• ShellEffect and MuzzelEffect
    4 replies, posted
So, im making a weapon and i want to remove the muzzel effect and shell effect but i cant get it working no matter what i try, i still get the shells ejecting when i shoot and the muzzel flash still comes. I have been looking at this: [url]https://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexff1a.html[/url] But it would be nice if someone could tell me how to use it.
Post the weapon code By the way, I think you should be looking at [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/ShootEffects]WEAPON/ShootEffects[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/PrimaryAttack]WEAPON/PrimaryAttack[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/ShootBullet]WEAPON/ShootBullet[/url] Pretty sure you copied your weapon from somewhere though, cause you have to code in the bullets and the muzzle flash, they don't automatically happen as far as I know
Im sorry if it's a bit messy/ im still learing how to use it propperly. [CODE] //General Settings\\ SWEP.Base = "weapon_sim_base" SWEP.AdminSpawnable = true // Is the swep spawnable for admin SWEP.ViewModelFOV = 70 // How much of the weapon do u see ? SWEP.UseHands = true SWEP.ViewModel = "models/weapons/v_smg_mp5.mdl" // The viewModel, the model you se when you are holding it-.- SWEP.WorldModel = "models/weapons/w_smg_mp5.mdl" // The worldmodel, The model yu when it's down on the ground SWEP.AutoSwitchTo = true SWEP.Slot = 3 SWEP.ViewModelFlip = true SWEP.Primary.Cone = 0.02 SWEP.HoldType = "smg" // How the swep is hold Pistol smg greanade melee SWEP.PrintName = "MP5 Airsoft" // your sweps name SWEP.Author = "pLASTER" // Your name SWEP.Spawnable = true // Can everybody spawn this swep ? - If you want only admin keep this false and adminsapwnable true. SWEP.AutoSwitchFrom = true // Does the weapon get changed by other sweps if you pick them up ? SWEP.FiresUnderwater = false // Does your swep fire under water ? SWEP.Weight = 5 // Chose the weight of the Swep SWEP.DrawCrosshair = false // Do you want it to have a crosshair ? SWEP.Category = "pLASTERS Airsoft" // Make your own catogory for the swep SWEP.SlotPos = 1 // Deside wich slot you want your swep do be in 1 2 3 4 5 6 SWEP.DrawAmmo = true // Does the ammo show up when you are using it ? True / False SWEP.ReloadSound = "Weapon_Pistol.Reload" // Reload sound, you can use the default ones, or you can use your one; Example; "sound/myswepreload.waw" SWEP.Instructions = "You know how to shoot..." // How do pepole use your swep ? SWEP.Contact = "plaster422@gmail.com" // How Pepole chould contact you if they find bugs, errors, etc SWEP.Purpose = "You know what to do with a weapon" // What is the purpose with this swep ? SWEP.Primary.Sound = "mp5bb.wav" // The sound that plays when you shoot :] SWEP.Primary.Damage = 2 // How much damage the swep is doing SWEP.Primary.TakeAmmo = 1 // How much ammo does it take for each shot ? SWEP.Primary.ClipSize = 30 // The clipsize SWEP.Primary.Ammo = "smg1" // ammmo type pistol/ smg1 SWEP.Primary.DefaultClip = 400 // How much ammo does the swep come with `? SWEP.Primary.Spread = 0.05 // Does the bullets spread all over, if you want it fire exactly where you are aiming leave it o.1 SWEP.Primary.NumberofShots = 1 // How many bullets you are firing each shot. SWEP.Primary.Automatic = true // Is the swep automatic ? SWEP.Primary.Recoil = 0 // How much we should punch the view SWEP.Primary.Delay = 0.11 // How long time before you can fire again SWEP.Primary.Force = 1 // The force of the shot SWEP.HeadshotMultiplier = 1.5 //SWEP:PrimaryFire()\\ function SWEP:PrimaryAttack() if ( !self:CanPrimaryAttack() ) then return end local bullet = {} bullet.Num = self.Primary.NumberofShots bullet.Src = self.Owner:GetShootPos() bullet.Dir = self.Owner:GetAimVector() bullet.Spread = Vector( self.Primary.Spread * 0.1 , self.Primary.Spread * 0.1, 0) bullet.Tracer = 1 bullet.TracerName = "Tracer" bullet.Force = self.Primary.Force bullet.Damage = self.Primary.Damage bullet.AmmoType = self.Primary.Ammo local rnda = self.Primary.Recoil * -1 local rndb = self.Primary.Recoil * math.random(-1, 1) self:ShootEffects() self.Owner:FireBullets( bullet ) self.Weapon:EmitSound(Sound(self.Primary.Sound)) self.Owner:ViewPunch( Angle( rnda,rndb,rnda ) ) self:TakePrimaryAmmo(self.Primary.TakeAmmo) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) end //SWEP:SecondaryAttack\\ SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = -1 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "none" SWEP.Pistol = false SWEP.Rifle = true SWEP.Shotgun = false SWEP.Sniper = false SWEP.IronSightsPos = Vector (4.7494, -4.114, 1.9335) SWEP.IronSightsAng = Vector (1.018, -0.0187, 0) SWEP.RunArmOffset = Vector (-2.6657, 0, 2.5) SWEP.RunArmAngle = Vector (-20.0824, -20.5693, 0) /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/mp5navy/mp5-1.wav") end[/CODE] [editline]10th January 2016[/editline] [QUOTE=MPan1;49498942]Post the weapon code By the way, I think you should be looking at [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/ShootEffects]WEAPON/ShootEffects[/url], [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/PrimaryAttack]WEAPON/PrimaryAttack[/url] and [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/WEAPON/ShootBullet]WEAPON/ShootBullet[/url] Pretty sure you copied your weapon from somewhere though, cause you have to code in the bullets and the muzzle flash, they don't automatically happen as far as I know[/QUOTE] Yea i fund a template and changed the weapon base, but i pretty much changed every thing/ added some things
[CODE] self:ShootEffects() self.Owner:FireBullets( bullet ) [/CODE] Those create the bullets and the flash. Remove them if you want, they're in the SWEP:PrimaryFire function
[QUOTE=MPan1;49498989][CODE] self:ShootEffects() self.Owner:FireBullets( bullet ) [/CODE] Those create the bullets and the flash. Remove them if you want, they're in the SWEP:PrimaryFire function[/QUOTE] Thank you very much, helped a lot!
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