ok so im trying to port the fa weapon pack to ttt im fairly new at this but
due to the size im putting them on paste bin but here is the swep
edit: i have tried adding SWEP.ViewModel but that didnt work
[url]http://pastebin.com/XPraULUJ[/url]
and this is the base file i have tried to modify
[url]http://pastebin.com/nQCZjWic[/url]
the gun works but this is what it looks like in game
[IMG]http://i.imgur.com/5rQ0tGa.jpg[/IMG]
Try putting SWEP.ViewModel in there again. SWEP.VM and WM don't exist.
[QUOTE=code_gs;43806247]Try putting SWEP.ViewModel in there again. SWEP.VM and WM don't exist.[/QUOTE]
that base file uses them
but if I put it in it doesn't change anything
That's not the correct path to the AK.
Nevermind, it's a custom model.
[QUOTE=code_gs;43806528]That's not the correct path to the AK.[/QUOTE]
yeah it is it works if I just use a standard swep like this
[code]
---- Example TTT custom weapon
-- First some standard GMod stuff
if SERVER then
AddCSLuaFile( "shared.lua" )
end
if CLIENT then
SWEP.PrintName = "AK47"
SWEP.Slot = 2 -- add 1 to get the slot number key
SWEP.ViewModelFOV = 72
SWEP.ViewModelFlip = false
end
-- Always derive from weapon_tttbase.
SWEP.Base = "weapon_tttbase"
--- Standard GMod values
SWEP.HoldType = "ar2"
SWEP.Primary.Delay = 0.08
SWEP.Primary.Recoil = 1.9
SWEP.Primary.Automatic = true
SWEP.Primary.Damage = 20
SWEP.Primary.Cone = 0.025
SWEP.Primary.Ammo = "smg1"
SWEP.Primary.ClipSize = 30
SWEP.Primary.ClipMax = 90
SWEP.Primary.DefaultClip = 30
SWEP.Primary.Sound = Sound("FAS2_AK47")
SWEP.IronSightsPos = Vector(-2.201, -4.646, 2.675)
SWEP.IronSightsAng = Vector(0.675, 0, 0)
SWEP.ReloadTime = 2.6
SWEP.ReloadTime_Nomen = 2.2
SWEP.ReloadTime_Empty = 3.3
SWEP.ReloadTime_Empty_Nomen = 3
SWEP.ViewModel = "models/weapons/view/rifles/ak47.mdl"
SWEP.WorldModel = "models/weapons/w_rif_ak47.mdl"
--- TTT config values
-- Kind specifies the category this weapon is in. Players can only carry one of
-- each. Can be: WEAPON_... MELEE, PISTOL, HEAVY, NADE, CARRY, EQUIP1, EQUIP2 or ROLE.
-- Matching SWEP.Slot values: 0 1 2 3 4 6 7 8
SWEP.Kind = WEAPON_HEAVY
-- If AutoSpawnable is true and SWEP.Kind is not WEAPON_EQUIP1/2, then this gun can
-- be spawned as a random weapon. Of course this AK is special equipment so it won't,
-- but for the sake of example this is explicitly set to false anyway.
SWEP.AutoSpawnable = false
-- The AmmoEnt is the ammo entity that can be picked up when carrying this gun.
SWEP.AmmoEnt = "item_ammo_smg1_ttt"
-- If IsSilent is true, victims will not scream upon death.
SWEP.IsSilent = false
-- If NoSights is true, the weapon won't have ironsights
SWEP.NoSights = false
[/code]
I noticed i missed these
SWEP.HoldType = "ar2"
SWEP.UseHands = true
not sure if needed but added still didnt change anything
not even sure if the holdtype was needed because it looks fine in 3rd person
Where did you get this model from?
i got it from here [url]http://steamcommunity.com/sharedfiles/filedetails/?id=180507408[/url]
the problem seems to be with the base file but I cant work out what any body know where i could get more help?
I tried using the default base file it still is invisible
The FAS 2.0 weapons have a totally different set of animations and don't conform to CSS's or Half-Life 2's animation names. Its probably in a hidden position when it isn't running the idle animation. Spy had to make a weapons base just to tailor to those weapons, they are heavily customized.
[QUOTE=Stormtrooper595;43819072]The FAS 2.0 weapons have a totally different set of animations and don't conform to CSS's or Half-Life 2's animation names. Its probably in a hidden position when it isn't running the idle animation. Spy had to make a weapons base just to tailor to those weapons, they are heavily customized.[/QUOTE]
yeah ive worked that out i just put a job on coderhire if its possible hopefully someone can do it, ttt becomes repetitive with poor gunplay.
Same issue here. did you ever figure it out?
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