• First Swep Problem
    10 replies, posted
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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