• Fists bug
    1 replies, posted
Hi, im new to scripting and i would like to try create my own gamemode for a project. I have done some of the basics and added fists to my init.lua and when i tested them they were there but when i swing a punch in thin air it still make a sound as if its made impact like a thud sound and when i right click it knocks on a door that isnt there, can anyone help me? Here is the init.lua file i made: AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include( 'shared.lua' ) -- Fists resource.AddFile("models/weapons/w_fists.vvd") resource.AddFile("models/weapons/w_fists.sw.vtx") resource.AddFile("models/weapons/w_fists.phy") resource.AddFile("models/weapons/w_fists.mdl") resource.AddFile("models/weapons/w_fists.dx90.vtx") resource.AddFile("models/weapons/w_fists.dx80.vtx") resource.AddFile("models/weapons/v_fists.vvd") resource.AddFile("models/weapons/v_fists.sw.vtx") resource.AddFile("models/weapons/v_fists.mdl") resource.AddFile("models/weapons/v_fists.dx90.vtx") resource.AddFile("models/weapons/v_fists.dx80.vtx") // Serverside only stuff goes here /*--------------------------------------------------------- Name: gamemode:PlayerLoadout( ) Desc: Give the player the default spawning weapons/ammo ---------------------------------------------------------*/ function GM:PlayerSpawn( ply ) self.BaseClass:PlayerSpawn( ply ) ply:SetGravity( 0,90 ) ply:SetMaxHealth( 100, true ) ply:Setwalkspeed( 200 ) ply:SetRunSpeed( 400 ) end function GM:PlayerLoadout( ply ) ply:StripWeapons() ply:Give( "weapon_crowbar" ) ply:Give( "weapon_pistol" ) ply:Give( "Glitchvid's-rp-fists" ) end function GM:PlayerInitialSpawn( ply ) self.BaseClass:PlayerInitialSpawn( ply ) if pl:IsAdmin() then pl:PrintMessage( HUD_PRINTTALK, "Welcome to True-RP!" ) end end Sorry if its a bit big.
This is the code of your gamemode, not of the fists themselves.
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