So i have a molotov in my server and you keep it when your ammo is at 0 (seems legit right?) so can somebody help me with a code to strip the weapon when your ammo reaches 0. Thanks
~Cole
Is it the PERP molly glitch?
You can try something like this
[lua] if self.Weapon:Clip1() == 0 then self.Owner:StripWeapon(self.Gun) end [/lua] in the primary attack function
[QUOTE=Acecool;40264231]Is it the PERP molly glitch?[/QUOTE]
No, this is a molotov swep that i have and i just want it removed when you run out of ammo. (so theres no-body trading a molly with 0 ammo lol)
[editline]13th April 2013[/editline]
[QUOTE=Lerpaderp;40264397]You can try something like this
[lua] if self.Weapon:Clip1() == 0 then self.Owner:StripWeapon(self.Gun) end [/lua] in the primary attack function[/QUOTE]
Ill try it
[editline]13th April 2013[/editline]
[QUOTE=XxNAMExHERExX;40263690]So i have a molotov in my server and you keep it when your ammo is at 0 (seems legit right?) so can somebody help me with a code to strip the weapon when your ammo reaches 0. Thanks
~Cole[/QUOTE]
-Bump- i really need this guys
[QUOTE=XxNAMExHERExX;40272814]No, this is a molotov swep that i have and i just want it removed when you run out of ammo. (so theres no-body trading a molly with 0 ammo lol)
[editline]13th April 2013[/editline]
Ill try it
[editline]13th April 2013[/editline]
-Bump- i really need this guys[/QUOTE]
Why don't you explain what happened when you put Lerpaderp's perfectly functional code into the SWEP's Primary Attack function?
[QUOTE=Hyper Iguana;40272997]Why don't you explain what happened when you put Lerpaderp's perfectly functional code into the SWEP's Primary Attack function?[/QUOTE]
Alright, sorry bout that, but um, this error gets spit out every time you use the weapon with his code.
[CODE][Molotov Cocktail] lua/weapons/weapon_molotov_c/shared.lua:46: attempt to call method 'StripWeapon' (a nil value)
1. unknown - lua/weapons/weapon_molotov_c/shared.lua:46
[/CODE]
Is this my stupid mistake? o_O?
[lua]
if SERVER then
if self.Weapon:Clip1() == 0 then self.Owner:StripWeapon(self.Gun) end
end
[/lua]
[QUOTE=Hyper Iguana;40285105][lua]
if SERVER then
if self.Weapon:Clip1() == 0 then self.Owner:StripWeapon(self.Gun) end
end
[/lua][/QUOTE]
and i would put this in the primaryattack area as before? also, excuse me for being extreemly bad at lua. I just really started and i'm just starting to find my way, so thank you for being patient.
and also, there is no errors but it doesn't work. I keep the weapon just as before- and here is my shared.lua
[CODE][Lua]
SWEP.ViewModelFOV = 75
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/weapons/v_molotov.mdl"
SWEP.WorldModel = "models/weapons/w_grenade.mdl"
SWEP.ReloadSound = ""
SWEP.Slot = 4
SWEP.SlotPos = 1
SWEP.DrawWorldModel = false
SWEP.DrawViewModel = true
SWEP.DrawShadow = true
SWEP.HoldType = "grenade"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "grenade"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
function SWEP:Initialize()
self.Weapon:SetWeaponHoldType(self.HoldType)
util.PrecacheSound("WeaponFrag.Throw")
util.PrecacheModel("models/props_junk/garbage_glassbottle003a.mdl")
util.PrecacheModel(self.ViewModel)
util.PrecacheSound("physics/glass/glass_largesheet_break1.wav")
util.PrecacheSound("physics/glass/glass_largesheet_break2.wav")
util.PrecacheSound("physics/glass/glass_largesheet_break3.wav")
end
function SWEP:Deploy()
end
function SWEP:PrimaryAttack()
if SERVER then
if self.Weapon:Clip1() == 0 then self.Owner:StripWeapon(self.Gun) end
end
if !self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + 0.5)
self:SetWeaponHoldType(self.HoldType)
self.Owner:EmitSound("WeaponFrag.Throw", 100, 100)
self:SendWeaponAnim(ACT_VM_THROW)
self.Owner:SetAnimation(PLAYER_ATTACK1)
if (CLIENT) then return end
local ent = ents.Create("ent_molotov_c")
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:GetAngles())
ent:Spawn()
local entobject = ent:GetPhysicsObject()
entobject:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.random(1500,2000))
self:TakePrimaryAmmo(1)
end
function SWEP:SecondaryAttack()
end
function SWEP:Reload()
self.Weapon:DefaultReload(ACT_VM_DRAW)
end
function SWEP:Think()
end
[/Code][/lua]
So anyone have any idea why this isn't working?
[lua]function SWEP:PrimaryAttack()
if !self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + 0.5)
self:SetWeaponHoldType(self.HoldType)
self.Owner:EmitSound("WeaponFrag.Throw", 100, 100)
self:SendWeaponAnim(ACT_VM_THROW)
self.Owner:SetAnimation(PLAYER_ATTACK1)
if (CLIENT) then return end
local ent = ents.Create("ent_molotov_c")
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:GetAngles())
ent:Spawn()
local entobject = ent:GetPhysicsObject()
entobject:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.random(1500,2000))
self:TakePrimaryAmmo(1)
if self:Clip1() == 0 then
self:Remove()
end
end[/lua]
[QUOTE=DeltaPhantom;40299329][lua]function SWEP:PrimaryAttack()
if !self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + 0.5)
self:SetWeaponHoldType(self.HoldType)
self.Owner:EmitSound("WeaponFrag.Throw", 100, 100)
self:SendWeaponAnim(ACT_VM_THROW)
self.Owner:SetAnimation(PLAYER_ATTACK1)
if (CLIENT) then return end
local ent = ents.Create("ent_molotov_c")
ent:SetPos(self.Owner:EyePos() + (self.Owner:GetAimVector() * 16))
ent:SetAngles(self.Owner:GetAngles())
ent:Spawn()
local entobject = ent:GetPhysicsObject()
entobject:ApplyForceCenter(self.Owner:GetAimVector():GetNormalized() * math.random(1500,2000))
self:TakePrimaryAmmo(1)
if self:Clip1() == 0 then
self:Remove()
end
end[/lua][/QUOTE]
Oohhh alright, stupid mistake on my side, thanks alot :)
Sorry, you need to Log In to post a reply to this thread.