Hey guys im sorta new here as you can see but im also an amateur LUA coder.
Im trying to program a model (HK416) i found on Garry's Mod which can be found here [url]http://www.garrysmod.org/downloads/?a=view&id=18418[/url] anyways i added all the code and i realized it didn't have a view model. Well i just copied the model files and renamed it to v_416_m416.mdl which in its case the world model would be w_416_m416.mdl so i did that and with all the code in place i launched gmod but when i equipped the weapon it was really high in the air but viewable and shot and their was also no sound and it shot like a shotgun.
Here is the code ----->
if ( CLIENT ) then
SWEP.Category = "RED WEAPONS"
SWEP.Author = "dnatoxic"
SWEP.Contact = "No contacts"
SWEP.Purpose = "Shoot! SHOOOT!"
SWEP.Instructions = " ."
SWEP.PrintName = "Jitte"
SWEP.Instructions = ""
SWEP.Slot = 2
SWEP.SlotPos = 0
SWEP.IconLetter = "r"
killicon.AddFont("cse_awp","CSKillIcons",SWEP.Icon Letter,Color(255,80,0,255))
end
if ( SERVER ) then
AddCSLuaFile( "shared.lua" )
end
SWEP.Base = "g36_base1"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.ViewModel = "models/weapons/NT/v__416_m416.mdl"
SWEP.WorldModel = "models/weapons/NT/w_416_m416.mdl"
SWEP.HoldType = "ar2"
SWEP.Weight = 6.8
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("weapons/sound/mx_fire_2")
SWEP.Primary.Recoil = 5
SWEP.Primary.Unrecoil = 3.5
SWEP.Primary.Damage = 9950
SWEP.Primary.NumShots = 4
SWEP.Primary.Cone = 0
SWEP.Primary.ClipSize = 21
SWEP.Primary.Delay = 0.06 //Don't use this, use the tables below!
SWEP.Primary.DefaultClip = 81 //Always set this 1 higher than what you want.
SWEP.Primary.Automatic = true //Don't use this, use the tables below!
SWEP.Primary.Ammo = "smg1"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
//Firemode configuration
SWEP.data = {}
SWEP.mode = "semi" //The starting firemode
SWEP.data.newclip = false //Do not change this
SWEP.data.zoomfov = 45
SWEP.data.snipefov = 15
SWEP.data.scope = true
SWEP.data.semi = {}
SWEP.data.semi.Delay = 1.2
SWEP.data.semi.Cone = 0.07
SWEP.data.semi.ConeZoom = 0.001
//End of configuration
function SWEP:Think()
if SinglePlayer() then self.data.singleplayer(self) end
if self.data.init then
self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
self.data.init = nil
end
if self.data.newclip then
if self.data.newclip == 0 then
self.data.newclip = false
if self:Ammo1() > self.Primary.ClipSize - 1 then
if self.data.oldclip == 0 then
self.Weapon:SetClip1( self.Weapon:Clip1() - 1 )
if SERVER then
self.Owner:GiveAmmo(1,self.Primary.Ammo,true)
end
end
end
else
self.data.newclip = self.data.newclip - 1
end
end
if self.rezoom then
if self.rezoom <= CurTime() then
self.Owner:SetFOV(self.zoomto,.3)
self.rezoom = nil
self.zoomto = nil
end
end
end
function SWEP:PrimaryAttack()
if ( !self:CanPrimaryAttack() ) or self.data.newclip or self.data.init then return end
if CLIENT then
self.xhair.loss = self.xhair.loss + self.Primary.Recoil
end
--self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self.Weapon:SetNextPrimaryFire( CurTime() + self.data[self.mode].Delay )
self.Weapon:EmitSound(self.Primary.Sound)
self:TakePrimaryAmmo( 1 )
self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) *self.Primary.Recoil, 0 ) )
if self.Owner:GetFOV() == 90 then
self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.data[self.mode].Cone )
else
self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.data[self.mode].ConeZoom )
if SERVER then
self.zoomto = self.Owner:GetFOV()
self.Owner:SetFOV(90,.3)
self.rezoom = CurTime() + self.data[self.mode].Delay
end
end
end
function SWEP:Deploy()
if SERVER then
self.zoomto = nil
self.rezoom = nil
end
return true
end
function SWEP:SecondaryAttack()
if ( !self:CanPrimaryAttack() ) or self.data.newclip or self.data.init or self.rezoom then return end
if self.Owner:KeyDown(IN_USE) then
self.data[self.mode].Init(self)
elseif SERVER then
if self.Owner:GetFOV() == 90 then
self.Owner:SetFOV(self.data.zoomfov,.3)
elseif self.Owner:GetFOV() == self.data.zoomfov and self.data.snipefov > 0 then
self.Owner:SetFOV(self.data.snipefov,.3)
else
self.Owner:SetFOV(90,.3)
end
end
end
function SWEP:Reload()
if SERVER and self.Owner:GetFOV() ~= 90 then
self.Owner:SetFOV(90,.3)
end
self.data.oldclip = self.Weapon:Clip1()
self.Weapon:DefaultReload(ACT_VM_RELOAD)
self.data.newclip = 1
if SERVER then
self.zoomto = nil
self.rezoom = nil
end
end
i have very little knowledge of LUA
but it seems
[code]SWEP.Primary.NumShots = 4[/code]
should say
[code]SWEP.Primary.NumShots = 1[/code]
[QUOTE=Bman212;15927638]i have very little knowledge of LUA
but it seems
[code]SWEP.Primary.NumShots = 4[/code]
should say
[code]SWEP.Primary.NumShots = 1[/code][/QUOTE]
Okay thanks but the height error is still their it seems to shoot and make sounds now but the gun is like high up in the air.
[editline]03:36AM[/editline]
[quote=crysismaster;15932852]okay thanks but the height error is still their it seems to shoot and make sounds now but the gun is like high up in the air.[/quote]
please some one help me!
You have an extra underline for the "V model" AND you didn't need to re-name it. You could have just used the W model as the V model, save space add porn. :haw: As for the height, I don't know, maybe have some line, like ironsights, to position the gun properly.
[QUOTE=b00ce;15968222]You have an extra underline for the "V model" AND you didn't need to re-name it. You could have just used the W model as the V model, save space add porn. :haw: As for the height, I don't know, maybe have some line, like ironsights, to position the gun properly.[/QUOTE]
I fixed it hooray!
Here is the download link,
[url]http://www.garrysmod.org/downloads/?a=view&id=72618[/url]
your welcome :)
[QUOTE=awatemonosan;16000859]your welcome :)[/QUOTE]
Oh my god im so sorry i forgot about you,how could i you were the one who helped me fix it!
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