[CODE]
if (SERVER) then
AddCSLuaFile("shared.lua")
SWEP.HoldType = "ar2"
end
if (CLIENT) then
SWEP.PrintName = "Barrett M82A1"
SWEP.ViewModelFOV = 60
SWEP.Slot = 3
SWEP.SlotPos = 1
SWEP.IconLetter = "r"
killicon.AddFont("weapon_awp", "CSKillIcons", SWEP.IconLetter, Color( 255, 0, 0, 255 ) )
end
SWEP.Instructions = "Hold your use key and press secondary fire to change fire modes."
SWEP.Author = "SKYTOP1234"
SWEP.Contact = "xx.skytop.xx@gmail.com"
SWEP.Base = "weapon_mad_base_sniper"
SWEP.ViewModelFlip = true
SWEP.Spawnable = true
SWEP.AdminSpawnable = false
SWEP.Category = "SKYTOPs Snipers"
SWEP.ViewModel = "models/weapons/v_snip_m82.mdl"
SWEP.WorldModel = "models/weapons/w_snip_m82.mdl"
SWEP.Primary.Sound = Sound("weapons/m82/m82.wav")
SWEP.Primary.Reload = Sound("weapons/m82/reload.wav")
SWEP.Primary.Damage = 95
SWEP.Primary.Recoil = 15
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.0012
SWEP.Primary.ClipSize = 10
SWEP.Primary.Delay = 0.68
SWEP.Primary.DefaultClip = 30
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "StriderMinigun"
SWEP.IronSightZoom = 1.8
SWEP.ScopeZooms = {6}
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.ShellEffect = "effect_mad_shell_rifle" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun"
SWEP.ShellDelay = 0.1
SWEP.IronSightsPos = Vector (0.9779, -29.4471, 0.0766)
SWEP.IronSightsAng = Vector (-0.8411, 9.9905, 0)
SWEP.ScopeZooms = {12}
SWEP.BoltActionSniper = false
/*---------------------------------------------------------
Name: SWEP:Precache()
Desc: Use this function to precache stuff.
---------------------------------------------------------*/
function SWEP:Precache()
util.PrecacheSound("weapons/m82/m82.wav")
util.PrecacheSound("weapons/m82/reload.wav")
end
[/CODE]
I have the sounds set up in the correct position. The firing sounds work just fine put when I go to reload the weapon the sound doesn't play. What am I doing wrong. Note this is a mad cow base.
I'm bumping this because i have the same problem.:v:
Got it working myself. Put this somewhere in your code.
[code][lua]function SWEP:Reload()
if self:Ammo1() > 0 and self.Weapon:Clip1() < self.Primary.ClipSize then
self.Weapon:DefaultReload(ACT_VM_RELOAD);
self.Weapon:EmitSound("weapons/m82/reload.wav")
end
end[/lua][/code]
#meganecropost
Well, I have the same problem, but in /m82/ I have sounds for boltup boltdown clipin and clipout.
How would I get these to work?
[lua]
timer.Simple(0.4, function()
if not IsValid(self.Owner) or self.Owner:GetActiveWeapon() == self.Weapon then
return false end
self.Weapon:EmitSound(soundpathgoeshere)
end)
[/lua]
fiddle around with the timer number and change soundpathgoeshere to the sound you want
and put it once for each sound in your reload function
Didn't work.
I get no reload sounds, and now the "Weapon_Pistol.Empty" doesn't play when I dry fire.
And, no console errors, may I add.
Edit: Reduced it to one timer, the sound still doesn't work, but the Weapon_Pistole.Empty plays when I dry fire now.
B'dump, need this soon.
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