How to do so would , when bullets ended on a weapon it has not disappeared ?
Set the DefaultClip to 0 and the weapon shouldn't give extra ammo when it has been picked up.
[QUOTE=Acecool;47122328]Set the DefaultClip to 0 and the weapon shouldn't give extra ammo when it has been picked up.[/QUOTE]
When I put it , it is still after I take the cartridges it disappears.
[CODE]SWEP.Gun = ("bb_ak47_alt") -- must be the name of your swep
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
end
SWEP.Category = "CS:S Weapons DarkRP"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.MuzzleAttachment = "1" -- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment = "2" -- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName = "AK47" -- Weapon name (Shown on HUD)
SWEP.Slot = 2 -- Slot in the weapon selection menu
SWEP.SlotPos = 59 -- Position in the slot
SWEP.DrawAmmo = true -- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox = false -- Should draw the weapon info box
SWEP.BounceWeaponIcon = false -- Should the weapon icon bounce?
SWEP.DrawCrosshair = false -- set false if you want no crosshair
SWEP.Weight = 30 -- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo = true -- Auto switch to if we pick it up
SWEP.AutoSwitchFrom = true -- Auto switch from if you pick up a better weapon
SWEP.HoldType = "ar2" -- how others view you carrying the weapon
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/2_rif_ak47.mdl" -- Weapon view model
SWEP.WorldModel = "models/weapons/3_rif_ak47.mdl" -- Weapon world model
SWEP.Base = "bobs_gun_base"
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.FiresUnderwater = false
SWEP.Primary.Sound = Sound("Alt_Weapon_AK47.1") -- Script that calls the primary fire sound
SWEP.Primary.RPM = 600 -- This is in Rounds Per Minute
SWEP.Primary.ClipSize = 30 -- Size of a clip
SWEP.Primary.DefaultClip = 60 -- Bullets you start with '60'
SWEP.Primary.KickUp = 0.3 -- Maximum up recoil (rise)
SWEP.Primary.KickDown = 0.3 -- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal = 0.3 -- Maximum up recoil (stock)
SWEP.Primary.Automatic = true -- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo = "smg1"
SWEP.Secondary.IronFOV = 55 -- How much you 'zoom' in. Less is more!
SWEP.data = {} --The starting firemode
SWEP.data.ironsights = 1
SWEP.Primary.NumShots = 1 -- How many bullets to shoot per trigger pull
SWEP.Primary.Damage = 30 -- Base damage per bullet
SWEP.Primary.Spread = .02 -- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns
SWEP.SelectiveFire = true
-- Enter iron sight info and bone mod info below
SWEP.IronSightsPos = Vector(3.552, -2.895, 1.2)
SWEP.IronSightsAng = Vector(0.79, -0.057, 0)
SWEP.SightsPos = Vector(3.552, -2.895, 1.2)
SWEP.SightsAng = Vector(0.79, -0.057, 0)
SWEP.RunSightsPos = Vector(-3.701, -7.008, 0.865)
SWEP.RunSightsAng = Vector(-10.197, -63.111, -4.134)
if IsMounted("cstrike") then
SWEP.Category = "CS:S Weapon Alternates DarkRP"
SWEP.PrintName = "Alt AK47"
end
if GetConVar("M9KDefaultClip") == nil then
print("M9KDefaultClip is missing! You may have hit the lua limit!")
else
if GetConVar("M9KDefaultClip"):GetInt() != -1 then
SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
end
end
if GetConVar("M9KUniqueSlots") != nil then
if not (GetConVar("M9KUniqueSlots"):GetBool()) then
SWEP.SlotPos = 2
end
end[/CODE]
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