Need help using the SCK base on an already existing SWEP.
6 replies, posted
Short and to the point, I suck at Lua but have been trying to learn. Basically I took a SWEP off the workshop and wanted to add entities to their bodies via worldmodels but I cant seem to get the SCK base to work properly on this SWEP.
Somethings to note before I show it:
-I merged the initializations before hand and nothing different happened.
-The original functionality still works on this swep, but nothing I wanted to add.
-There are no script errors.
[CODE]AddCSLuaFile()
SWEP.PrintName = "Blah Blah Blah"
SWEP.Category = "Blah Blah Blah"
SWEP.Author = "Blah Blah Blah"
SWEP.Purpose = "Blah Blah Blah."
SWEP.Spawnable = true
SWEP.UseHands = true
SWEP.DrawAmmo = false
SWEP.Base = "weapon_base"
SWEP.ViewModel = "models/weapons/v_slam.mdl"
SWEP.WorldModel = ""
SWEP.TraceLength = 500
SWEP.ViewModelFOV = 52
SWEP.Slot = 0
SWEP.SlotPos = 5
SWEP.Effect = "c4_explosion"
SWEP.EffectAir = "c4_explosion_air"
SWEP.WElements = {
["Detonator"] = { type = "Model", model = "models/Items/battery.mdl", bone = "ValveBiped.Bip01_R_Hand", rel = "", pos = Vector(4.675, 3.635, -3.636), angle = Angle(0, 0, 0), size = Vector(0.56, 0.56, 0.56), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["Bomb1"] = { type = "Model", model = "models/dav0r/tnt/tnttimed.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "", pos = Vector(-7.792, -9.87, -1.558), angle = Angle(-94.676, 171.817, 180), size = Vector(0.367, 0.367, 0.367), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["Bomb3"] = { type = "Model", model = "models/dav0r/tnt/tnt.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "", pos = Vector(-7.792, -9.87, -4.676), angle = Angle(-3.507, -101.689, -85.325), size = Vector(0.367, 0.367, 0.367), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} },
["Bomb2"] = { type = "Model", model = "models/dav0r/tnt/tnt.mdl", bone = "ValveBiped.Bip01_Spine4", rel = "", pos = Vector(-7.792, -9.87, 1.557), angle = Angle(-10.52, -104.027, -85.325), size = Vector(0.367, 0.367, 0.367), color = Color(255, 255, 255, 255), surpresslightning = false, material = "", skin = 0, bodygroup = {} }
}
util.PrecacheModel( SWEP.ViewModel )
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
local Explosion = {
"ambient/explosions/explode_1.wav" ,
"ambient/explosions/explode_2.wav" ,
"ambient/explosions/explode_3.wav" ,
"ambient/explosions/explode_4.wav"
}
local MuselScream = {
"allakbar1.mp3",
"allakbar2.mp3" ,
"allakbar3.mp3"
}
SWEP.DamageDistance = 1000
function SWEP:Initialize()
self:SetHoldType( "slam" )
self.CanPerformAttack = true
timer.Simple(0.05,function()
self:SendWeaponAnim(ACT_SLAM_DETONATOR_IDLE)
end)
end
function SWEP:Initialize()
self:SetHoldType( "slam" )
self.CanPerformAttack = true
timer.Simple(0.05,function()
self:SendWeaponAnim(ACT_SLAM_DETONATOR_IDLE)
end)
if CLIENT then
// Create a new table for every weapon instance
self.VElements = table.FullCopy( self.VElements )
self.WElements = table.FullCopy( self.WElements )
self.ViewModelBoneMods = table.FullCopy( self.ViewModelBoneMods )
self:CreateModels(self.VElements) // create viewmodels
self:CreateModels(self.WElements) // create worldmodels
// init view model bone build function
if IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
// Init viewmodel visibility
if (self.ShowViewModel == nil or self.ShowViewModel) then
vm:SetColor(Color(255,255,255,255))
else
// we set the alpha to 1 instead of 0 because else ViewModelDrawn stops being called
vm:SetColor(Color(255,255,255,1))
// ^ stopped working in GMod 13 because you have to do Entity:SetRenderMode(1) for translucency to kick in
// however for some reason the view model resets to render mode 0 every frame so we just apply a debug material to prevent it from drawing
vm:SetMaterial("Debug/hsv")
end
end
end
end
end
function SWEP:Holster()
if CLIENT and IsValid(self.Owner) then
local vm = self.Owner:GetViewModel()
if IsValid(vm) then
self:ResetBonePositions(vm)
end
end
return true
end
function SWEP:OnRemove()
self:Holster()
end
if CLIENT then
SWEP.vRenderOrder = nil
function SWEP:ViewModelDrawn()
local vm = self.Owner:GetViewModel()
if !IsValid(vm) then return end
if (!self.VElements) then return end
self:UpdateBonePositions(vm)
if (!self.vRenderOrder) then
// we build a render order because sprites need to be drawn after models
self.vRenderOrder = {}
for k, v in pairs( self.VElements ) do
if (v.type == "Model") then
table.insert(self.vRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.vRenderOrder, k)
end
end
end
for k, name in ipairs( self.vRenderOrder ) do
local v = self.VElements[name]
if (!v) then self.vRenderOrder = nil break end
if (v.hide) then continue end
local model = v.modelEnt
local sprite = v.spriteMaterial
if (!v.bone) then continue end
local pos, ang = self:GetBoneOrientation( self.VElements, v, vm )
if (!pos) then continue end
if (v.type == "Model" and IsValid(model)) then
model:SetPos(pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z )
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
model:SetAngles(ang)
//model:SetModelScale(v.size)
local matrix = Matrix()
matrix:Scale(v.size)
model:EnableMatrix( "RenderMultiply", matrix )
if (v.material == "") then
model:SetMaterial("")
elseif (model:GetMaterial() != v.material) then
model:SetMaterial( v.material )
end
if (v.skin and v.skin != model:GetSkin()) then
model:SetSkin(v.skin)
end
if (v.bodygroup) then
for k, v in pairs( v.bodygroup ) do
if (model:GetBodygroup(k) != v) then
model:SetBodygroup(k, v)
end
end
end
if (v.surpresslightning) then
render.SuppressEngineLighting(true)
end
render.SetColorModulation(v.color.r/255, v.color.g/255, v.color.b/255)
render.SetBlend(v.color.a/255)
model:DrawModel()
render.SetBlend(1)
render.SetColorModulation(1, 1, 1)
if (v.surpresslightning) then
render.SuppressEngineLighting(false)
end
elseif (v.type == "Sprite" and sprite) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
render.SetMaterial(sprite)
render.DrawSprite(drawpos, v.size.x, v.size.y, v.color)
elseif (v.type == "Quad" and v.draw_func) then
local drawpos = pos + ang:Forward() * v.pos.x + ang:Right() * v.pos.y + ang:Up() * v.pos.z
ang:RotateAroundAxis(ang:Up(), v.angle.y)
ang:RotateAroundAxis(ang:Right(), v.angle.p)
ang:RotateAroundAxis(ang:Forward(), v.angle.r)
cam.Start3D2D(drawpos, ang, v.size)
v.draw_func( self )
cam.End3D2D()
end
end
end
SWEP.wRenderOrder = nil
function SWEP:DrawWorldModel()
if (self.ShowWorldModel == nil or self.ShowWorldModel) then
self:DrawModel()
end
if (!self.WElements) then return end
if (!self.wRenderOrder) then
self.wRenderOrder = {}
for k, v in pairs( self.WElements ) do
if (v.type == "Model") then
table.insert(self.wRenderOrder, 1, k)
elseif (v.type == "Sprite" or v.type == "Quad") then
table.insert(self.wRenderOrder, k)
end
So I tried even more methods of taking out old pieces and trying to rework them to the point where I actually re-created the desired function, but it still didn't connect the SCK base. :L
do you still have duplicates of functions SWEP:Initialize(), SWEP:OnRemove(), and SWEP:Holster()?
Merge the duplicates together or else stuff is going to not work.
[QUOTE=cynaraos;48633979]do you still have duplicates of functions SWEP:Initialize(), SWEP:OnRemove(), and SWEP:Holster()?[/QUOTE]
I merged the Initialize and OnRemove. To be honest, I feel stupid i didn't see a duplicate Holster. Ill try that now and see what happens.
Alright, I tampered alot with it and merged the Functions to their respective places, and now it will not even appear under the Guns tab. Anyone have any idea?
-snip- didn't read op code
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