• DarkRP weapon issues
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Please help ERROR WHEN KICKED [PHP][[BDL] Spikegrant15|4|STEAM_0:1:50678629] Lua Error: [ERROR] addons/mad cows weapons updated!!/lua/weapons/weapon_mad_base/shared.lua :719: Tried to use a NULL entity! 1. __index - [C]:-1 2. unknown - addons/mad cows weapons updated!!/lua/weapons/weapon_mad_base/sh ared.lua:719[/PHP] CODE IT REFERS TOO [CODE] local Sound = Sound local Vector = Vector local CreateConVar = CreateConVar local CurTime = CurTime local IsFirstTimePredicted = IsFirstTimePredicted local Angle = Angle local EffectData = EffectData local SinglePlayer = SinglePlayer local FrameTime = FrameTime local IsValid = IsValid local WorldSound = WorldSound local util = util local hook = hook local math = math local timer = timer local ents = ents local ACT_VM_IDLE = ACT_VM_IDLE local PLAYERANIMEVENT_CUSTOM_GESTURE = PLAYERANIMEVENT_CUSTOM_GESTURE local GESTURE_SLOT_ATTACK_AND_RELOAD = GESTURE_SLOT_ATTACK_AND_RELOAD local ACT_MP_ATTACK_CROUCH_PRIMARYFIRE = ACT_MP_ATTACK_CROUCH_PRIMARYFIRE local ACT_MP_ATTACK_STAND_PRIMARYFIRE = ACT_MP_ATTACK_STAND_PRIMARYFIRE local FCVAR_REPLICATED = FCVAR_REPLICATED local FCVAR_ARCHIVE = FCVAR_ARCHIVE local ACT_VM_DRAW_EMPTY = ACT_VM_DRAW_EMPTY local ACT_VM_DRAW_SILENCED = ACT_VM_DRAW_SILENCED local ACT_VM_DRAW = ACT_VM_DRAW local IN_SPEED = IN_SPEED local ACT_VM_IDLE_SILENCED = ACT_VM_IDLE_SILENCED local ACT_VM_IDLE_EMPTY = ACT_VM_IDLE_EMPTY local IN_FORWARD = IN_FORWARD local IN_BACK = IN_BACK local IN_MOVELEFT = IN_MOVELEFT local IN_MOVERIGHT = IN_MOVERIGHT local HUD_PRINTTALK = HUD_PRINTTALK local ACT_VM_RELOAD = ACT_VM_RELOAD local ACT_VM_RELOAD_SILENCED = ACT_VM_RELOAD_SILENCED local ACT_VM_RELOAD_EMPTY = ACT_VM_RELOAD_EMPTY local IN_USE = IN_USE local ACT_INVALID = ACT_INVALID local IN_DUCK = IN_DUCK local SERVER = SERVER local CLIENT = CLIENT local MAT_GLASS = MAT_GLASS local MAT_SAND = MAT_SAND local MAT_FLESH = MAT_FLESH local MAT_ALIENFLESH = MAT_ALIENFLESH local MAT_WOOD = MAT_WOOD local MAT_CONCRETE = MAT_CONCRETE local MAT_PLASTIC = MAT_PLASTIC /*--------------------------------------------------------- ------mmmm---mmmm-aaaaaaaa----ddddddddd----------------------------------------> mmmmmmmmmmmm aaaaaaaaa dddddddddd Name: Mad Cows Weapons mmm mmmm mmm aaa aaa ddd ddd Author: Worshipper mmm mmm mmm aaaaaaaaaaa ddd ddd Project Start: October 23th, 2009 mmm mmm aaa aaa dddddddddd Version: 2.0 ---mmm--------mmm-aaa-----aaa-ddddddddd----------------------------------------> ---------------------------------------------------------*/ // Variables that are used on both client and server local RecoilMul = CreateConVar ("mad_recoilmul", "1", {FCVAR_REPLICATED, FCVAR_ARCHIVE}) local DamageMul = CreateConVar ("mad_damagemul", "1", {FCVAR_REPLICATED, FCVAR_ARCHIVE}) SWEP.Category = "Mad Cows Weapons" SWEP.Author = "Worshipper" SWEP.Contact = "Josephcadieux@hotmail.com" // I have nothing to say here because I'm a prick SWEP.Purpose = "" SWEP.Instructions = "" SWEP.HoldType = "pistol" SWEP.ViewModelFOV = 60 SWEP.ViewModelFlip = false SWEP.ViewModel = "models/weapons/c_pistol.mdl" SWEP.WorldModel = "models/weapons/w_pistol.mdl" SWEP.AnimPrefix = "python" SWEP.UseHands = true SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.Primary.Sound = Sound("Weapon_AK47.Single") SWEP.Primary.Recoil = 10 SWEP.Primary.Damage = 10 SWEP.Primary.NumShots = 1 SWEP.Primary.Cone = 0 SWEP.Primary.Delay = 0 SWEP.Primary.ClipSize = 5 // Size of a clip SWEP.Primary.DefaultClip = 5 // Default number of bullets in a clip SWEP.Primary.Automatic = false // Automatic/Semi Auto SWEP.Primary.Ammo = "pistol" SWEP.Secondary.ClipSize = -1 // Size of a clip SWEP.Secondary.DefaultClip = -1 // Default number of bullets in a clip SWEP.Secondary.Automatic = false // Automatic/Semi Auto SWEP.Secondary.Ammo = "none" SWEP.ActionDelay = CurTime() // I added this function because some weapons like the Day of Defeat weapons need 1.2 or 1.5 seconds to deploy SWEP.DeployDelay = 1 SWEP.ShellEffect = "effect_mad_shell_pistol" // "effect_mad_shell_pistol" or "effect_mad_shell_rifle" or "effect_mad_shell_shotgun" SWEP.ShellDelay = 0 // Is it a pistol, a rifle, a shotgun or a sniper? Choose only one of them or you'll fucked up everything. BITCH! SWEP.Pistol = false SWEP.Rifle = false SWEP.Shotgun = false SWEP.Sniper = false SWEP.IronSightsPos = Vector (0, 0, 0) SWEP.IronSightsAng = Vector (0, 0, 0) SWEP.RunArmOffset = Vector (0, 0, 5.5) SWEP.RunArmAngle = Vector (-35, -3, 0) // Burst options SWEP.Burst = false SWEP.BurstShots = 3 SWEP.BurstDelay = 0.05 SWEP.BurstCounter = 0 SWEP.BurstTimer = 0 // Custom mode options (Do not put a burst mode and a custom mode at the same time, it will not work) SWEP.Type = 1 // 1 = Automatic/Semi-Automatic mode, 2 = Suppressor mode, 3 = Burst fire mode SWEP.Mode = false SWEP.data = {} SWEP.data.NormalMsg = "Switched to semi-automatic." SWEP.data.ModeMsg = "Switched to automatic." SWEP.data.Delay = 0.5 // You need to wait 0.5 second after you change the fire mode SWEP.data.Cone = 1 SWEP.data.Damage = 1 SWEP.data.Recoil = 1 SWEP.data.Automatic = false // Constant accuracy means that your crosshair will not change if you're running, shooting or walking SWEP.ConstantAccuracy = false // I don't think it's hard to understand this SWEP.Penetration = true SWEP.Ricochet = true SWEP.MaxRicochet = 1 SWEP.Tracer = 0 // 0 = Normal Tracer, 1 = Ar2 Tracer, 2 = Airboat Gun Tracer, 3 = Normal Tracer + Sparks Impact SWEP.IdleDelay = 0 SWEP.IdleApply = false SWEP.AllowIdleAnimation = true SWEP.AllowPlaybackRate = true SWEP.BoltActionSniper = false // Use this value if you want to remove the scope view after you shoot SWEP.ScopeAfterShoot = false // Do not try to change this value SWEP.IronSightZoom = 1.5 SWEP.ScopeZooms = {10} SWEP.ScopeScale = 0.4 SWEP.ShotgunReloading = false SWEP.ShotgunFinish = 0.5 SWEP.ShotgunBeginReload = 0.3 /*--------------------------------------------------------- Name: SWEP:Initialize() Desc: Called when the weapon is first loaded. ---------------------------------------------------------*/ function SWEP:Initialize() self:SetWeaponHoldType(self.HoldType) if (SERVER) then // Fucking NPCs self:SetNPCMinBurst(30) self:SetNPCMaxBurst(30) self:SetNPCFireRate(self.Primary.Delay) end end /*--------------------------------------------------------- Name: SWEP:Precache() Desc: Use this function to precache stuff. ---------------------------------------------------------*/ function SWEP:Precache() util.PrecacheSound("weapons/clipempty_pistol.wav") end /*--------------------------------------------------------- Name: ENT:SetupDataTables() Desc: Setup the data tables. ---------------------------------------------------------*/ function SWEP:SetupDataTables() self:DTVar("Bool", 0, "Holsted") self:DTVar("Bool", 1, "Ironsights") self:DTVar("Bool", 2, "Scope") self:DTVar("Bool", 3, "Mode") end /*--------------------------------------------------------- Name: SWEP:IdleAnimation() Desc: Are you seriously too stupid to understand the function by yourself? ---------------------------------------------------------*/ function SWEP:IdleAnimation(time) if not self.AllowIdleAnimation then return false end self.IdleApply = true self.ActionDelay = CurTime() + time self.IdleDelay = CurTime() + time end /*--------------------------------------------------------- Name: SWEP:PrimaryAttack() Desc: +attack1 has been pressed. ---------------------------------------------------------*/ function SWEP:PrimaryAttack() // Holst/Deploy your fucking weapon if (not self.Owner:IsNPC() and self.Owner:KeyDown(IN_USE)) then bHolsted = !self.Weapon:GetDTBool(0) self:SetHolsted(bHolsted) self.Weapo
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