• holdtype fix?
    7 replies, posted
okay, i may sound a little bit old but i still have the problem with the holdtype on my server, im using madcow's weapons and i have tried the holdtypefix addon but it didnt work. this is a example of my sniper. [PHP]function SWEP:Initialize() self:SetWeaponHoldType("ar2") end SWEP.Base = "weapon_mad_dod_base_sniper" SWEP.ViewModelFOV = 45 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/v_springfield.mdl" SWEP.WorldModel = "models/weapons/w_spring.mdl" SWEP.Spawnable = true SWEP.AdminSpawnable = false SWEP.Primary.Sound = Sound("Weapon_Springfield.Shoot") SWEP.Primary.Recoil = 7 SWEP.Primary.Damage = 185 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0.0005 SWEP.Primary.Delay = 1.5 SWEP.Primary.ClipSize = 5 // Size of a clip SWEP.Primary.DefaultClip = 5 // Default number of bullets in a clip SWEP.Primary.Automatic = false // Automatic/Semi Auto SWEP.Primary.Ammo = "smg1" SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.DeployDelay = 1 SWEP.ShellEffect = "effect_mad_shell_rifle" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.ShellDelay = 0.65 SWEP.IronSightsPos = Vector (-5.3461, -11.2364, 1.0614) SWEP.IronSightsAng = Vector (0, 0, 0) SWEP.RunArmOffset = Vector (4.5794, -2.4396, 3.4595) SWEP.RunArmAngle = Vector (-14.0819, 19.8924, 0) SWEP.ScopeZooms = {8} SWEP.BoltActionSniper = true /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/spring_shoot.wav") end /*--------------------------------------------------------- Name: SWEP:ReloadAnimation() ---------------------------------------------------------*/ function SWEP:ReloadAnimation() self.ShellEffect = "effect_mad_shell_rifle" self.Weapon:SendWeaponAnim(ACT_VM_IDLE) local Animation = self.Owner:GetViewModel() Animation:SetSequence(Animation:LookupSequence("reload")) // Shell eject timer.Simple(0.5, function() if not IsFirstTimePredicted() then return end if not self.Owner:IsNPC() and not self.Owner:Alive() then return end local effectdata = EffectData() effectdata:SetEntity(self.Weapon) effectdata:SetNormal(self.Owner:GetAimVector()) effectdata:SetAttachment(2) util.Effect(self.ShellEffect, effectdata) end) end /*--------------------------------------------------------- Name: SWEP:SecondThink() Desc: Called every frame. Use this function if you don't want to copy/past the think function everytime you create a new weapon with this base... ---------------------------------------------------------*/ function SWEP:SecondThink() end /*--------------------------------------------------------- Name: SWEP:DeployAnimation() ---------------------------------------------------------*/ function SWEP:DeployAnimation() self.Weapon:SendWeaponAnim(ACT_VM_IDLE) local Animation = self.Owner:GetViewModel() Animation:SetSequence(Animation:LookupSequence("draw")) end /*--------------------------------------------------------- Name: SWEP:ShootAnimation() ---------------------------------------------------------*/ function SWEP:ShootAnimation() if (self.Weapon:Clip1() < 1) then self.Weapon:SendWeaponAnim(ACT_VM_IDLE) local Animation = self.Owner:GetViewModel() Animation:SetSequence(Animation:LookupSequence("shoot_empty")) self.ShellEffect = "none" else self.Weapon:SendWeaponAnim(ACT_VM_IDLE) local Animation = self.Owner:GetViewModel() Animation:SetSequence(Animation:LookupSequence("shoot")) self.ShellEffect = "effect_mad_shell_rifle" end end [/PHP] i really need help :/
maybe " SWEP.Base = "weapon_mad_dod_base_sniper" " sets an another holdtype?
[QUOTE=yokko;23517256]maybe " SWEP.Base = "weapon_mad_dod_base_sniper" " sets an another holdtype?[/QUOTE] im going to check [editline]05:07PM[/editline] [QUOTE=blown25;23518115]im going to check[/QUOTE] im giving up, i have tried everything now :(, nothing works, why did garry even do this? what was the point of the update
put the initalize function at the bottom
[QUOTE=Tobba;23519322]put the initalize function at the bottom[/QUOTE] will that make any difference?
Probbably not [editline]08:00PM[/editline] I cant see anything wrong with it
I'm pretty sure the update will help with a lot of things, besides breaking a few things.
I [I] think [/I] that you take SWEP:Holdtype out of the Initialize and it works. I remember hearing that somewhere, probably not though. Yeah it worked for my shotgun (Crappy, uses default base etc) might work for you
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