• door respawn
    1 replies, posted
hello when i shot down a door with a css shotgun, it didn't respawn. di a bit of searching on the forum and foud this [url]http://facepunch.com/showthread.php?t=1226213&p=38467620&viewfull=1#post38467620[/url] it works but i am getting this error in console [IMG]http://sc-cdn.scaleengine.net/i/9781d3cc5344f3197dee4987d5291710.png[/IMG] how can i fix this? i dont like errors filling up my console. the shotgun code: [CODE]-- CAN THE SHOTGUN DESTROY DOORS WITH THE BUCKSHOT ROUNDS? 1 = YES, 0 = NO SWEP.DestroyDoor = 1 -------------------------------------------------------------------------- -- Read the weapon_real_base if you really want to know what each action does /*---------------------------------------------------------*/ local HitImpact = function(attacker, tr, dmginfo) local hit = EffectData() hit:SetOrigin(tr.HitPos) hit:SetNormal(tr.HitNormal) hit:SetScale(20) util.Effect("effect_hit", hit) return true end /*---------------------------------------------------------*/ if (SERVER) then AddCSLuaFile("shared.lua") end if (CLIENT) then SWEP.PrintName = "BENELLI M3 SUPER 90" SWEP.Slot = 3 SWEP.SlotPos = 1 SWEP.IconLetter = "k" killicon.AddFont("weapon_real_cs_pumpshotgun", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 )) end /*--------------------------------------------------------- Muzzle Effect + Shell Effect ---------------------------------------------------------*/ SWEP.MuzzleEffect = "rg_muzzle_grenade" -- This is an extra muzzleflash effect -- Available muzzle effects: rg_muzzle_grenade, rg_muzzle_highcal, rg_muzzle_hmg, rg_muzzle_pistol, rg_muzzle_rifle, rg_muzzle_silenced, none SWEP.ShellEffect = "rg_shelleject_shotgun" -- This is a shell ejection effect -- Available shell eject effects: rg_shelleject, rg_shelleject_rifle, rg_shelleject_shotgun, none SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models SWEP.EjectDelay = 0.53 /*-------------------------------------------------------*/ local DoorSound = Sound("physics/wood/wood_box_impact_hard3.wav") local ShotgunReloading ShotgunReloading = false SWEP.Instructions = "Buckshot Damage (Per buckshot lead): 9% \nSlug Damage (Per slug): 88% \nRecoil: 50% \nBuckshot Precision: 55% \nSlug Precision: 85% \nType: Pump-Action \n\nChange Mode: E + Right Click" SWEP.Category = "CS:S Realistic Weapons" -- Swep Categorie (You can type what your want) SWEP.Base = "weapon_real_base_pistol" SWEP.HoldType = "shotgun" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.ViewModel = "models/weapons/cstrike/c_shot_m3super90.mdl" SWEP.WorldModel = "models/weapons/w_shot_m3super90.mdl" SWEP.Primary.Sound = Sound("Weapon_M3.Single") SWEP.Primary.Recoil = 5 SWEP.Primary.Damage = 9 SWEP.Primary.NumShots = 12 SWEP.Primary.Cone = 0.045 SWEP.Primary.ClipSize = 8 SWEP.Primary.Delay = 0.95 SWEP.Primary.DefaultClip = 8 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "buckshot" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.IronSightsPos = Vector(-7.64, -9.2, 3.48) SWEP.IronSightsAng = Vector(0, 0, 0) SWEP.data = {} SWEP.mode = "burst" -- Start with the buckshot rounds SWEP.data.burst = {} -- Buckshot Rounds SWEP.data.burst.Cone = 0.045 -- Cone of the buckshot rounds SWEP.data.burst.NumShots = 12 -- 12 little leads SWEP.data.burst.Damage = 9 -- Damage of a lead SWEP.data.semi = {} -- Slug Rounds SWEP.data.semi.Cone = 0.015 -- Cone of the slug rounds SWEP.data.semi.NumShots = 1 -- 1 big lead SWEP.data.semi.Damage = 88 -- Damage of the big lead /*--------------------------------------------------------- PrimaryAttack ---------------------------------------------------------*/ function SWEP:PrimaryAttack() if not self:CanPrimaryAttack() or self.Owner:WaterLevel() > 2 then return end -- If your gun have a problem or if you are under water, you'll not be able to fire self.Reloadaftershoot = CurTime() + self.Primary.Delay -- Set the reload after shoot to be not able to reload when firering self.Weapon:SetNextSecondaryFire(CurTime() + self.Primary.Delay) -- Set next secondary fire after your fire delay self.Weapon:SetNextPrimaryFire(CurTime() + self.Primary.Delay) -- Set next primary fire after your fire delay self.Weapon:EmitSound(self.Primary.Sound) -- Emit the gun sound when you fire self:RecoilPower() self:TakePrimaryAmmo(1) -- Take 1 ammo in you clip if ((game.SinglePlayer() and SERVER) or CLIENT) then self.Weapon:SetNetworkedFloat("LastShootTime", CurTime()) end end /*--------------------------------------------------------- SecondaryAttack ---------------------------------------------------------*/ function SWEP:SecondaryAttack() if self.Owner:KeyDown(IN_USE) then if self.mode == "semi" then self.mode = "burst" self.Owner:PrintMessage( HUD_PRINTCENTER, "Buckshot Rounds" ) self.Weapon:SetNextSecondaryFire(CurTime() + 1) self.Weapon:SetNextPrimaryFire(CurTime() + 1) self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) timer.Simple(0.3, function() self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) end) else self.mode = "semi" self.Owner:PrintMessage( HUD_PRINTCENTER, "Slug Rounds" ) self.Weapon:SetNextSecondaryFire(CurTime() + 1) self.Weapon:SetNextPrimaryFire(CurTime() + 1) self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) timer.Simple(0.3, function() self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_FINISH) end) end self.data[self.mode].Init(self) elseif SERVER then end end /*--------------------------------------------------------- Deploy ---------------------------------------------------------*/ function SWEP:Deploy() self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) -- Set the deploy animation when deploying self:SetIronsights( false ) -- Set the ironsight mod to false self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- Set the next primary fire to 1 second after deploying ShotgunReloading = false self.Weapon:SetNetworkedBool( "reloading", false) self.Weapon:SendWeaponAnim( ACT_VM_DRAW ) -- Set the deploy animation when deploying self:SetIronsights( false ) -- Set the ironsight mod to false self.Weapon:SetNextPrimaryFire(CurTime() + 1) -- Set the next primary fire to 1 second after deploying self.Reloadaftershoot = CurTime() + 1 return true end /*--------------------------------------------------------- Reload ---------------------------------------------------------*/ function SWEP:Reload() if ( self.Reloadaftershoot > CurTime() ) then return end if (self.Weapon:GetNWBool("reloading", false)) or ShotgunReloading then return end if (self.Weapon:Clip1() < self.Primary.ClipSize and self.Owner:GetAmmoCount(self.Primary.Ammo) > 0) then ShotgunReloading = true self.Weapon:SetNextPrimaryFire(CurTime() + 0.5) self.Weapon:SetNextSecondaryFire(CurTime() + 0.5) self.Weapon:SendWeaponAnim(ACT_SHOTGUN_RELOAD_START) timer.Simple(0.3, function() ShotgunReloading = false self.Weapon:SetNetworkedBool("reloading", true) self.Weapon:SetVar("reloadtimer", CurTime() + 1) self.Weapon:SetNextPrimaryFire(CurTime() + 0.5) self.Weapon:SetNextSecondaryFire(CurTime() + 0.5) end) end self.Owner:SetFOV( 0, 0.15 ) -- Zoom = 0 self:SetIronsights(false) -- Set the ironsight to false end /*--------------------------------------------------------- Think ---------------------------------------------------------*/ function SWEP:Think() if self.Weapon:Clip1() > self.Primary.ClipSize then self.Weapon:SetClip1(self.Primary.ClipSize) end if self.Weapon:GetNetworkedBool( "reloading") == true then if self.Weapon:GetNetworkedInt( "reloadtimer") < CurTime() then if self.unavailable then return end if ( self.Weapon:Clip1() >
Lua help is that way: [url]http://facepunch.com/forums/65[/url]
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