• Can't seem to hex SWEP models, not even following tutorials
    4 replies, posted
I'm following tutorials on Youtube and forums but can't seem to hex any of my weapons and they just stay floating in my crotch I've verified Gmod and CSS caches, downloaded the world models from source and placed them in the models/weapons folders, changed multiple times the names including the ones inside the .mdl with XVI32 but nothing seems to work. Do I have to write something in the Lua file or I'm not doing something right?
SWEP is Scripted WEaPon If you add models to GMod you will just have props of their models in SpawnMenu
I mean I have already coded the weapon its fully functional in first person but the worldmodel just floats in my crotch in third person.
Post your code. Maybe it needs attachment bone
SWEP.Author = "Russian Lad" SWEP.Base = "weapon_base" SWEP.PrintName = "FN FAL" SWEP.Slot = 2 SWEP.SlotPos = 0 SWEP.ViewModel = "models/weapons/v_sam_fnfal.mdl" SWEP.ViewModelFlip = false SWEP.UseHands = true SWEP.WorldModel = "models/weapons/w_sam_fnfal.mdl" SWEP.SetHoldType = "ar2" SWEP.CSMuzzleFlashes = true SWEP.ViewModelFOV = 75 SWEP.Category = "Russian Lad" SWEP.Weight = 5 SWEP.AutoSwitchTo = true SWEP.AutoSwitchFrom = false SWEP.DrawAmmo = true SWEP.DrawCrosshair = false SWEP.DrawTracers = true SWEP.Spawnable = true SWEP.AdminSpawnable = false function SWEP:Initialize() self:SetWeaponHoldType("ar2") end SWEP.Primary.ClipSize = 20 SWEP.Primary.DefaultClip = 20 SWEP.Primary.Ammo = "SniperPenetratedRound" SWEP.Primary.Automatic = true SWEP.Primary.Recoil = 0.33 SWEP.Primary.Damage = 41 SWEP.Primary.NumShots = 1 SWEP.Primary.Spread = 0.003 SWEP.Primary.Cone = 0 SWEP.Primary.Delay = 0.1 SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Ammo = "none" SWEP.Secondary.Automatic = false SWEP.ShouldDropOnDie = false local FireSound = Sound( "weapons/fnfal.wav" ) function SWEP:Deploy() self.Weapon:SendWeaponAnim(ACT_VM_DRAW) self:SetNextPrimaryFire(CurTime() + 0.9 ) end function SWEP:PrimaryAttack() if( not self:CanPrimaryAttack() ) then return end local Bullet = {} Bullet.Num = self.Primary.NumShots Bullet.Spread = Vector( self.Primary.Spread, self.Primary.Spread, 0 ) Bullet.Src = self.Owner:GetShootPos() Bullet.Dir = self.Owner:GetAimVector() Bullet.Tracer = 1 Bullet.Damage = self.Primary.Damage Bullet.AmmoType = self.Primary.Ammo self:EmitSound( FireSound ) self:FireBullets ( Bullet ) self:ShootEffects() self.BaseClass.ShootEffects( self ) self:TakePrimaryAmmo( 1 ) self:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Owner:ViewPunch( Angle( -0.2, 0, 0.2 ) ) if ( (game.SinglePlayer() and SERVER) or ( !game.SinglePlayer() and CLIENT and IsFirstTimePredicted() ) ) then local eyeang = self.Owner:EyeAngles() eyeang.yaw = eyeang.yaw - math.random(self.Primary.Recoil * -1.8, self.Primary.Recoil / 3) eyeang.pitch = eyeang.pitch - math.random(self.Primary.Recoil * 5, self.Primary.Recoil / 3) self.Owner:SetEyeAngles( eyeang ) end end function SWEP:SecondaryAttack() return end function SWEP:Reload()   if self.ReloadingTime and CurTime() <= self.ReloadingTime then return end   if ( self:Clip1() < self.Primary.ClipSize and self.Owner:GetAmmoCount( self.Primary.Ammo ) > 0 ) then self:DefaultReload( ACT_VM_RELOAD ) local AnimationTime = self.Owner:GetViewModel():SequenceDuration() self.ReloadingTime = CurTime() + AnimationTime self:SetNextPrimaryFire(CurTime() + AnimationTime) self:SetNextSecondaryFire(CurTime() + AnimationTime) end end
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