Okay, I am making my first SWEP (chair thrower) and it won't even show up in the menu. Here is a download to the file. The reason I'm not posting the lua on here, is because i think i messed up somewhere else. (BTW following the tutorial here [url]http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/index8e50.html[/url]
[url]https://fs09u.sendspace.com/upload?SPEED_LIMIT=0&MAX_FILE_SIZE=314572800&UPLOAD_IDENTIFIER=620177932.1402639383.48C1895E.23.0&DESTINATION_DIR=31[/url]
Use this: [url]http://wiki.garrysmod.com/page/Chair_Throwing_Gun[/url]
Okay Thank You, BTW, I am getting WAAAAY ahead of myself here, but I am trying to learn how to make SWEPS so i can make an ammo pack and med pack like in battlefield. How do you make a view model?
Change the viewmodel or [B]make[/B] an actual model?
Make an actual model, and btw the tutorial doesnt work. atleast i dont think so because i have no clue how to spawn the chairthrower wepaon
[QUOTE=overki11;45090329]Make an actual model, and btw the tutorial doesnt work. atleast i dont think so because i have no clue how to spawn the chairthrower wepaon[/QUOTE]
It should be in Weapons -> Other. Also, post your whole code and where you put the file. As for making a model, you could use [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=109724869"]this[/URL], or make one in 3DS Max/Blender/Maya.
I posted the file where it said, in garrysmod, garrysmod, lua. here is the code
(I DID copy and paste, but i made sure i understood it first)
btw ill tell u if the swep construction kit works
[code]
SWEP.PrintName = "Chair Thrower"
SWEP.Author = "(overki11)"
SWEP.Instructions = "Left mouse to fire a chair!"
SWEP.Category = "First Swep"
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = false
SWEP.Secondary.Ammo = "none"
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Slot = 1
SWEP.SlotPos = 2
SWEP.DrawAmmo = false
SWEP.DrawCrosshair = true
SWEP.ViewModel = "models/weapons/v_pistol.mdl"
SWEP.WorldModel = "models/weapons/w_pistol.mdl"
local ShootSound = Sound( "Metal.SawbladeStick" )
--
-- Called when the left mouse button is pressed
--
function SWEP:PrimaryAttack()
-- This weapon is 'automatic'. This function call below defines
-- the rate of fire. Here we set it to shoot every 0.5 seconds.
self.Weapon:SetNextPrimaryFire( CurTime() + 0.5 )
-- Call 'ThrowChair' on self with this model
self:ThrowChair( "models/props/cs_office/Chair_office.mdl" )
end
--
-- Called when the rightmouse button is pressed
--
function SWEP:SecondaryAttack()
-- Note we don't call SetNextSecondaryFire here because it's not
-- automatic and so we let them fire as fast as they can click.
-- Call 'ThrowChair' on self with this model
self:ThrowChair( "models/props_c17/FurnitureChair001a.mdl" )
end
--
-- A custom function we added. When you call this the player will fire a chair!
--
function SWEP:ThrowChair( model_file )
--
-- Play the shoot sound we precached earlier!
--
self:EmitSound( ShootSound )
--
-- If we're the client ) then this is as much as we want to do.
-- We play the sound above on the client due to prediction.
-- ( if ( we didn't they would feel a ping delay during multiplayer )
--
if ( CLIENT ) then return end
--
-- Create a prop_physics entity
--
local ent = ents.Create( "prop_physics" )
--
-- Always make sure that created entities are actually created!
--
if ( !IsValid( ent ) ) then return end
--
-- Set the entity's model to the passed in model
--
ent:SetModel( model_file )
--
-- Set the position to the player's eye position plus 16 units forward.
-- Set the angles to the player'e eye angles. Then spawn it.
--
ent:SetPos( self.Owner:EyePos() + ( self.Owner:GetAimVector() * 16 ) )
ent:SetAngles( self.Owner:EyeAngles() )
ent:Spawn()
--
-- Now get the physics object. Whenever we get a physics object
-- we need to test to make sure its valid before using it.
-- If it isn't ) then we'll remove the entity.
--
local phys = ent:GetPhysicsObject()
if ( !IsValid( phys ) ) then ent:Remove() return end
--
-- Now we apply the force - so the chair actually throws instead
-- of just falling to the ground. You can play with this value here
-- to adjust how fast we throw it.
--
local velocity = self.Owner:GetAimVector()
velocity = velocity * 100
velocity = velocity + ( VectorRand() * 10 ) -- a random element
phys:ApplyForceCenter( velocity )
--
-- Assuming we're playing in Sandbox mode we want to add this
-- entity to the cleanup and undo lists. This is done like so.
--
cleanup.Add( self.Owner, "props", ent )
undo.Create( "Thrown_Chair" )
undo.AddEntity( ent )
undo.SetPlayer( self.Owner )
undo.Finish()
end
[/code]
Put it in lua/weapons.
Nope.
[editline]13th June 2014[/editline]
By The Way, with the swep creator, im using the SLAM viewmodel. I want to get the Left hand completely gone, but a little is always still there
That's an issue with your FOV and the model. Also, put AddCSLuaFile() at the top of your weapon file.
actually, i just needed to reload my game. lol
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