Hey guys.
I run a TTT server, and I made a custom SWEP for it (Jihad Bomb).
I know that some of you think that it's a horrible idea, but please ignore that fact, and help me if you can.
Basically, there are two problems with it:
Problem 1: The world model is inside the player's thighs.
Problem 2: The view model animation doesn't work.
All I need you to help me with is:
1. Find a way to set the world model position of the bomb to be seen in the player's hand (he holds it like a grenade).
2. Make it play the view model animation when the player presses the primary fire.
Here is a link to the SWEP I based it off of - [url]http://www.garrysmod.org/downloads/?a=view&id=33601[/url]
Please, I need an answer for this as fast as possible.
Can you post your code?
[lua]
resource.AddFile( "sound/siege/jihad.wav" );
resource.AddFile( "sound/siege/big_explosion.wav" );
resource.AddFile( "models/weapons/v_jb.mdl" );
resource.AddFile( "models/weapons/v_jb.dx80" );
resource.AddFile( "models/weapons/v_jb.dx90" );
resource.AddFile( "models/weapons/v_jb.sw.vtx" );
resource.AddFile( "models/weapons/v_jb.vvd" );
resource.AddFile( "models/weapons/w_jb.mdl" );
resource.AddFile( "models/weapons/w_jb.dx80" );
resource.AddFile( "models/weapons/w_jb.dx90" );
resource.AddFile( "models/weapons/w_jb.sw.vtx" );
resource.AddFile( "models/weapons/w_jb.vvd" );
resource.AddFile( "models/weapons/w_jb.phy" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_planted.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_ref.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb2.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb2.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb3b.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb3b.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/and.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/hand.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_04.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_04.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_45.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_45.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_active.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_active.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_off_ref.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on.vtf" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/screen_on_ref.vtf" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb1.vmt" );
resource.AddFile( "materials/models/weapons/v_models/pr0d.c4/bomb1_planted.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb2.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/bomb3b.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/hand.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_04.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_45.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_active.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_on.vmt" );
resource.AddFile( "materials/models/weapons/w_models/pr0d.c4/screen_off.vmt" );
if SERVER then
AddCSLuaFile("shared.lua")
resource.AddFile("materials/VGUI/ttt/icon_jihad.vmt")
end
SWEP.HoldType = "slam"
SWEP.Base = "weapon_tttbase"
SWEP.WeaponID = JIHAD_BOMB
if CLIENT then
SWEP.PrintName = "Jihad Bomb"
SWEP.Slot = 6
SWEP.ViewModelFOV = 72
SWEP.ViewModelFlip = false
SWEP.Icon = "VGUI/ttt/icon_jihad"
SWEP.EquipMenuData = {
type = "Weapon",
desc = "Perfect to take out\nlarge amounts of innocents,\nas well as yourself."
};
end
SWEP.Primary.Delay = 0.08
SWEP.Primary.Recoil = 1.9
SWEP.Primary.Automatic = false
SWEP.Primary.Damage = 20
SWEP.Primary.Cone = 0.025
SWEP.Primary.Ammo = "none"
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Sound = Sound( "sound/siege/jihad.wav" )
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.ViewModel = "models/weapons/v_jb.mdl"
SWEP.WorldModel = "models/weapons/w_jb.mdl"
SWEP.Kind = WEAPON_EQUIP1
SWEP.AutoSpawnable = false
SWEP.AmmoEnt = "none"
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.InLoadoutFor = nil
SWEP.LimitedStock = true
SWEP.AllowDrop = true
SWEP.IsSilent = false
SWEP.NoSights = true
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)
if (SERVER) then
timer.Simple(2, function() self:Explode() end )
self.Owner:EmitSound( "siege/jihad.wav" )
self.AllowDrop = false
self.Owner:ResetLuaAnimation("Jihad_Scare")
end
end
function SWEP:Explode()
local k, v
local ent = ents.Create( "env_explosion" )
ent:SetPos( self.Owner:GetPos() )
ent:SetOwner( self.Owner )
ent:Spawn()
ent:SetKeyValue( "iMagnitude", "250" )
ent:Fire( "Explode", 0, 0 )
ent:EmitSound( "siege/big_explosion.wav", 500, 500 )
self:Remove()
self.Owner:Kill( )
for k, v in pairs( player.GetAll( ) ) do
v:ConCommand( "play siege/big_explosion.wav" )
end
end
function SWEP:SecondaryAttack()
self.Weapon:SetNextSecondaryFire( CurTime() + 1 )
local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )
self.Weapon:EmitSound( TauntSound )
if (!SERVER) then return end
self.Weapon:EmitSound( TauntSound )
end
function SWEP:Initialize()
util.PrecacheSound("siege/big_explosion.wav")
util.PrecacheSound("siege/jihad.wav")
self:SetWeaponHoldType("slam")
end
function SWEP:Reload()
return false
end
function SWEP:Think()
end
[/lua]
[QUOTE=Bumbanut;28479679]1. Find a way to set the world model position of the bomb to be seen in the player's hand (he holds it like a grenade). [/QUOTE]
[url]http://www.facepunch.com/threads/1032378-SWEP-Construction-Kit-developer-tool-for-modifying-viewmodels-ironsights[/url]
[QUOTE=Brandan;28519663][url]http://www.facepunch.com/threads/1032378-SWEP-Construction-Kit-developer-tool-for-modifying-viewmodels-ironsights[/url][/QUOTE]I tried that. Doesn't seem to work. I need an easier fix that doesn't require mods and stuff.
On top of that, I need help with the other problems.
Please help me.
Have you tried changing the SWEP.Holdtype to "grenade" instead of "slam"?
Here this might work for problem #2 (line #7)
[lua]
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)
if (SERVER) then
timer.Simple(2, function() self:Explode() end )
self.Owner:EmitSound( "siege/jihad.wav" )
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) // Try adding this line in
self.AllowDrop = false
self.Owner:ResetLuaAnimation("Jihad_Scare")
end
end
[/lua]
By the way if the hold style change doesn't fix that problem your probably going to need to parent it to the users hand bone.
[QUOTE=wazanator;28627625]Have you tried changing the SWEP.Holdtype to "grenade" instead of "slam"?
Here this might work for problem #2 (line #7)
[lua]
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)
if (SERVER) then
timer.Simple(2, function() self:Explode() end )
self.Owner:EmitSound( "siege/jihad.wav" )
self:SendWeaponAnim( ACT_VM_PRIMARYATTACK ) // Try adding this line in
self.AllowDrop = false
self.Owner:ResetLuaAnimation("Jihad_Scare")
end
end
[/lua]
By the way if the hold style change doesn't fix that problem your probably going to need to parent it to the users hand bone.[/QUOTE]
I want the weapon to be hold like a slam.
Either way, the first person animation now works, thanks for the help.
I wanted to try to do that earlier, but thought that it wouldn't work. I dun goof'd.
Now, I need to parent it to the user's hand bone.
How exactly do I do that without mods?
Please, help me with this.
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