• Ak spawns in map but it's a T weapon..
    1 replies, posted
Sometimes the AK spawns in the map and anyone can find it and pick it up.. but I only have 1 ak47 file and it's coded as a T weapons [lua]---- 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 = true SWEP.Icon = "VGUI/ttt/ak47_icon_dark.png" 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 = 40 SWEP.Primary.Cone = 0.025 SWEP.Primary.Ammo = "smg1" SWEP.Primary.ClipSize = 20 SWEP.Primary.ClipMax = 60 SWEP.Primary.DefaultClip = 20 SWEP.Primary.Sound = Sound( "Weapon_AK47.Single" ) SWEP.CanBuy = { ROLE_TRAITOR } SWEP.IronSightsPos = Vector( 6.05, -5, 4.4 ) SWEP.IronSightsAng = Vector( 2.2, -0.1, 0 ) SWEP.ViewModel = "models/weapons/v_rif_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 = true -- 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 function SWEP:SetZoom(state) if CLIENT then return end if state then self.Owner:SetFOV(35, 0.5) else self.Owner:SetFOV(0, 0.2) end end -- Add some zoom to ironsights for this gun function SWEP:SecondaryAttack() if not self.IronSightsPos then return end if self.Weapon:GetNextSecondaryFire() > CurTime() then return end bIronsights = not self:GetIronsights() self:SetIronsights( bIronsights ) if SERVER then self:SetZoom(bIronsights) end self.Weapon:SetNextSecondaryFire(CurTime() + 0.3) end function SWEP:PreDrop() self:SetZoom(false) self:SetIronsights(false) return self.BaseClass.PreDrop(self) end function SWEP:Reload() self.Weapon:DefaultReload( ACT_VM_RELOAD ); self:SetIronsights( false ) self:SetZoom(false) end function SWEP:Holster() self:SetIronsights(false) self:SetZoom(false) return true end[/lua] Is something in this causing it to spawn as a map weapon?
[CODE]-- 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 = true[/CODE] Set it to false
Sorry, you need to Log In to post a reply to this thread.