So I have been trying to set up my TTT server with a host of addons and whatnot, but am experiencing a bunch of issues both small and large.
The first issue is M9K Weapons. I have them spawning on the map, but you cannot pick them up so I cannot test them.
The second is some playermodels aren't showing up at all in the pointshop and a few that do are errors for me(despite having them on my client)
The third is when you used the flashlight or change weapons, there is no sound for these actions
The fourth is certain items in the T shop and D shop aren't showing up, one in the D shop creates lua errors
And the fifth, occasionally when someone joins, the server ping goes to shit briefly
pls help
Can't really help with this little details but, how are you gettng the M9K weapons to TTT?
Can we see the playermodels that are appearing as errors on the Pointshop menu and their related workshop link or model download?
I don't think changing weapons makes sounds, depends on the weapon you switch to/switch from, and about the flashlight, I don't remembering it making a sound in TTT.
And, about the T and D shop items not appearing. Can you tell us what Items aren't appearing on the store and which ones are creating errors?
donald.lua -Workshop ID 722374307
draven.lua -Workshop ID 464838417
weiss.lua -Workshop ID 575962788
These models are errors, as it turned out the models not showing up was due to missing quotations.
Workshop ID 295735248 | Detective Grappling Hook
This D shop weapon is causing LUA errors
Workshop ID 254177214 | Traitor Jihad Bomb
Workshop ID 162581348 | Traitor Defibrillator
These T shop weapons are not showing up in the T shop(no script errors in console)
As for M9K, I have the individual weapon files in terrortown/entities/weapons (ex. weapon_m9k_amd65.lua) and the weapon placement file in maps (ex. ttt_bb_teenroom_b2_ttt.txt)
The weapons show up on the map, but cannot be equipped. You can move them and throw them like normal props and entities via magneto stick.
Looks like you've just tried sticking the weapons into the gamemode without any edits done to them.
TTT disallows players form picking up weapons unless it knows it's a valid TTT weapon, because valid TTT weapons have a bunch of additional code unique to TTT. Hence why they're "TTT weapons" and not just general "weapons."
You're not going to be able to get M9K to work in TTT unless you make edits to the weapon files and the weapon base of M9K to include the necessary values and functions TTT needs to allow you to pick up the weapon.
I've taken a small look at the playermodels and it seems they're errors because you got the path to them wrong.
For example, the Donald trump model:
It's actual path:
https://files.facepunch.com/forum/upload/1348/6768967a-20f3-4489-aad9-cb4100098058/image.png
Vs donald.lua:
https://files.facepunch.com/forum/upload/1348/5881be4d-0c1b-4187-9b28-99e82b965f42/image.png
It's 'models', not 'model'
If a workshop item is giving errors and not appearing on the shop that probably means it's broken. Unless you know how to modify it and fix it by yourself, i'd recommend you removing it.
I don't know how the defibrillator isn't appearing on your shop but I have that same exact addon and it appears on it. Are you sure you're mounting it right? And, what version of TTT are you running? Maybe the items don't appear because either something is overriding them or you've got a custom TTT version or a custom loadout menu.
I'm running the default version of TTT, no custom menu. I'll look at the player models again and fix their paths. Do you happen to know how to get the pointshop to arrange items by cost instead of alphabetically, by chance?
a lot, so it sounds like you'll be in over your head.
I ran a server once with them, but it's been awhile. I haven't remembered anything from then.
weapon_m9k_famas.lua
weapon_m9k_intervention.lua
weapon_m9k_spas12.lua
weapon_m9k_amd65.lua
I got them so that you can pick them up now, but they are all kinds of busted. The famas shared the same stats as the amd when they have different numbers in the code.
The intervention is semi-automatic instead of bolt action and isn't accurate at all. The spas12 does not go through reload animations or reload and cannot ads.
I finally got them to be picked up, but man they are busted.
As @Deathking15 told you, those weapons you just sent us aren't adapted for TTT, therefore why they aren't working for you, as it seems you just copied them and pasted them inside the terrortown gamemode folder.
Okay.... what about this?
weapon_m9k_intervention.lua
Did I finally do it right? Seems to work on the server.
in gamemodes\terrortown\entities\weapons you will find dozens of examples on how to set up the weapon file for TTT. I would recommend copy/pasting from a sample weapon, such as the pistol or M16, and analyzing the various stuff in it to figure out what to change for your new weapons. I'll go ahead and make the intervention for you, based purely on the rifle. The is the most simple method for converting SWEPs into TTT format. I would highly recommend you do this. Yes, you can just add what you need to the M9K weapon, but that M9K file will contain a lot of extraneous crap that you don't need for TTT. Hope this helps.
AddCSLuaFile()
--NOTE: The M9K file will contain all sorts of information you can use to help you do this: it will probably have the iron sights information, FOV information, FOV while zoomed information, and all sorts of shit.
--Take what you need from the M9K file and apply it to your various TTT weapons.
SWEP.HoldType = "ar2"
if CLIENT then
SWEP.PrintName = "Intervention" --changed from rifle_name
SWEP.Slot = 2
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 54 --Increased from 54 to match weapon_m9k_intervention
SWEP.Icon = "vgui/ttt/icon_scout" --You will want to make your own icon for the gun
SWEP.IconLetter = "n"
end
SWEP.Base = "weapon_tttbase"
SWEP.Kind = WEAPON_HEAVY
SWEP.WeaponID = AMMO_RIFLE
SWEP.Primary.Delay = 1.5 --I did literally 0 balancing, you set this up how you want
SWEP.Primary.Recoil = 7
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "357"
SWEP.Primary.Damage = 50
SWEP.Primary.Cone = 0.005
SWEP.Primary.ClipSize = 10
SWEP.Primary.ClipMax = 20
SWEP.Primary.DefaultClip = 10
SWEP.Primary.Sound = Sound("Weapon_INT.Single") --Sound taken from the M9K file
SWEP.Secondary.Sound = Sound("Default.Zoom")
SWEP.HeadshotMultiplier = 4
SWEP.AutoSpawnable = true
SWEP.Spawnable = true
SWEP.AmmoEnt = "item_ammo_357_ttt" --ammo 357 is just sniper ammo
SWEP.UseHands = true
SWEP.ViewModel = Model("models/weapons/v_snip_int.mdl") --model the player will see, taken from the M9K file
SWEP.WorldModel = Model("models/weapons/w_snip_int.mdl") --model other people will see, taken from M9K file
SWEP.IronSightsPos = Vector( 5, -15, -2 )
SWEP.IronSightsAng = Vector( 2.6, 1.37, 3.5 ) --These 2 lines define where the iron sight position is. You may need to raise/lower this.
function SWEP:SetZoom(state)
if IsValid(self:GetOwner()) and self:GetOwner():IsPlayer() then
if state then
self:GetOwner():SetFOV(20, 0.3)
else
self:GetOwner():SetFOV(0, 0.2)
end
end
end
function SWEP:PrimaryAttack( worldsnd )
self.BaseClass.PrimaryAttack( self.Weapon, worldsnd )
self:SetNextSecondaryFire( CurTime() + 0.1 )
end
-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
if not self.IronSightsPos then return end
if self:GetNextSecondaryFire() > CurTime() then return end
local bIronsights = not self:GetIronsights()
self:SetIronsights( bIronsights )
self:SetZoom(bIronsights)
if (CLIENT) then
self:EmitSound(self.Secondary.Sound)
end
self:SetNextSecondaryFire( CurTime() + 0.3)
end
function SWEP:PreDrop()
self:SetZoom(false)
self:SetIronsights(false)
return self.BaseClass.PreDrop(self)
end
function SWEP:Reload()
if ( self:Clip1() == self.Primary.ClipSize or self:GetOwner():GetAmmoCount( self.Primary.Ammo ) <= 0 ) then return end
self:DefaultReload( ACT_VM_RELOAD )
self:SetIronsights( false )
self:SetZoom( false )
end
function SWEP:Holster()
self:SetIronsights(false)
self:SetZoom(false)
return true
end
if CLIENT then
local scope = surface.GetTextureID("sprites/scope")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local scrW = ScrW()
local scrH = ScrH()
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)
-- cover gaps on top and bottom of screen
surface.DrawLine( 0, 0, scrW, 0 )
surface.DrawLine( 0, scrH - 1, scrW, scrH - 1 )
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
Actually, I've fixed everything for the most part. For some reason the weapons with scopes display a missing texture screen when you ads with them and some weapons have the wrong ammotypes(which is an easy fix that I don't need help to fix...)
weapon_m9k_intervention.lua
weapon_m9k_m24.lua
weapon_m9k_mp7.lua
Are all the weapons that have the missing texture while ADSed(which is bad)
I had that problem with cw2.0
I could not fix it but I used a different material for the scopes (those of weapons that worked) that looked like the same.
Check this in ur files:
local scope = surface.GetTextureID("sprites/scope")
and edit it to a working scope.
Probably because you're attempting to use the Scout's ADS function. Or some other weapon's. What does the code look like for the ADS function? Post it here.
CW2.0 in TTT you say? Shameless plug:
https://steamcommunity.com/sharedfiles/filedetails/?id=1590111190
That's something different.
I'm not using that addon due to being unnecessary for me, since I converted them already.
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