• Anyone can help me on this?
    11 replies, posted
i have a glitch with zoeys old L4D2 pack and it just missing just the arms. and here is the error i get all the time [addons\zoeys l4d2 sweps\lua\weapons\l4d2_base\shared.lua:35] attempt to index field 'Arms' (a nil value) [addons\zoeys l4d2 sweps\lua\weapons\l4d2_base\shared.lua:20] ClientsideModel cannot be called while rendering Any clues?
Would probably help to post what code is within l2d2_base\shared.lua.
l2d2_bas/shared.lua. where is that?
If you find the addon which you installed and navigate to zoeys l4d2 swep -> lua -> weapons -> l4d2_base -> shared.lua
kk found that what now i all ready have notepad+ so any code that can fix it here ill post it [editline]15th January 2011[/editline] 35 - self.Arms:SetPos(self.Owner:GetViewModel():GetPos()) 20 - self.Arms = ClientsideModel("models/weapons/arms/v_arms_coach_new.mdl")
Probably best to post all of the code, since the errors will likely lie in self.Arms
kk but do u mind that i do it withou the numbers?
just do [lua] tags either side of the pasted code (/lua on the last tag).
it is [lau]
[QUOTE=Rmk123;27421465]it is [lau][/QUOTE] It's lua, not lau.
Here it is CreateConVar( "l4d2_adminonly", 0, { FCVAR_REPLICATED, FCVAR_ARCHIVE } ) CreateConVar( "l4d2_infinite_pistol_ammo", 0, { FCVAR_REPLICATED, FCVAR_ARCHIVE } ) CreateConVar( "l4d2_real_clips", 0, { FCVAR_REPLICATED, FCVAR_ARCHIVE } ) CreateConVar( "l4d2_desertrifle_isauto", 0, { FCVAR_REPLICATED, FCVAR_ARCHIVE } ) if (CLIENT) then surface.CreateFont("cs", ScrW()/3, ScrH()/3, true, true, "CSHIcon") surface.CreateFont("HalfLife2", ScrW()/3, ScrH()/3, true, true, "Hl2HUD") surface.CreateFont("HL2MP", ScrW()/3, ScrH()/3, true, true, "HL2KC") end function SWEP:ValidateArms() -- Hey zoey here, just to say that im updating my tf2 code so these pricks can steal it AGAIN... self:CheckArms() -- Oh look at this, this isnt something azadouche had, Real time arm changing, AND ITS CLIENT SIDE. if self.Owner:GetNWInt("l4d2_character") == "nick" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_gambler_new.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "ellis" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_mechanic_new.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "coach" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_coach_new.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "rochelle" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_producer_new.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "bill" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_bill.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "francis" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_francis.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "louis" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_louis.mdl") elseif self.Owner:GetNWInt("l4d2_character") == "zoey" then self.Arms = ClientsideModel("models/weapons/arms/v_arms_zoey.mdl") else self.Arms = ClientsideModel("models/weapons/arms/v_arms_gambler_new.mdl") end -- Hey zoey again, Just taking the model where using and merging it with our v_model. self.Arms:SetPos(self.Owner:GetViewModel():GetPos()) self.Arms:SetAngles(self.Owner:GetViewModel():GetAngles()) self.Arms:AddEffects(EF_BONEMERGE) self.Arms:SetNoDraw(false) self.Arms:SetParent(self.Owner:GetViewModel()) end function SWEP:ViewModelDrawn() if not self.Arms then self:ValidateArms() end if self.Arms then self.Arms:DrawModel() end if LocalPlayer():GetActiveWeapon():GetNWBool("ArmsReset") then self.Arms:Remove() self:ValidateArms() end end function SWEP:SetDeploySpeed( speed ) self.m_WeaponDeploySpeed = 1 end function SWEP:SpecialDeploy() if not self:GetNWBool("ReDeployed") then if self.Owner:Crouching() then self:SetNWInt("ConeX",2) else self:SetNWInt("ConeX",1) end self:SetNWBool("ItemEX",false) self:EmitSound(self.DrawSound) self.Melee = nil self:SetNWBool("ReDeployed",true) self:Deploy() end end function SWEP:BaseHolster() self:StopSmoke() self:SetNWBool("ReDeployed",false) self.Owner:SetNWInt("LastWeapon", tostring(self:GetClass())) if self:GetNWBool("Iron") then self.Owner:SetFOV( 0, 0.2 ) end return true end if (CLIENT) then surface.CreateFont("cs", ScrW()/3, ScrH()/3, true, true, "CSHIcon") surface.CreateFont("HalfLife2", ScrW()/3, ScrH()/3, true, true, "Hl2HUD") end local PistolWeaponSet = { "l4d2_deserteagle", "l4d2_pistol", "l4d2_dualpistol"} function SWEP:UnloadWeapon() self.Unload = nil if self:Clip1() <= 0 then return false end if table.HasValue(PistolWeaponSet, self:GetClass()) and GetConVarNumber("l4d2_infinite_pistol_ammo") == 1 then return false end if (SERVER) then self.Owner:GiveAmmo( self:Clip1()-1, self.Primary.Ammo, true ) end self:SetClip1(1) end function SWEP:Reloadgun() self.DoReload = nil local start = self:Clip1() local taken = math.min( self.Primary.ClipSize, self.Primary.ClipSize - start, self.Owner:GetAmmoCount( self.Primary.Ammo ) ) if self:GetNWInt("FireBullet") > 0 and self:GetNWInt("FireBullet") <= self.Primary.ClipSize then if self:Clip1() > 0 then self:SetClip1(self:Clip1() + self:GetNWInt("FireBullet") -1) self.Owner:RemoveAmmo( self:GetNWInt("FireBullet") - 1, self:GetPrimaryAmmoType() ) if self:Clip1() > self.Primary.ClipSize then self:SetClip1(self.Primary.ClipSize) end else self:SetClip1(self:Clip1() + self:GetNWInt("FireBullet")) self.Owner:RemoveAmmo( self:GetNWInt("FireBullet"), self:GetPrimaryAmmoType() ) if self:Clip1() > self.Primary.ClipSize then self:SetClip1(self.Primary.ClipSize) end end elseif self:GetNWInt("ExplodeBullet") > 0 and self:GetNWInt("ExplodeBullet") <= self.Primary.ClipSize then if self:Clip1() > 0 then self:SetClip1(self:Clip1() + self:GetNWInt("ExplodeBullet") -1) self.Owner:RemoveAmmo( self:GetNWInt("ExplodeBullet") - 1, self:GetPrimaryAmmoType() ) if self:Clip1() > self.Primary.ClipSize then self:SetClip1(self.Primary.ClipSize) end else self:SetClip1(self:Clip1() + self:GetNWInt("ExplodeBullet")) self.Owner:RemoveAmmo( self:GetNWInt("ExplodeBullet"), self:GetPrimaryAmmoType() ) if self:Clip1() > self.Primary.ClipSize then self:SetClip1(self.Primary.ClipSize) end end else self:SetClip1(self:Clip1() + taken) if table.HasValue(PistolWeaponSet, self:GetClass()) and GetConVarNumber("l4d2_infinite_pistol_ammo") == 1 then return false end self.Owner:RemoveAmmo( taken , self:GetPrimaryAmmoType() ) if self:Clip1() > self.Primary.ClipSize then self:SetClip1(self.Primary.ClipSize) end end end SWEP.Primary.Smokey = "sidearm_smoke" SWEP.Primary.Muzzle = "muzzle_pistols" PrecacheParticleSystem("sidearm_smoke") PrecacheParticleSystem("muzzle_pistols") PrecacheParticleSystem("muzzle_rifles") PrecacheParticleSystem("muzzle_mg42") PrecacheParticleSystem("muzzle_rockets") /*--------------------------------------------------------- Sensibility ---------------------------------------------------------*/ local LastViewAng = false local function SimilarizeAngles (ang1, ang2) ang1.y = math.fmod (ang1.y, 360) ang2.y = math.fmod (ang2.y, 360) if math.abs (ang1.y - ang2.y) > 180 then if ang1.y - ang2.y < 0 then ang1.y = ang1.y + 360 else ang1.y = ang1.y - 360 end end end local function ReduceScopeSensitivity (uCmd) if LocalPlayer():GetActiveWeapon() and LocalPlayer():GetActiveWeapon():IsValid() then local newAng = uCmd:GetViewAngles() if LastViewAng then SimilarizeAngles (LastViewAng, newAng) local diff = newAng - LastViewAng diff = diff * (LocalPlayer():GetActiveWeapon().MouseSensitivity or 1) uCmd:SetViewAngles (LastViewAng + diff) end end LastViewAng = uCmd:GetViewAngles() end hook.Add ("CreateMove", "RSS", ReduceScopeSensitivity) function SWEP:DrawWorldModel() local hand, offset, rotate if not ValidEntity(self.Owner) then self:DrawModel() return end hand = self.Owner:GetAttachment(self.Owner:LookupAttachment("anim_attachment_rh")) offset = hand.Ang:Right() * 1.5 + hand.Ang:Forward() * -6 + hand.Ang:Up() * 2.6 hand.Ang:RotateAroundAxis(hand.Ang:Right(), 0) hand.Ang:RotateAroundAxis(hand.Ang:Forward(), 0) hand.Ang:RotateAroundAxis(hand.Ang:Up(), -90) self:SetRenderOrigin(hand.Pos + offset) self:SetRenderAngles(hand.Ang) self:DrawModel() end function SWEP:CHReloadAT() self:SetNWBool("BlurIn",false) self:SetNWInt("BlurAmount",0) self:SetNWInt("IronBlurAmount",0) end function SWEP:AcrPunches() if self.CustomPunch1 and CurTime() >= self.CustomPunch1 then self.CustomPunch1 = nil self.Owner:ViewPunch(Angle(1.5,0.8,0)) end if self.CustomPunch2 and CurTime() >= self.CustomPunch2 then self.CustomPunch2 = nil self.Owner:ViewPunch(Angle(-2,-3,0)) end if self.CustomPunch3 and CurTime() >= self.CustomPunch3 then self.CustomPunch3 = nil self.Owner:ViewPunch(Angle(1.3,-0.65,0)) end if self.CustomPunch4 and CurTime() >= self.CustomPunch4 then self.CustomPunch4 = nil self.Owner:ViewPunch(Angle(-1.3,0.65,0)) end end function SWEP:MuzzleEffect() self.Owner:GetViewModel():StopParticles() ParticleEffectAttach( self.Primary.Muzzle, PATTACH_POINT_FOLLOW, self.Owner:GetViewModel(), self.Owner:GetViewModel():LookupAttac
Put [lua] at the start then[./lua] at the end (removing the.)
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