• Invisible Modfied m16
    3 replies, posted
Hi, So I recently reinstalled a gun on my server, a new model. I just edited weapon_ttt_m16 and redid the model, and sound. Then I went into the game and i download the .mdl, though when I pick it up its invisible. When I extract the .gma and put all of teh files in my garrysmod folder, it shows fine. Any help? Yes I did do reload stop. Click [URL="http://youtu.be/aB_A6vpM3sQ"]here [/URL]to view video since the video thing wont work ;-;
Are there any console errors when you hold the gun? Also, did you modify the view model (v_) and make sure to not change the name?
[QUOTE=Dan41550;47432491]Are there any console errors when you hold the gun? Also, did you modify the view model (v_) and make sure to not change the name?[/QUOTE] No console errors. I did check the name for v_ and w_ [editline]31st March 2015[/editline] [CODE]AddCSLuaFile() SWEP.HoldType = "ar2" if CLIENT then SWEP.PrintName = "M16" SWEP.Slot = 2 SWEP.Icon = "vgui/ttt/icon_m16" SWEP.IconLetter = "w" end SWEP.Base = "weapon_tttbase" SWEP.Spawnable = true SWEP.Kind = WEAPON_HEAVY SWEP.WeaponID = AMMO_M16 SWEP.Primary.Delay = 0.1 SWEP.Primary.Recoil = .6 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "Pistol" SWEP.Primary.Damage = 23 SWEP.Primary.Cone = .04 SWEP.Primary.ClipSize = 20 SWEP.Primary.ClipMax = 60 SWEP.Primary.DefaultClip = 20 SWEP.AutoSpawnable = true SWEP.AmmoEnt = "item_ammo_pistol_ttt" SWEP.UseHands = true SWEP.ViewModelFlip = true SWEP.ViewModelFOV = 75 SWEP.ViewModel = "models/weapons/v_khr_m1a4.mdl" SWEP.WorldModel = "models/weapons/w_rif_m4a1.mdl" SWEP.Primary.Sound = Sound("Weapon_M1A4.Single") SWEP.IronSightsPos = Vector(2.039, 0, 0.239) SWEP.IronSightsAng = Vector(0, 0, 0) function SWEP:SetZoom(state) if CLIENT then return end if not (IsValid(self.Owner) and self.Owner:IsPlayer()) then return end if state then self.Owner:SetFOV(35, 0.5) else self.Owner:SetFOV(0, 0.2) end 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 ) if SERVER then self:SetZoom( bIronsights ) 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.Owner: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 [/CODE]
Try changing the model of the weapon and see if that does anything.
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