it wont play the sound when it blows up. tell me if there any other problems to
[CODE]SWEP.HoldType = "grenade"
if CLIENT then
SWEP.PrintName = "Jihad Bomb"
SWEP.Slot = 6
SWEP.Icon = "VGUI/ttt/icon_c4"
end
SWEP.Base = "weapon_tttbasegrenade"
SWEP.Kind = WEAPON_EQUIP1
SWEP.WeaponID = AMMO_MOLOTOV
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.InLoadoutFor = nil
SWEP.LimitedStock = true
SWEP.AllowDrop = true
SWEP.IsSilent = false
SWEP.NoSights = true
SWEP.ViewModel = "models/weapons/v_jb.mdl"
SWEP.WorldModel = "models/weapons/w_jb.mdl"
SWEP.Weight = 5
SWEP.AutoSpawnable = false
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "none"
SWEP.Primary.Delay = 3
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
/*---------------------------------------------------------
Reload taunts
---------------------------------------------------------*/
function SWEP:Reload()
local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )
self.Weapon:EmitSound( TauntSound )
// The rest is only done on the server
if (!SERVER) then return end
self.Weapon:EmitSound( TauntSound )
end
/*---------------------------------------------------------
Think does nothing
---------------------------------------------------------*/
function SWEP:Think()
end
/*---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()
self.Weapon:SetNextPrimaryFire(CurTime() + 3)
local effectdata = EffectData()
effectdata:SetOrigin( self.Owner:GetPos() )
effectdata:SetNormal( self.Owner:GetPos() )
effectdata:SetMagnitude( 8 )
effectdata:SetScale( 1 )
effectdata:SetRadius( 16 )
util.Effect( "Sparks", effectdata )
self.BaseClass.ShootEffects( self )
// The rest is only done on the server
if SERVER then
timer.Simple(2, function() self:Asplode() end )
self.Owner:EmitSound( "siege/jihad.mp3" )
end
end
--The asplode function
function SWEP:Asplode()
local k, v
// Make an explosion at your position
local ent = ents.Create( "env_explosion" )
ent:SetPos( self.Owner:GetPos() )
ent:SetOwner( self.Owner )
ent:Spawn()
ent:SetKeyValue( "iMagnitude", "250" )
ent:Fire( "Explode", 0, 0 )
ent:EmitSound( "siege/WTFbomb.mp3", 500, 500 )
self.Owner:Kill( )
self.Owner:AddFrags( -1 )
for k, v in pairs( player.GetAll( ) ) do
v:ConCommand( "play siege/WTFbomb.mp3\n" )
end
end
/*---------------------------------------------------------
SecondaryAttack
---------------------------------------------------------*/
if SERVER then
AddCSLuaFile ("shared.lua");
end
SWEP.Delay = 3.75
SWEP.Armed = true
local ShootSound = Sound ("leeroy.wav");
local SplodeSound = Sound ("explosion1.wav");
function Kapoom( ply )
if ply:Alive() then
local explode = ents.Create( "env_explosion" )
explode:SetPos( ply:GetPos() )
explode:SetOwner( ply )
explode:Spawn()
explode:SetKeyValue( "iMagnitude", "220" )
explode:Fire( "Explode", 0, 0 )
explode:EmitSound( SplodeSound, 100, 1 )
end
end
function SWEP:SecondaryAttack()
if self.Armed == true then return end
self.Weapon:SendWeaponAnim( ACT_VM_PRIMARYATTACK )
self.Weapon:EmitSound (ShootSound);
self.Armed = true
timer.Create( "time_before_boom", 3.75, 1, function( )
if self.Owner ~= nil then
Kapoom( self.Owner )
end
end )
end[/CODE]
I can only forsee this problem being with the sound being installed in the wrong directory, / installed wrong.
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