( x, y - length, x, y - gap )          surface.DrawLine( x, y + length, x, y + gap )          -- cover edges          local sh = scope_size / 2          local w = (x - sh) + 2          surface.DrawRect(0, 0, w, scope_size)          surface.DrawRect(x + sh - 2, 0, w, scope_size)          surface.SetDrawColor(255, 0, 0, 255)          surface.DrawLine(x, y, x + 1, y + 1)          -- scope          surface.SetTexture(scope)          surface.SetDrawColor(255, 255, 255, 255)          surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)       else          return self.BaseClass.DrawHUD(self)       end    end    function SWEP:AdjustMouseSensitivity()       return (self:GetIronsights() and 0.2) or nil    end end function SWEP:PreDrop()     self:SetZoom(false)     self:SetIronsights(false)     return self.BaseClass.PreDrop(self) end function SWEP:Reload()     self.Weapon:DefaultReload( ACT_VM_RELOAD );     self:SetIronsights(false)     self:SetZoom(false) end function SWEP:Holster()     self:SetIronsights(false)     self:SetZoom(false)     return true end
This is still facepunch And your code should work, could you try doing: function SWEP:Reload() self.Weapon:DefaultReload(ACT_VM_RELOAD); end
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